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Jukingbox

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  1. Forgot to add, here's the mesh and the texture files, if anyone wants to take a look at them. https://mega.nz/folder/wYdyEI4K#mow1c2zAiMlab0gnc848OQ
  2. I need a little help with my first weapon mod. I already have my weapon model and my normal and diffuse map texture files all ready. What I'm trying to do now is get the mod up and running, but I don't know how, and the tutorials I've looked up have given me a little trouble. I started this tutorial at this timestamp (14:38) because I already had my model and textures: they came from a Dark Souls 3 mod that had the weapon I was looking for, which I unpacked with yabber, then converted the .flver file to an .fbx file using aqua tools, then into a .nif using blender with niftools addon installed (all after well over three hours of tutorials and looking for the right tools, plus help from an anonymous buddy who helped me export the .nif when blender was being persnickety about it). With my model (Martyr's blade) and textures all set up, it was time to set things up in niftools, and this, I assume, is where I screwed up. The trouble came when the tutorial instructs me to go to my SSE directory and look for the data folder, wherein I'd find the textures and meshes folders, and the weapons folders within those. That's where the video instructs to make a folder with your mod name on it where you put your new .nif, and so on and so forth. Problem is, my SSE directory doesn't have those folders. I'm at a dead end. I have the mesh and textures ready and saved on a little mod folder stash that I can move at any time as soon as I know where to move them. The attachment shows a picture of what it looks like so far What's my next step? How do I get my ship out of harbor from here?
  3. I downgraded to 1.5.97 a while ago, yeah, and I've got my skyrimprefs set to readonly so Todd can't pull a fast one on me. Checked the wiki, and so far, nothing I've got is in the red. In the meantime, I've found a band-aid solution, at least for the new game issue. Paradigm - A Quick Start Overhaul gets me past Helgen's horrible tangle of spaghetti scripts well enough, but I haven't tested my existing saves, so we'll see if this persists and go from that point.
  4. You read the title right. Every time I try to load a save, the game flips out, freezing for a moment before teleporting me to the skies above Bleakwind Basin (for some reason?), where I either just land there, get sent to a blank, vast ocean with floating islands somewhere in the distance, or fall to my death from 1000 feet onto some random barrel. No, this is not a non-sequitur joke post. Its is dead serious. I've seen this game crash and s*** the bed numerous times over the years, but never anything like this. I don't know much about modding, but I've tried what little I do know - I've tried uninstalling my ENB and all of its auxiliary mods as my computer isn't high end and was wondering if it was taxing my system too much. I tried cleaning everything in TES5Edit. Nothing. Absolutely nothing works. But at least when it's on an existing save, more often than not, I can just fast-travel. That's not a luxury you have when you start a new game, where we see a whole new slew of problems. It either flips out and does what I described above right as soon as the carriage noise starts, or it seems stable until you get to the part where Alduin attacks. Right before Ralof can hail you, the game freezes, and upon trying to reload the save after quitting, you see one of Helgen's towers for a split second before you're whisked away to the skies above Bleakwind Basin again. That is, if another bug doesn't happen first: You reload the save and you think you're lucky not to be falling from the skies yet, but as soon as Hadvar instructs you to follow the captain, your character freezes and the first person walking animation plays, but you don;t move an inch, and the cutscene never progresses, leaving you stuck forever. So far the only problem here that has somewhat of a solution is the save-teleport-to-bleakwind bug, where, upon loading the save, if you enter the console command right as the screen pulls up, you won;t get sent to fall to your death. Every other problem listed here is, thus far, unfixable. I've accrued a massive list of mods throughout the past year of re-trying this game, and I don't know where to start looking Please. Any help or direction on what I ca do to fix this would be greatly appreciated. I don;t want to have to uproot everything and start all over again from scratch, if I can help it.
  5. Man, that is a handful. I'll give it my best shot, but I do want to know: since he said his guide is outdated and applies to LE, will everything still work on SE? I'm downgraded to 1.5.97
  6. So I've been playing modded Skyrim SE on and off for about a year now, and a lot of my focus has been on finding mods that affect combat and weapons. I myself am steeply inclined towards two-handed weapons: greatswords in particular. I'm always on the lookout for more mods that affect them and make my character look cooler when holding and wielding them. I'm no professional modder myself, but I've taken a fancy to using outfit studio to edit greatsword meshes to align with my preferences, particularly when some aspect of their proportions are wrong, like a hilt being too short or a pommel too small. That, however, is the extent of my modding acumen. As for other aspects of two-handed weapons, such as idles and combat animations I have to turn to other people's work. These two mods in particular have interested me: Leviathan Animations: Two-Handed High Stance Elder Souls - 2hm replacer I've been weighing these two and switching between them, but deciding between the two isn't what I'm asking help with. What I am asking is: How do I edit hand placement on the weapons ? What I want to do with either of these is get the left hand lower on the hilt so that the character looks to have more leverage over it. The position in the Elder Souls mod is almost there - just a bit short of the length of most greatsword hilts that I use. The high stance mod has the hands even closer, which also irritates me. It's a pretty minor thing, I know, but it's huge for my immersion. I've always had a fascination with historical weapons and techniques and even got into HEMA three years ago with a Regenyei Spadone in my possession to do solo drills with. Getting the hand placement right would do a ton for my immersion. Even without a knowledge of these weapons, I know there's others who feel like the player's hands are waaayy too close together on these weapons and that it winds up looking a bit wonky. So with all that said, what I want to know is, where do I start in fixing this issue? I already have two mods to choose from that I could possibly edit, but if anyone wants to help me get started making things from scratch, I have no objections. As long as the bottom line of editing hand placement is met, I'll be happy.
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