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JerisEnigma

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  1. Bumping to add another example/annoyance: I have no interest in any Fallout games, but many Skyrim/Oblivion modders also make things for Fallout. We should be able to follow by game. Yes, yes, "first world problems", but it's very irritating to get a notification about a favorite author's new file, only to click it and find out it's for a game I don't play. Good for them, do whatever you like, but I don't need to know about it! This whole site is seriously lacking in proper settings.
  2. Can we get some basic options beyond Tracked/Not Tracked? I follow many great modders, but a handful tend to post excessive amounts of images. That's fine on its own, but I don't need the notification spam. If I have a stack of say 30 notifications, 20 will be image dumps and 5 will be "X game was added to Nexus!". I don't mind the site's auto messages (I wish management would use it more actually), but the whole system is super clunky, so sorting through all the image posts takes forever. It honestly keeps me away for the site for much longer stretches, since I'd rather take 15 minutes to deal with the whole backlog than tediously pick them out a few at a time. An option to choose what we get notifications for per author would be great. Like Mods, Images, Forum Posts, Updates, Etc... /Only or /All
  3. EDIT: I'm a dum-dum; THIS was the working script. Thanks so much! Dat link tho... was exactly what I was looking for when Google failed me. Bookmarked! orz
  4. I'm trying to add "save points" via an activator, however, I cannot for the life of me find the keywords/scripts necessary to initiate a save. Searching any combination of 'ck' & 'save' shows nothing but pages of people trying to save their mod... not coding something IN the ck. There are a few places in the game where it hard saves once you walk past them (so a physical marker, not quest scripting), so I know it's doable, but like I said I can't code it properly and searching feels impossible. Examples: The last room when you're looking for Karliah & he top of the stairs outside The Caller's door. Help?
  5. In response to post #76144308. #76144893, #76151838 are all replies on the same post. What about all the download history, tracked authors, friends and such linked to the old accounts? There's more to the issue than people just being attached to a name.
  6. Get one of the beta releases of Nifskope, if all you need to do is move a few vertices. They have an "unstable" version with full vertex editing. If you need to do heavier editing, or make new models, you'll have to look into 3ds max tutorials. Blender sucks for Skyrim and unfortunately that's all I've tried lol. Yes, the video is for a custom voiced follower... the way the game builds dialogue trees is with the quest system. :smile: It uses a very basic quest so it can detect things like after you say "hey, follow me", that option will go away when they're following. Like I said, it's a great primer, especially since that guy explains safe guards for checks like that, so after you dismiss the follower it will properly reset the "quest" to stage 1, allowing you to re-recruit them again later. Again, for a total newb at scripting, I recommend copy-pasting existing scripts and doing small edits to figure out how they work. Most scripts have lines that start with ; which are notes from the original scripter, not actual code, so it's even easier to wrap your head around. Literal in-code explanations like " ;this is in case our target doesn't spawn right " Scripting isn't like super complicated or cryptic or anything, you just have to get the hang of it! That said lol... https://pbs.twimg.com/media/Bzdgku_IAAAIHmi.png
  7. All very true, and I agree on the lore bit. Once you get the hang of things like Racemenu or ECE, none of this stuff is really necessary. Really, in the end, custom races are just a short cut for adding new assets or making extremely over powered characters without fiddling with console commands. Much easier for people to make their super special, one-of-a-kind characters by just overwriting NewRace5000's textures, especially when it comes with fancy powers built in. The only case I can make for whole separate races is for anything needing radically different parts, like with the bird race. Ever seen the mod "Crimes Against Nature"? It would be quite a feat to mold your head into a chair with just Racemenu, but at that point I don't think lore, game scripts, or sanity is on anyone's mind, haha.
  8. Newmiller's Vampire Dark Knight Armor Looks like the original has been removed, but it's been converted to practically everything and the few I checked don't list it as a requirement.
  9. Honestly, it IS a Bethesda game... I love them to death, but even an unmodded game will crash. Heck, when I get fed up with the PC version, I'll pop over to 360's Oldrim and THAT has freezing issues. It's always good practice to weed out conflicts and such, but don't get discouraged when the most rock solid seeming game still has the odd crash here and there.
  10. AHA! It's literally called "Player", and I never thought to just look for an Actor lol Thank you so much! :laugh:
  11. Open Skyrim in the Creation Kit and either use the id to search for the mesh, or load an area where you know the piece is and edit it. It will list the file path to the mesh, which you can then open in Nifskope to find the actual texture path. You will need to extract the skyrim bsa to access vanilla assets. Modded meshes like SMIM will obviously be different, so extract those bsa's also, if necessary.
  12. I don't use a mod manager, so I can't be 100% sure, but as long as it's installed on the other drive first, YES, it should be fine to just drag-and-drop the whole folder. All NMM does is download mods in a specific folder so they don't mingle loose with your manual/vanilla assets. I don't see why it wouldn't detect them the next time you run it.
  13. Someone re-uploaded it here: https://www.nexusmods.com/skyrimspecialedition/mods/26017
  14. WELP, that was actually faster than expected! "Alternative Crafting System" (the yo, upgrade this for me bro!, mod) https://www.nexusmods.com/skyrim/mods/50546/? "Signature Equipment" (the I'm a LEGEND, so my iron sword is, too!, mod) https://www.nexusmods.com/skyrim/mods/90457 I tried to make a quick & dirty mod (since I said it's oh sooo easy afterall), but while I CAN remove to smithing check, I couldn't find where/how the game actually decides that the weapon is Fine, etc. If it was for me personally, of for like... exactly ONE weapon, I'd just make a new crafting entry for each level, but for EVERY weapon, generally? ffffffffffffffff that lol.
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