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somerandomguy83

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  1. Great, so I was loading CK with Skyrim.esm but without update.esm and it turns out it's one of the things that was updated, only took me a good few hours to realize that, sigh. http://i.imgur.com/j8widEu.jpg Solved.
  2. So i've been getting really annoyed by mismatched snow roads despite having identical snow textures for everything and trying to get to the bottom of it As an example here is a piece of a road mesh, the structure is very basic http://i.imgur.com/4Je2C7z.jpg There are no separate meshes for snow roads, so the game sets the snow textures by applying snow texturesets to all road meshes and turns them into snow roads. Again, here is an example of one. All snow roads use identical texturesets. http://i.imgur.com/9RkFstA.jpg So I change LandscapeSnow01 texture to dirt and I change TextureSetRoad01Snow01 to a texture that'll be missing http://i.imgur.com/ar4hIE7.jpg Here is the result http://i.imgur.com/0Gt0XNw.jpg We can see that LandscapeSnow01 textureset and our snow landscape has been changed to dirt and TextureSetRoad01Snow01 is missing as it shows a normal map, yet the skirts on all the snow roads still have a snow texture on it ! Now, It's not a snow sharder, snow road meshes don't have shader tags in CK. Could someone please confirm or deny this issue ? Just tested this issue in original Skyrim and it's not there, made an .esp that changes LandscapeSnow01 textureset texture and the new texture applied correctly to the mesh, yet making the same changes for SSE in new CK (or copying an .esp from old Skyrim that worked) have no effect. Doesn't look like it's a bug with CK, since SSEdit confirms these changes, yet they have no effect in game. Obviously I have no other .esps that overwrite it and we see that it has an affect on the landscape texture, yet it's not being applied to the road meshes skirts (my data folder doesn't contain any meshes). Next step: so I took old road meshes from original Skyrim, put them in the correct folder and still nothing, the skirts are still not affected.
  3. Ok, I managed to trace this down. The original Bethesda mesh is indeed screwed up like this, can't believe it. What was causing the fix, was the unofficial skyrim patch.bsa archive that I still had enabled, so when I was disabling this original unpacked whdocks1 mesh, I was not reverting to the meshes.bsa, but I was reverting to the unofficial skyrim patch.bsa which contained the fixed version of whdock1 mesh. Not sure how Bethesda let something like this through, guess they were in a real hurry..
  4. Ok, this is a very weird bug that I can't seem to find any reason for. I have now used 2 bsa unpackers to unpack the mesh.bsa from my now twice downloaded steam Skyrim. The game is unmodified, there are no mods in the load order besides this one mesh. I have I tried it with enb and without enb. I have tried running the game with skse and without The game is being started from M.O. So, basically what happens is, If I take an unpacked whdocks1.nif mesh (meshes\architecture\windhelm) from the unpacked archive and place it as a mod with a separate file in my load order, I end up with this fine artifact ! http://i.imgur.com/FDRZUZp.png And yet when this mesh being is loaded from inside the original archive, there is no problem, how can this be ? Can someone confirm ?
  5. That makes sense, thanks. The problem with optional files, is that they are still bundled within one mod and once that main file is moved onto the sidelines (1 week limit for the hot files section), you lose the focus of the general population. And even if you are constantly making updates, you are mostly working for the crowd that you managed to attract during that first week. Every update I make, is a whole new mod in itself by scale and effect, and even if people already endorsed my mod as much as they can, even if they love the new update, they can't endorse it more (their words, not mine). So it would be nice to release a new update as a mod, which the active users of my mod could rate and if it's good enough, then we could once again make it to the hotfiles and attract even more attention to the main mod.
  6. I've made quite a big and lumbersome project which is managing 10% endorsements to unique downloads on 3,000 unique downloads, which after spending a week in Hot Files placed me on page 8 of the category I am in and I am now faced with a dwindling supply of downloads and endorsements, so I was wondering if It's generally frowned upon, if the same mod gets pieces of It turned into other smaller mods (while the mod with all the other combined pieces still exists). The advantages of this are pretty obious to me, as I could select the best bits (or just the more recent ones) and post them as separate mods(with the main mod still linked in the description) to gain more exposure and endorsements, and this way I could actually track how well the separate segments of the mod are doing. But is this the wrong thing to do ? I am guessing that If for example, SMIM Author made 100 small mods instead of one merged mod, then it'd be a pain in the ass to find them and manage them all, but if he made say 3-5 different sections then it wouldn't be so bad, where is the line drawn ? Or is there a Nexus policy for situations like this that I can't find ?
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