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Mookeylama

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Everything posted by Mookeylama

  1. RS, i do the same as you instruct, but i still get the problem
  2. sure, sorry... here's a couple random pages since it happens on all; https://www.nexusmods.com/skyrim/mods/96624?tab=files https://www.nexusmods.com/skyrim/mods/80828?tab=files Chrome. not sure if chrome updated recently
  3. i've been having this exact issue for about 4-5 days now. it happens on every mod page so i won't leave a link. it's every page. basically if i click to download any file, that works fine. but then say, immediately afterwards, i wanna download an updated file, or a different version, then i get a popup stating i need to be signed in. i am of course, because i JUST downloaded a mod. and i need to refresh the page to do anything more on that page. same thing w/ track, endorse, or vote buttons. say i download a file, then hit to track...it tells me i need to be logged in
  4. damn, great idea. can't believe there aren't any beards
  5. https://www.dropbox.com/s/s8e4x7sc8tmn1km/ghost%20eye%20issues.bmp?dl=0 sorry wrong link
  6. body's not bad but the eyes look weird. big blue flaps where lashes would be if no ghost shader. anyone have ideas? thanks
  7. i'd like the mod they speak of as well. or at least that fixed script. i have a sword that i put a knockback enchantment on. i think the enchantment is off of a mod added weapon, anyway, about 25% of the time, a kill move will trigger that invincibility
  8. was gonna add some things there. that ship you first arrive on is tragically barren and doesn't even have cannons, for the epic cannon bombardment at the end. but i see that some things are marked as initially disabled and have a reference link. i'm guessing they don't show up until the Rise inj the East quest. i know nothing about this kinda scripting. normally i'd just place the cannons and clutter, and if it ended up floating in the air, than so be it. but was thinking of making the area a small camp after the quest so would hate seeing the stuff in the air. could i just attach that same reference script to the cannons and stuff i add? thanks
  9. https://www.nexusmods.com/skyrim/mods/64875 not sure if it'd work on the player, but i've used it tons to change npcs
  10. the ship you start the quest on, where Adelaisa is. it's the plainest thing ever. absolutely no clutter on deck. just 4 soldiers or so. no buckets, mops, nadda. absolutely barren for a ship. should be weapon piles or weapons racks for the soldiers. cannons on deck for the quest that actually has cannons? looked everywhere and can't believe there no mod that at least adds cannons to the deck
  11. Surprisingly I haven't seen many scarves like that. This is the only one I remember seeing: http://modtype.doorblog.jp/archives/20128618.html Thanks for the tip. It turned out there was one in the Osari Maid outfit package, of all things. UNP Stylish Pirate also has one, though it doesn't fit with as many outfits, since it's designed to go over the pirate outfit collar. thanks for that! the maid one will work for me...tho i can't believe there's not more options for neckerchiefs ir rolled bandana type neck thingys. Fallout had a bunch (tho most were too big and triangular. but w/ neck seams such an issue in skyrim, u'd think there's be more neckerchiefs.
  12. over the years i've gotten followers and some overhauls that looked great, but the yes would be very glossy, like a robot lol. anyone know a fix for that? i'm guessing it's an issue w/ how a texture was ported. maybe the n or cubemap
  13. https://www.nexusmods.com/skyrim/mods/80803/ thank you that's it! thanks so much. i gave ya kudos too. greatly appreciated
  14. grr, i know i've seen this before but can't find anything on it... normally u sell 1 or a small few vegetables to a farmer and their disposition goes up quick. usually after i see 1 lousy potato to a farmer, they're talking like i'm their bud. any mod that makes u have to sell a lot more to them before that happens?
  15. trying this mod... https://www.nexusmods.com/skyrim/mods/33024 and it's awesome. but some added objects are waaaay too big for me. can see'em from across the map. i'd like to lower the scale of some, but many of the obects are made of many smaller parts. my fave is a waterfall cross thing at lake ilinalta but i'd like it about a 3rd of it's size. but it's made of like 70 parts. any way to grab and rescale all of those at once w/ CK? thanks
  16. i can't believe there's not been a mod made to restore some of this. if i remember correctly, Cutting Room Floor was considering it but i guess it does not. i know Balgruuf is supposed to bite it and his brother become jarl, but i can see how that'd break the civil war unless the brother was completely integrated. still, i don't see why there could be something done w/ the kids just ATTACKING and not killing Bal. like they summon a deadra to attack Bal, using a staff Mephala gave 'em. then Bal just goes to bleed out but doesn't die, then u have to rush in and kill the demon and Pacify the kids...or something like that. would be so kewl
  17. i'm moving some things w/ Tesedit and all's well, unless that item can be activated and picked up. like a shield, shovel, kettle, axe ect. if it has a text stating to pick it up, then it doesn't seem to stay where i place it. an woodcutting axe that i position to lean on a wall, will be fallen down. other things stay "locked". i've tried using the flag "do not havok" but same results. any tips? thanks
  18. sorry. messed up title. i meant... " Does lower navmesh Completely overwrite HIGHER nav?"
  19. i ask because i assumed that if i had conflicting nav, that by loading the mod w/ the nav i want, lower...then i'd get that nav. but sometimes it seems i'll still have navmesh issues. and by removing the higher mod, the pathing gets better. so can higher, maybe even partial navmesh still interfere w/ the lower?
  20. ok, just gave 100.00. Hope that starts this initiative out nicely! it's a great idea. a big thank you to all the mod authors out there! bless ya. give it up folks!
  21. dang, nope. i tried to give 70 but the custom is still set up for monthly reoccurring. shouldn't be this tough to do lol
  22. i see a "Custom Pledge" option now that i don't think was available on patreon yesterday. is that an option to donate once, and not reoccuring monthly?
  23. hmm, for me, it'd be better to also have an option to donate just a one time sum, when i wanted to. i donate quite a lot around here, both straight and membership (love to give to Nexus itself), and i'd happily give to Patron...but i know from experience that i often forget about reoccurring things ike that. ran up a huge bill w/ Columbia Music club back in the day lol. moved and didn't get the mail, so forgot. had an xbox gold membership for 3-4 years...without even touching the xbox lol so if you make a one time option (which i'm sure i'll use more than once), then i'd do that. oh and maybe consider a "Wall of fame/ donators" type thing for authors mod pages. just as people like to see their name on an achievement rosters, or mod authors like to see their name on the hot files...i think donators would like to see their name on a list as well sometimes. gives a little extra motivation. years ago seemed like many mod pages had the "wall" but i don't see them anymore
  24. oh, and that will only affect navmesh from that loaded mod? i was afraid that'd change all nav in that cell, regardless of mods ect thanks
  25. had conflicting mods where a door was inside a mountain. successfully used tesedit and CK to move the door and the yellow rectangle marker so that it works fine in the new spot outside the mountain. works for my pc at least. npcs port thru the door, but to the old location in the mountain. i', guessing i need to link the old navmesh to it, but have no idea how, and not finding any tutorials on it. any help appreciated, thanks
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