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Nap1985

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Everything posted by Nap1985

  1. I mean, really? Did anyone actually want this? I think removing stats from clothing was just a way to avoid having to rebalance around new perks. Absolutely HATE the loot changes. Tiers are lame. No variation in guns. Every liberty is exactly the same. This takes away so much from the game! Does anyone care how your clothing looks? It's a first person game! So disappointed. Equivalent of Skyrim removing enchants from all armor in the game. Who thought this was something anyone wanted? I really, really hope someone makes a mod to add stats back to clothing. Please. Thank you.
  2. That's very helpful, thank you! I was making the mistake of desaturating and then cranking up brightness and contrast for very bright whites and deep blacks. Still having issues with reflectivity, but better. I suppose I'm missing a step? I have been simply desaturating the diffuse and creating the normal map from that, which is what the guides/videos I've found recommended.
  3. Thank you, that's interesting. I had considered that and they DO have an alpha channel. Though what it's doing I'm not certain, and not certain how to make it functional, but for example when I open in Gimp it says "RGB Alpha" and if I click the "Transparency" selection it has the option to remove alpha channel. I just tried "Color to alpha" and made everything white transparent, and this sort of worked. The normal map now has texture (Highs/lows) and is no longer dark, however, now it's absurdly reflective like it's made of polished metal or something. But this is progress...I think! Edit: Ok, when using the normal map plugin in Gimp, if I change the Alpha Channel selection to height or inverse height, it seems to work. Mostly. But still makes it super reflective. I've been opening other maps (made by other modders) just to see how they look in gimp, and they look like the ones I was making (without changing alpha selection to height), and yet they work. They don't have visible transparency anywhere in the image, all blue/red/green, and yet the only way mine function is with visible transparent areas (checkered background in gimp). Am I making sense? I've made normal maps before for tattoos in Fallout 4 and they worked fine without having these issues. Which is why I don't understand what's so different for architecture.
  4. https://www.flickr.com/photos/196879697@N03/52707819343/in/photostream/ https://www.flickr.com/photos/196879697@N03/52706810777/in/photostream/ I'm really just messing around, but I'd like to work on making my own city texture replacers. I'm pretty newb, have only done textures and normal maps for player/npc skins, and the process I used then isn't working correctly for architecture. You can see in the pictures I linked above, when I apply the normal map I made, it turns the diffuse texture really dark for some reason, and the normal map is completely flat when applied to the mesh, but looks correct when opened in Gimp. Anyone have any ideas?
  5. I'm really surprised this hasn't been done. There are LOTS of options for incredible tree replacers on nexus, but only a couple model replacers for the large mushrooms (solstheim/blackreach), and they are just higher poly versions of the same model, and there are no texture alternatives. 1. Probably easiest, just a texture replacer for the mushroom trees on Solstheim to make them look like fly amanita (red with white spots). 2. NEW models! Giant mushrooms that could be used to replace trees on mainland Skyrim, similar to Fungal Commonwealth for Fallout 4. Ideally more interesting models than the Solstheim trees. And perhaps smaller models as well that could replace some small plants/bushes/shrubs/grasses with mushroom clusters. This would be an instant download for me.
  6. https://staticdelivery.nexusmods.com/mods/1704/images/27816/27816-1633286078-219915569.png Does anyone recognize the texture for the building in the center of the image? That looks like sandstone? It's a user image on the Enhanced Solitude mod page. I've been through every solitude retexture I can find for LE and SE and can't find it. Edit: Apparently it is an old version of one of Pfuscher's 20xx retextures, but he no longer has the file. I don't what year it was from or what year it was replaced, but if anyone has any old solitude retextures from Pfuscher on their hard drive, and feels like sharing, I would very much appreciate it. This will only be for personal use, and I will send Pfuscher a copy as well, if he wants it. Edit: The specific texture I'm referring to is Data/textures/architecture/solitude/sstonewall.dds If it makes it easier to share I'm really after just that file, so if you have any old retextures from Pfsucher that include that file, you don't have to share the whole 1gb+ pack. Edit: I found it in Pfuscher's 202x downscale 4k addon pack!
  7. Turns out I do have 3.1 usb ports, and the usb controller lists 3.2. So...maybe this would have been the way to go, but I already ordered an internal drive. Guess I know for next time. Thanks!
  8. I suppose I'll just stick with the internal. Worst case scenario my load times are slightly longer than they could have been. (This is primarily for a heavily modded Skyrim) I would love to add another nvme drive, but I'm already running one as my boot drive and from what I read I can't just add a second drive, it would have to be in raid or an extension of the boot drive?
