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yic17

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    Final Fantasy / Persona / Fire Emblem / NieR / The Elder Scrolls / Dragon Age / Mass Effect / The Witcher

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  1. In Oldrim I used FOV 50 to get a more personal/immersive feel - like you can get really close up to people during dialogues. And it worked thanks to the Face To Face mod where during dialogue the camera centers on the person's face. However, in SSE when I set FOV to 50, during dialogues the camera pans to the person's neck instead of their face/eyes. Is there any way I can modify the camera pan during dialogues so it goes higher to focus on the person's face/eyes instead of their neck? Thanks in advance.
  2. I wanted to wait at first too. But couldn't resist so I started playing. Now I'm already 150 hours into SSE and to my surprise, I don't actually miss SKSE much. Sure, SKSE is amazing with all it's features and some mods require it to work. But generally there's already a non-SKSE version on Nexus that would replace those SKSE required mods. In the end I really didn't feel much difference from my Oldrim playthrough w/ SKSE and my SSE playthrough without it. The biggest difference for me due to lack of SKSE is the hotkey mod. I loved using hotkeys in Oldrim to set up all my spells, shouts, equipment sets, lantern on/off etc because immersion is important for me. Without hotkeys, now I have to use the damn favorite menu. It hurts immersion + inconvenient so it sucks a bit. However, SSE is so much smoother than Oldrim. In Oldrim I get crashes every 30 minutes or so. With SSE I can play the damn game for HOURS without one single crash. I've had like 3 crashes in 150 hours now. So yeah, overall I think you should just jump into SSE now. Also, if there are mods that are only on Oldrim and do not require SKSE, you can easily convert those yourself so they are compatible with SSE. I converted around 20 myself. It's actually really easy.
  3. I've been playing SSE for 150 hours now (according to Steam). I have over 150 mods installed. I downloaded them all from SSE Nexus. Unfortunately, today after checking all the mods in SSEdit, I found out that there are around 15 mods not properly converted to Form 44 even when they're uploaded to the SSE Nexus. So I went ahead and converted them to Form 44 myself just now. However, I want to know if there are still dangers to my save files since I've already played for 150 hours using 15 mods that were Form 43. EDIT: OK nevermind found another thread down below addressing the same issue. :v
  4. Yeah I love it as well. Makes rainy days feel much more immersive. I did a search yesterday and found out indeed ENB for SSE has many limitations right now due to it using DX11 instead of DX9. So a lot of effects need to be redone or something. Guess we can only hope that someone will work on the screen rain effect soon.
  5. If you look at the trees in the back they seem to be flickering or sparkling. Is that normal or did I get some setting incorrect? I use Rudy ENB with Re-Engaged's Screen-Archery DOF + modified PhoenixVivid ReShade. https://www.youtube.com/watch?v=BPF6A_jMVPA In the video it actually looks OK but in-game it looks even more apparent - to the point of a bit distracting. Even though I still prefer it over Extreme DOF from Re-Engaged. I find that DOF effect too light for my taste.
  6. Just started setting up mods for SSE and tried Re-Engaged ENB. When it rains, there's no raindrop effect like the Oldrim ENB I used (RealVision I believe). So I checked another 2 SSE ENBs (Rudy & PhoenixVivid) but none of them have it as well. So is the screen raindrop effect just not available for SSE's ENB yet?
  7. Didn't know there is one. Moving over now.
  8. Just started setting up mods for SSE and tried Re-Engaged ENB. When it rains, there's no raindrop effect like the Oldrim ENB I used. So I checked another 2 SSE ENBs but none of them have it as well. So is the screen raindrop effect just not available for SSE's ENB yet?
  9. Sounds really exciting. Would love to revisit some parts of Cyrodiil again. Haven't played the original mod yet but I will when I start my first Skyrim SE playthrough sometime this year. Good luck with the project. =)
  10. By eliminating one facial part at a time, I finally found that the problem is caused by her mouth in her facegeom nif. I set all other parts (eyes, hair, hairline, brows) to Has_Tangents and they turn out fine. But when I add it for mouth, she starts having that glitch. So I tried removing her mouthhumanf.nif. That didn't help so that mesh is not the problem. Now I can't figure out what's the issue with setting Has_Tangents for her mouth. And if I don't set it, she doesn't have mouth mesh (and teeth) in-game. Can someone please help me solve this? Here's different variations of the facegeom nif. All parts no tangents: https://drive.google.com/open?id=0BxKqQVsldfzXWWFrbVV3SWVwQUE All parts except mouth no tangents: https://drive.google.com/open?id=0BxKqQVsldfzXbWlxMVl0MmsyU2M All parts has tangents: https://drive.google.com/open?id=0BxKqQVsldfzXVEt5a0ZBNERZUjA
  11. Hi. I'm trying to port this follower mod to SSE. http://www.nexusmods.com/skyrim/mods/69288/? But I'm getting the "exploding mesh" issue. http://i.imgur.com/eS09lkH.png http://i.imgur.com/1JYdqVh.png I already used SSE NIF Optimizer on all the meshes. Default setting on regular meshes and head part setting on head part meshes. So what am I missing that's causing this problem?
  12. Update: It works. Made a follower using Berserk race (master) and turns out perfectly.
  13. OK I'll do that. Thank you. =)
  14. I've been successfully porting follower + armor mods to SSE these days. But all of those files are ESPs. Now I come across a mod I want to port to SSE but it's in ESM format. Can someone tell me how to convert a ESM file to SSE? Or are ESM files not necessary to convert since in all the guides I haven't read about converting ESM files. The mod is Berserk Race @ http://bagserk.blogspot.com/2012/09/berserk-races-update-061.html
  15. I have played Skyrim. Steam shows 300+ hours so far and I'm like halfway through only. But I didn't use a Star Wars character in Skyrim because it just doesn't fit into the setting very well comparing to Fallout setting. It feels too far off while Fallout setting with Star Wars character just feels more believable. Anyway, I understand without Creation Kit things will be more difficult. But at the same time in the details I did provide different ways to approach the ideas. One way may be more difficult but another is using what already exists but just changing minimal things that are moddable right now. For example, changing the texture of a pulse grenade into a lightning ball - I think that's very doable - if someone is skilled in texturing that is. And for Force Push, there's already the Lorenzo's Artifact Gun, just need to use the same effect and apply it to the left hand (grenade button). So I don't think these ideas are impossible even without a Creation Kit. Just need to find someone willing to make them. :confused:
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