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I'm pretty sure this issue stems from CK Fixes, as I worked a ton with the CK a year ago and don't remember this problem. I'm making a settlement overhaul for Windhelm. One of my resources is 3D Trees. In order to view the tree models in CK the plugins must be chosen. Now, even without making any change, simply opening my esp as an active plugin while 3D Trees is selected results in the latter becoming a master for the former. It's true for all other esps. Help is appreciated!
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I'm pretty sure this issue stems from CK Fixes, as I worked a ton with the CK a year ago and don't remember this problem. I'm making a settlement overhaul for Windhelm. One of my resources is 3D Trees. In order to view the tree models in CK the plugins must be chosen. Now, even without making any change, simply opening my esp as an active plugin while 3D Trees is selected results in the latter becoming a master for the former. It's true for all other esps. Help is appreciated!
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How do I find an NPC's headmesh and facegen tint.dds?
BusChaser posted a topic in Skyrim's Skyrim LE
I'm mixing and matching NPC makeover mods. Right now I need to find an NPC's headmesh and then its unique facegen tint texture file. I looked all over the Creation Kit and xEdit but could find no pathing to the specific files. My only recourse is opening the game one by one while deleting each headmesh and tint until I find the one attached to an NPC. That's way too tedious. Help would be appreciated. -
I realized that most weather mods take over vanilla lighting. I'm specifically referring to the milky surface covering the entire screen and is also prominent in Fallout 4. It's one of the new additions from SE and I like it. Problem is, I want Rudy ENB with all its features on the newest version without missing out on the vanilla lighting. How can I do both? Thank you!