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Muroj

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About Muroj

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    Skyrim
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    Skyrim

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  1. thank you SO MUCH for this! it helped me figure it out and i got the barking noises working by trying out your theory with the footstep tag now for combat sounds! edit: i've also decided to make a custom race for him anyway since loading a save would make him turn back into a regular dog. just need to get that new info into the DialogueFollower quest.
  2. thank you, i'll do that for sure! will that also work in the case of adding in the custom sounds for non-dialogue? like the random barking the dog will do whenever i'm not talking to it? or would i still need to edit the relevant behaviour files for that?
  3. hey all! i've literally never made a mod from scratch before but i wanted to make a custom dog follower for myself, and i'd like said dog to have its own unique barking sounds. i've already tried looking around for how i'd do this and i now am aware of how to at least convert hkx files to xml to edit and then back to hkx again, and i've also got the sounds i need ready (plus relevant sound descriptors in CK), but specifically for dog barking and whining noises i have no idea how i'd make this unique dog use these new sounds without just replacing the default sounds (which would then make all dogs use those sounds... which i don't want). would it be easier to have the dog as its own separate race instead of DogCompanionRace? and no matter the answer to that, how can i go about adding these sounds in (without replacing all dog noises)? what might i need to add in the CK, and which behaviour files would i have to modify?
  4. bump. still seriously frustrated by the vampire attack CTD
  5. since i can't talk about this on the freaking mod page or forum for 3DNPC (since they're both locked), i need some help either diagnosing the cause of these issues or finding workarounds. Game-breaking Bug (Using Nether's Follower Framework and Convenient Horses) when doing the Transformation quest with Terynne, entering Frost Peak Cave or otherwise causing Terynne to be in the same cell as the player will break a follower you have with NFF. followers are automatically dismissed from their slots. when you rehire them, if you mount your horse, they will do so normally, but as soon as they go off camera they will disappear and the horse remains motionless. you can get off your horse and summon your followers, but the issue persists if triggered. CTD During A Quest during the Way of the Nine quest related to Svashni, when i try to assist the Vigilant of Stendarr at Stendarr's Beacon, as soon as (what i assume is) the vampire attack begins to spawn, i have an immediate CTD. i cannot give myself the blessing of Stendarr via setstage. when looking around for solutions i saw others were having crashes in the southeasternmost area of the Rift, but more often near the burning shack Dro'bar is in, or by the dragon mound. this is JUST when the vampire attack gets triggered after asking for the Vigilant of Stendarr's blessing.
  6. recently encountered a strange issue where ash piles get disabled (as if i ran the "disable" command in the console) a second after they appear. i can re-enable them but i cannot properly loot them. figured i would ask here as i have a long load order and don't have the energy to try and troubleshoot right now, but if no one is able to give me a likely reason i'll probably try and troubleshoot soon. i really have no idea what mods i would start with, in terms of knowing what might cause this. apologies in advance for the length of my load order; see the attached file. it's not the floating ash pile fix, as that's just a mesh replacer, and i'm pretty sure it's none of the vanilla script optimization mods. i tested without all three of these so far.
  7. Not a super serious issue as I could just be rid of Better Imperial City.esp. With Better Cities, specifically Better Imperial City.esp, it requires being low in the load order to work properly. However, when this proper load order placement is reached (right before it reaches this, actually) for some reason the changes to movement speed made by SDR are completely gone. (Or, everything about SDR is gone and I just don't know it yet...) Does anyone have any idea why this could happen? Even placing SDR.esp and SDR_Oblivion.esp at the very bottom of the load order doesn't change anything if Better Imperial City.esp is low enough in the load order.
  8. Oh no, I just removed the .nif files so they wouldn't be used by the game anymore. I don't know which mod I would have had installed that was the cause, but I'm sure my own meddling messed it up when trying to uninstall and I forgot to remove those files.
  9. You were right! Thanks a bunch, I don't think I would have considered this kind of fix on my own. I'll continue tinkering around and come back here if there's anything else I can't figure out. Thank you again :laugh:
  10. I recently encountered an issue after modding my game in which some plants are somehow missing their vanilla textures. Here is an example. I can verify that it isn't any of the .esps I have installed, since I tried playing with everything disabled and it still cropped up, even on a brand new save. I tried verifying file integrity with Steam but I'm not sure how much that does. I can provide my load order if needed... any suggestions on what I should do next? I have already tried using FormID Finder but it never gives me info about plant meshes for some reason. Using Qarl's Texture Pack 3 does nothing. I really am at a loss on what I should do to fix this, other than perhaps completely reinstalling the game.
  11. oh god i really did forget about all the questions i asked in 2018
  12. I'm trying to get some glow maps onto the eyes of a custom follower of mine, but when I change the eye .nifs to the ones I used in NifSkope the eyes just became googly. Literally all I did to get the .nifs was extract the human eye .nifs from my mesh .bsa, so I don't understand why this would be happening. (Btw, I did get the glow maps to work. Of course the only work with the wonky .nifs.) I'll just list what I did to make the glow maps. 1. Extracted human eye .nifs from meshes .bsa 2. Loaded into NifSkope and slowly figured out how to make glow maps (many confusing applications of textures until I finally got it) 3. Saved the .nifs with different names Don't know how messing with textures and glow maps could mess up the .nif though. Especially since the textures I'm using are directly meant for the .nifs...
  13. C o m p a t i b i l i t y m e r g i n g
  14. I know there's an .omod of this mod on the Nexus already, but I'd prefer an .esp of it instead. Does anyone possible have a file such as this?
  15. I've been looking forever for a mod that improves Khajiit faces like OCOv2 improves race faces, but not in the way OCOv2 does. And it really sucks because the original creator is gone. Basically, they look too human. It's uncanny and frankly a little ugly. The practically lack a muzzle, and the shape of their eyes doesn't really seem too catlike. There's also the way that the nose was made to look that reminds me too much of the human races. There's also the matter of their chins and jawline... again, too human. There's also the matter that for some reason their eyes are looking in different directions. http://prntscr.com/k9cbjs (image credit: new eyes for ocov2) Just look at that! This just looks like an extremely uncanny skin paint job! I traced over it myself and it just looked like a human with a wider than average nose. http://prntscr.com/k9ccfh THIS actually looks like a cat, even though it is... bad. https://www.nexusmods.com/oblivion/mods/47866 Now, THIS mod... THIS mod makes the Argonians look even MORE like lizards. Like actual, proper, Argonians! But the Khajiit? Nah. They basically look the same. What I'm looking for is something that IMPROVES the Khajiit face by removing their ape-like vanilla features, but not... making them look so human? Because there are literally no other mods I have found that achieve what I'm looking for.
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