  9. I was planning on adding a 2tb internal 2.5 inch SSD, when I saw a comparison to an external NVMe hard drive by the same manufacturer. It claimed the read speeds were 2x-4x faster depending on the model, and I'm wondering if anyone uses these for gaming? The external one was only $30 more, and twice as fast. Am I missing something or misunderstanding something? My pc does have USB 3.0 ports, I'm not even sure if those are the fastest ports anymore or if it will bottleneck the external drive and not be any better than the internal drive.
  10. I think there's a few mods that let you display any equipment on your character in different locations. All Geared Up is one, Immersive Equipment Displays. Not sure if this is exactly what you're looking for, but might help. Ordinator has a few staff focused perks in its enchanting perk tree. Edit: Don't know if you'll see this but I stumbled upon this and thought it was probably what you were thinking of. https://www.nexusmods.com/skyrimspecialedition/mods/14997
  11. There are packs of mods called collections accessible on Nexus, that might be a good place to start. I've also seen some large auto-installing mod packs available offsite, although I can't recall exactly where. There's something called Wabbajack that does something like that, but I haven't used it. If your PC can handle it, there are large texture replacer packs for buildings, landscapes, trees, etc. that combined make the game look very different. Also if your pc can handle it, ENB is a must for visuals. There are some mod authors like EnaiSiaion (Ordinator) and SimonMagus616 (Adamant) that make modular mods that overhaul most aspects of the game and make huge improvements to combat, magic, perks, enemies, etc. They would be a good place to start since you know if you want to overhaul Enai style, all his mods are going to work well together.
  12. I read on a mod page (trying to find it again! unsuccessful so far) somewhere that if I were to load a file I wish to esl in SSEEDIT, along with any patches that require it, and then compact form ids for esl, it will renumber for the other esps that depend on it as well? Can anyone confirm this? I know compacting form ids will break a mod that is a master for other esps. But this mod page explicitly stated that this approach indeed worked to NOT break those esps. Or, do you know where I read this? I think it was on a recently released mod or patch, but I can't find it. Thought I bookmarked but apparently not. Edit: I loaded up a mod and one of its patches to test this. And based on my limited understanding of sseedit, it does seem to work. I compacted form ids for the master and it did renumber for the patch as well. I've been avoiding compacting as much as possible but this opens up a lot more mods to esl-ifiying! As long as I'm certain I've loaded all mods mods that depend on it, which seems hard to mess up as sseedit automatically loads masters for any mods you load.
  13. I remember a dungeon mod I played for Skyrim years ago. It was just an unassuming trapdoor near Riverwood, but was a massive multi (like 100) leveled dungeon with some custom enemies, equipment, spells, and so on. IIRC it took me days of playing to get through this and I'm not certain I ever actually finished it (I used a separate save just for exploring this mod). I think it was kind of rough around the edges, not very polished, but the fact that this is the only dungeon mod I remember after 7-8 years says something. Anyone have a clue what this mod was?
  14. Thanks that's exactly what I was concerned about. I didn't know that there was a max save file size, and I hadn't considered not being able to bash my entire load order. More stuff to learn! Going to have to read up on how to make multiple bashed patches.
  15. So I'm getting carried away. I started on Nexus and found an absurd amount of mods that I just couldn't do without. Then I started looking around the internet and discovered Patreon and Twitter and a few other places where some amazing mods are hosted. Right now I have 4000 installations in mod organizer. Not all of them are actually mods, some are patches and INI's for other mods and meshes/textures, etc etc. I have about 1600 plugins activated. I esl-ified everything I could, the vast majority are weapons/armor/clothing so they don't make big changes. I need to finish off my load order with flora/tree overhauls and finally combat/animations. I couldn't believe the game actually launched. (Haven't even run LOOT yet just kinda winged it) I used alternate start and goofed around for about an hour running around whiterun and across the tundra, before I got attacked by a bunch of stormcloaks for some reason. Going to have to figure out what mod did that. Anyway. How many have run mod lists this big? Are you pretty much fine save for conflicts and script bloat? I figure I'll have a normal-ish 250-300 plugin load order, but with 1000+ extra esl followers and equipment mods. I plan on adding everything to leveled lists with synthesis or xedit patchers and have Borderlands level amount of enchanted loot possibilities. Is this doable long term or is there something behind the scenes that's going to screw me over after a few dozen hours?
  16. How about it? A Tiny Tina follower. I can't believe it hasn't been done. I would totally donate to whoever made this happen.
