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Vaz2008

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    something different every day
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    Ryzom

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  1. Tried it just now. It works and it looks good. That's close enough to a solution for me. Thanks!
  2. RaceMenu overlays look fine, but scars from the scars slider look like this when SSS is enabled: I was able to find this thread on the ENB forum about a very similar issue, but it turns out it's not exactly the same. I made those changes to the NIFs myself and tested them before realizing this mod also takes care of that. Neither the mod nor my own changes solved the problem. It's not all ENBs that do it. For some reason, the subsurface scattering in Ruvaak Dahmaan works perfectly. I tried copying its SSS settings over to NAT, one of the ENBs that make the scars grey, but that didn't help either. GPU: Nvidia GeForce GTX 980 Ti 6GB, driver version 536.40 My load order:
  3. It worked! That was such a clever leap you made! Thank you so very much! \o/ The original mod has open perms so I'll probably upload this when it's done. I'll credit you for figuring this out.
  4. Thank you for the reply! I already got the Emissive Colors, though (and I got them all, I drilled down into everything): (GreenGlow.dds is actually white) edit: I changed the colors in the nif to red as a better test than blue, and part of the effect is being affected: edit 2: it DOES have something to do with GreenGlow.dds after all. I split the channels, blacked out red and green, recombined them without the alpha channel, and the green glow turned into blue squares. So then I made a new texture from scratch and replaced GreenGlow.dds...and it's still green in CK. It seems like it has to do with the color channels in the image, somehow... Tried blacking out the R and G channels. Now it's dark blue in CK but it has a hint of green around the edges. edit 3: I tried borrowing a similar texture from another mod, a mod with a blue-glowing sword, naming it GreenGlow.dds, and replacing the file. Still green. Maybe GreenGlow.dds isn't the problem...
  5. I've been trying for days to make Warglaive of Azzinoth -The Twin Blades of Azzinoth- blue. The main texture was easy, and I recolored all the fx textures too, but I can't figure out what actually makes the glow and particle effects green. No matter what I do, when I preview one of the edited NIFs in CK, the weapon itself has my changes but the effects are still fully green like I did nothing at all. I've loaded all three of the NIFs for the mainhand item into NifSkope and changed every Emissive, Specular, BSEffectShaderProperty, and BSPSysSimpleColorModifier. (The vertex colors are all white to begin with, so I didn't change them.) The files I'm loading in CK are the same files I've edited and saved: I triple-checked that, so it's not that I forgot to copy the edited meshes into Data. I found some RGB values under EnchFireFXShaderGOA and FireFXShaderGOA, changed those, and saved over the ESP. It's maybe the second time I've ever used NifSkope and the second time I've ever used the Skyrim CK. Honestly, I don't want to resort to learning everything about Skyrim modding from the ground up, I'm already busy learning other things. Surely there's something simple I'm missing here?
  6. I would like to not have objects burst into debris just because I bumped them a little with my foot. Does a mod for that exist yet?
  7. Maybe the cigarette model and smoke effect could be replaced to be invisible...
  8. I always check the comments to see what issues the mod might have, judging for myself whether the people posting the comments have any idea what they're talking about. When comments and bug reports are disabled, I feel like I'm going in blind, and most likely I'll just skip the mod. HOWEVER, considering how awful Nexus users can be and often are, I can't begrudge authors choosing to limit how they can be communicated with. I'd rather they not feel that they have to withdraw from Nexus entirely. Sometimes the bad actions of others mean we can't have nice things, and that's just the way it is.
  9. I'm wishing for a mod that changes the "screen" you get when you receive, whether by looting or from a quest, a legendary item. By default the screen requires you to press a button to take the item. Fallout 76's version of this screen is far less intrusive, without all the UI at the bottom and requiring no interaction from the player; it just shows you the item for a couple seconds and then goes away on its own. There is this, but it gets rid of the screen entirely.
  10. I'll offer my own answer for that since I also have this bug. Mod download folder for Vortex: C:\ProgramData\vortex\downloads {USERDATA}\downloadsSkyrim SE staging folder: E:\installations\skyrimse\mods (Note: this is not the folder where I installed Skyrim SE itself.) E:\installations\{GAME}\mods
  11. What I was trying to point out is that this bug duplicates all mods in the Mods tab and shows one of each mod as being disabled and the other as being uninstalled.
  12. I have this same problem (see also). You have to turn on advanced mode in Vortex's settings to see the Purge button next to the Deploy button, I think. I'm afraid to do it myself because my modded Skyrim SE works perfectly, I just effectively can't manage it through Vortex anymore. If purge does what I think it does, all it'll accomplish is wiping those mods out of my Data folder and deploying nothing to replace them because it has no idea what I have installed or how.
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