Jump to content

Mur4s4me

Premium Member
  • Posts

    107
  • Joined

  • Last visited

Nexus Mods Profile

1 Follower

About Mur4s4me

Profile Fields

  • Country
    None

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Mur4s4me's Achievements

Collaborator

Collaborator (7/14)

  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In
  • First Post

Recent Badges

0

Reputation

  1. Same issue as well. I guess it's an issue on Github's side?
  2. Seems like SKSE was the answer https://www.nexusmods.com/skyrimspecialedition/mods/42621?
  3. Resurrecting this topic once more. I'm playing on SSE, so behavior files and all are different from LE IIRC (similar to animations, which needs to be converted). All the tools I found to edit hkx files, such as convertUi, are all for LE. Is there such a thing for SSE?
  4. squireoivanhoe, I just want to thank you for saving my save game. I had a bug with Legacy of the Dragonborn version 4.x. with its radiant quest (removed on version 5.x.) That kept on looping and stacking active scripts. I tried all other methods and didn't work, but after reading your post on the birds, it made me check in Resaver. 45k active scripts from that one LotD quest! No wonder my game was such a slog and finally died out when saving. Ot now saves so fast, and I don't get constant stutter anymore. Once again, thank you!
  5. I'm trying to make this NPC stronger, more specifically making him leveled to the player and have his own equipment. I'm more familiar and comfortable with TES5Edit, so I'd appreciate help through that tool over the CK. Right now he uses multiple template flags. http://puu.sh/ltyHS/7d3dfabd38.png I want to know which one I should remove if I want to: - Make him leveled to the character and auto-calculate his stats per level - Have him use a new inventory instead of the one from the template - Have him use an outfit (like Orcish set with no helmet) instead of whatever outfit is assigned to his template I know how to ADD the things above, but I don't know what to remove from the Template flags so he will use what I add. Thanks in advance.
  6. UPDATE Thanks to Enai, creator of the mod Thunderchild - Epic Shouts and Immersion, I was able to finally make it all blue. Here's what he said: 1. If SLSF1_Greyscale_To_Palette_Color isn't checked, it'll look at vertex colours. Node 8 in flamewave is one of those, looking into node 7 for its (red) vertex colors. Either check this box and provide your own gradient, or change vertex colours. 2. That's a BSValueNode. Go to CK -> AddOnNode and observe which one corresponds with the Value in that node. http://i.imgur.com/MZpTEsKl.jpg http://i.imgur.com/d5tTknIl.jpg Everything working as intended!
  7. The problem is that those fire textures seem to be from the default path. If I somehow change that specific fire texture (which I don't know which it is, because nifscope isn't telling me at all), and manage to make it blue, then regular Fire Breath and other fire effects may become blue, which will be an unwanted side-effect. To clarify, I didn't "put in" any textures. I'm trying to figure out how to change the texture path on those nodes in nifscope, as I explained in my first post. They are missing in my second screenshots because I intentionally deleted them, since they were the same color as the image above. I hope you understand better what my issue is.
  8. I'm trying to make two separate shouts using the "voiceflamewaveproject01" mesh and "dragonflamewaveproject01" mesh. I've already got the gradient texture down (I'm making it blue), and the center wisp blue-ish white, but no matter what I tried, it seems that one thing never get changed to blue: the flame trails. The fire trails are related to "PushMuzFlashDust" nodes and "AddOnNode," I think (http://i.imgur.com/aBMaCqy.png), since deleting them also removes the flame trails. Here's pictures of what I'm talking about. Fire Breath "Yol" http://i.imgur.com/WPxtgJwl.jpg Custom Blue Fire Breath http://i.imgur.com/ijFyHGPl.jpg Notice the missing flame trail? That's what I removed because it was always regular flame colors. Unlike regular BSEffectShaderProperty and BSLightingShaderProperty, which are much easier to manage and control, I have absolutely no idea how to edit these BSValueNodes. If you could help me with these issues, I'd really appreciate it.
  9. Just a little bump after many months later. If someone can still help out, I'd appreciate it.
  10. Same issue here, and I'm also trying to find out why it's occurring suddenly in my game.
  11. I'm not sure what could be the cause of this, but in my game, Lightning Cloak simply damages everyone when I use it, causing followers and allies to become hostile towards me. NPCs using it will also cause the same issue (they will damage other NPCs that aren't even hostile). Frost and Flame Cloaks work fine. I checked my entire load order in TES5Edit to see if anything might be changing its settings, but there is none (whether it's the spell itself [0003aea3] or the cloak spell effect [0003aea1] applied to the actor). - I'm using Combat Evolved which doesn't rely on scripts, so that's not the cause. - I do have Ultimate Combat which is heavily scripted, but I'm not sure how it could cause this since it's less focused on magic - I don't have any other mods that add/modify spells directly, only ones for Shouts. Skyrim Immersive Creatures add a few new spells, but doesn't modify existing ones. If anyone would like to help me with this issue, I'd appreciate it. If you need my entire load order, please let me know how to post it correctly, as I've never done it before. Thank you.
  12. Hi Mur4s4me. I just wanna say... I'm huge fan of your content ;) Cheers.
    1. Mur4s4me

      Mur4s4me

      Oh my, thank you very much! That's kind of you to tell me.

      Cheers!

  13. - ignore post since it was information you already knew -
  14. I actually already know how to do DSR patches. I was just wondering if those already provided for vanilla meshes are free to use, since they are, well, vanilla meshes in the end. I guess there won't be any differences between me making one and using one from the mod if it's a vanilla mesh anyway. Thanks for the reply.
×
×
  • Create New...