  17. Thank you! I'm still building load order haven't really played yet. Just launching here and there to make sure it launches. I've only compacted form ids in mods that only add items and have no other patches associated with them. I have a TON of weapons/armor mods that add just a handful of items and I thought it would be safer to esl rather than merge. I did compact and esl a few patches. For example I compacted a mod that created a 1 hand version of a two hand sword, but did not compact the original which it requires. I'm assuming this is safe. A handful of the mods may have had npc's, I will have to revert those to the backup I think, but I did find an xedit script that is specifically for esl-ifying followers, supposed to handle that for you, but I don't know how well it actually works yet. This causes the black face issue I've read about? I'm assuming this would only be an issue for humanoids with a face preset and not creatures?
  18. I was going through and esl-ifying all my simpler mods (mostly armor and weapons) and several I had to compact the form id's first. Will this matter for bodyslide files? I'm inclined to think not, but I thought I would check before I get too far. Edit: And also, from what I read it's safe to esl most smaller/simpler mods even if they are a master for something else, unless you've got to compact the form id's, then the mod which requires that mod will be broken? I'm looking at stuff like UIExtensions and other small utility mods?
  19. Is it possible to convert grass mods from fallout 4 to skyrim? Most of the grass mods in Skyrim are very...monochromatic. But there are a few in fallout that are dense and colorful that make entire regions look like flowering meadows.
  20. Well thank you very much. Good to know! I ran several of the mods I was worried about through Nifoptimizer and Cathedral Asset Optimizer and the only files they altered were some animations in one mod.
  21. Thank you for the reply. I think I'll load a few and try AddItemMenu. Some of them I was heartbroken that they came up form 43 and I didn't want to mess with them and cause problems. (Warglaives of Azzinoth I'm looking at you!) It's mostly armor/weapon mods with this issue that I've found. Although there are a few oldrim mods that I HAVE to try to get working in AE. Worlds Dawn, Xtended Loot, GUISE. I'm trying to build Diablo in skyrim ;) On a side note, I was planning on merging a lot of mods, weapons/armor mods that add a small number of items each. Maybe basic followers. I've read to not merge complex mods or mods with scripts? Anyone had success merging mods with scipts? Or mods that I will then run Bodyslide on? But now I'm wondering if just esl-ifying (or espfe) them would be better (although I'm guessing more time consuming)? Less chance of problems? Opinions on merging vs esl to keep under 254 limit? I'm not even sure how many mods I can load and the game still function, even with it under the limit. I've seen mentions of mod packs that use 1500+ mods so I'm assuming what I'm trying to do is...doable. The vast majority of my mods are going to be weapons and armor.
  22. What's the deal? MO2 is alerting me that maybe 5-10% of the mods I've installed and am starting to activate and build my load order, are form 43. So I go to the mods page and there may be a mention of it, but there will be zero bug reports. I was under the impression this was essentially impossible to use in AE? Is it just more likely to cause bugs, or ctd? Should I just load these mods up and see if they work? Or is this a MO2 bug? I think I understand the basic process for converting, I have the CK, SSEdit, and Cathedral assests optimizer, but I've also read that not all meshes and textures need or should be converted, and converting can actually cause problems. But figuring out which to convert and which not to convert seems....daunting. I've downloaded/installed more mods than I can use so going through the trouble of converting dozens of mods that should have been converted before being even being posted to SSE doesn't seem worth it. I suppose I'm just looking for clarification.
  23. Thanks, I guess I assumed tattoos and makeup mods could be stacked. Like armor and weapons. Or hair and eyes. Didn't occur to me you could only have one. I thought I was doing something wrong when creating the esp. Merge patch doesn't work. Mator mash doesn't work. I'm assuming merging the actual plugins might work. But for now I just added the tattoos to LMCC for personal use (tried contacting LMCC author, haven't heard back), and will probably just make a vanilla replacer that includes just textures for release.
  24. Don't think that's it, but, apparently you cannot have multiple face tattoo mods. They overwrite each other. I uninstalled everything but Looksmenu Customization Compendium, and realized there's a LOT more options than were previously available. So the other face tattoo mods I had installed were overwriting LMCC options. There's got to be a way to add options from another esp without overwriting other mods. Edit: Would an Xedit merge patch solve this?
  25. I think I may have figured out what I did wrong. When I created the new category in CK, there's a little box that says "Chargen Index" which I left at 0. I suspect it needs to be a different number both from all vanilla categories AND mod added categories? I'm working on remaking the mod playing with that number but if anyone knows specifically what that box does, I'd appreciate it!
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