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braknar

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  1. Perfect timing. My brains turned to cream corn long before I even posted that last message. I gave up around the same time. Thanks again for taking the time and effort to help!
  2. So once I extract the bsa and copy the files into the data folder I can delete the bsa basically?
  3. I did. I just didn't know how/when the new one was created. I guess it happens when you save the esp...? Im sorta confused on that but what matters is that the citrus femalehead.nif is now in the .bsa so there's that. I'll keep playing with this for a bit.
  4. Ok I might be on to solving the problem. I openned the mesh in 3ds max and re-exported it. The new citrus high poly mesh looks just like the other one in nifskope. But do you know how to 'unzip' a bsa and re'zip' it? I think I need to insert the new mesh into the citrus bsa for it to work. Incidentally how do bsas work? They are accessed every time the game loads right? Or are they a one time necessity when installing the mod?
  5. Ah ok I guess that's officially where this ends. Could you tell me where you're viewing these differences? Nifskope?
  6. https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition This link goes over the process of updating an old mod to SSE and it mentions "This will save the esp file in a format that works fine with SSE. For NPCS, it also will create/update the facegen data (meshes and textures) of the NPCs added or modified by the mod. There is no need to use the CTRL+F4 keys to do that." happens just by saving the esp.
  7. Thanks a ton for your time! I appreciate it. I did solve part of the problem though. What I didn't know was that in order to save an esp you have to change something then change it back for the ck to think it 'worthy' of saving. I did that and the folder was created but even still when exporting facegens I the ck only exported one .nif and one .dds 000B2E11. Was there something else I needed to do with the bsa? I just read something saying there's a recompiler or something in the new ck?
  8. This is a vid of me trying: it's about a minute. If you don't mind check it out and see if you can spot an error.
  9. Z:\Games\steamapps\common\Skyrim Special Edition\Data\meshes\actors\character\facegenmorphs\citrushead - standalone.esp In this folder I have 2 inis. morphs and replacements. Is that what I'm looking for?
  10. I don't have that folder, 'cutrushead' in facetint or facegeom so we're narrowing down the problem I hope. I feel like an idiot but even after tweaking the ini I can't load more than one master. I'll try to solve that now. Solved that problem
  11. That might be where I'm having a problem. When I check the properties of the facegeom folder it says I have 23 files, that can't be right can it? Shouldn't it be way more than that?
  12. Also should I have skyrim ticked as a master file too? I tried it with and without. I ran the optimizer over the characterassets\citrushead .nifs still won't load.
  13. Just to be clear could you specify which files I *should* be optimizing? facegendata/facegeom or character assets/citrushead?
  14. The esp has to be saved again in the 64bit ck....I think I did that step. I did the ctrl alt4, which like I said happened instantaneously which has me a little worried. Then I clicked File-save, then I even tried the File-push to pc option. You specified the 64bit ck, should I have used the 32 for any reason?
  15. A train trestle to be precise. I want to try to find out why putting a train in the game won't work. So I followed your steps but have a problem. I try to load the game but it fails. I have a feeling I might've screwed up a basic thing that you assume I'd know. I installed the standalone via NMM as to put the esp in the data folder. Then I copied the extracted meshes into the data folder.
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