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Everything posted by Houston810
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Ok so I changed the export setting to false and then cut pasted the .mor file that generated into the companion override folder and THIS seemed to work perfectly so thank you theskymoves. BUUUUTT Right before when I opened my toolset to change it on my (desktop and on my laptop) the skin and makeup are showing up all silver and shiny and this is happening for all of my .mrhs now. *sigh* So 1 problem solved 2 have poped up.
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Ok I shall try this, right now the area where I change these things isn't showing up (the area in tool set with the sliders and part selectors). How do I get that back up? The object inspector part is there but everything that used to be in it isn't and even when I open a new morph it doesn't show up. But it does when I load it on my laptop.
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I wish I could upload pictures, but basically its not showing in game how it shows in the toolset. The eye brows are gone and the ears are the wrong shape and the eyes are black etc... the only thing that is correct is the rough face shape. What I did exactly was: 1) Opened endeavour1934's .mrh and did some editing to it for a couple hours 2) turned exporting to true, and saved the .mrh as "hf_genfl_morrigan.mor" 3) clicked "post to local" 4) went into my override toolset folder and found "hf_genfl_morrigan.mop" 5) renamed it "hf_genfl_morrigan.mor" and put it with the rest of my companion overrides (there is no other Morrigan override)
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Can I add an eye texture to a .chr file?
Houston810 replied to Houston810's topic in Dragon Age: Origins's Discussion
ok so how exactly do I add a preset to the Character Creator (CC)? I've already created a morph with the Toolset and export it as a .mop file. -
I agree, Seward Square has WAY too much random rubble.
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I would like a mod that would delete a lot of the rubble from inside buildings and on streets. You know those big piles of gray crap that just clutter rooms and look strange like someone left the door open and 200 years of dust and rock decided to settle in this one corner. I took some screenshots of what I'm talking about but I'm not sure where they go so I can't upload them. Please let me know if this is possible (also where the screen shot files end up if you know). For those who think: "Why do this, it would take away from the whole atmosphere of the game?!" please leave that comment, it doesn't bother me, but obviously I disagree with your view. Personally I feel a lot of the rubble and debris is misplaced or logically inconsistent with whats around it.
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You need to uninstall Sounds of Skyrim
Houston810 replied to SergeantGrrock's topic in Skyrim's Skyrim LE
any word yet? -
Does this just remove the dwemer stuff? Because that's interactive and I'm ok with that stuff.
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Well I can pick that stuff up if I want it gone, but the utensils I can't :(
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I would like a mod and simple removes all the non interactive forks and knives in the game, no NPCs use them and they fall through tables and fly across the room and sometimes rattle against the table its all very distracting.
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For some reason my "Flames" spell is doing 27damg instead of 12, when I try to remove the spell with the console it says I don't have flames to be removed. But it wont let me add Flames. And I can't learn Flames from a tome because the game says I already have it....whats goin on here?
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LE Wild Elf/Heartland High Elf/Ayleid Race Mod
Houston810 replied to Houston810's topic in Skyrim's Mod Ideas
Also if anyone has any experience in making a mod like this or mods at all I could really used some guidance, I've never made a mod outside of some tinkering in Morrowind. -
LE Wild Elf/Heartland High Elf/Ayleid Race Mod
Houston810 replied to Houston810's topic in Skyrim's Mod Ideas
Haha yeah that quote is definitively the biggest lore obstacle here. I read it a couple different times thinking "gahh no ones gona go for this" haha. Trying to combat it with practice of referring to them as the wild elves first and then less so as Heartland High Elves and only calling them Ayleid with the preface that they aren't really "The Ayleids" just the descendants of what was left after hundreds of years. Of course that alone isn't enough, so I've been thinking about writing a little lore involving the slow death of the Ayleids race and culture threw their integration into other societies and the surviving tribes drifting slowly away from what they used to be. Then having the few tribes left coming together under a banner of humility to survive as a race and a culture, accepting that they are were they are because as a society they were kind of arrogant dicks and that shits not gona fly if they want to preserve and restore any semblance of their race or culture. And then knowing they wouldn't be able to risk looking like they were trying to rebuild in anyway (because they would just get put down for good) maybe used their skills of Alteration and Illusion to build a home in the Great Forest area, or the Heartland area just below the mountains.For me something like this seems decently logical, explains how they can still be around, and why no one ever sees them. But I don't feel like I have the right to write something like that, it just feels fake... -
LE Wild Elf/Heartland High Elf/Ayleid Race Mod
Houston810 replied to Houston810's topic in Skyrim's Mod Ideas
That starting spell combo was EXACTLY what my original choice was, for pretty much the exact reasons you gave. From what I read the Ayleid philosophers considered the four elements to be earth, water, air, and LIGHT, not fire like other races did. They had a stronger grasp and understanding of the energy, light, heat, and fire; and favored star light most, which is why I figured they would have a MUCH stronger preference for lighting over fire. But every race had Flame and healing as starting spells and you get spark like within 5mins of gameplay...sooo I didn't know what to do with that :/ . But I definitely think you're right that they should have spark and candlelight as starting spells for sure and I'm going to add them and remove "clairvoyance". I also had very similar name ideas for some greater powers, one being "Starfire" or "Light of Aetherius" , which would use the animation of the blue light that shoots out of guardian stones but out of the wild elves hands. But it seemed a little over the top and idk how to even do that. As far as I know none of the races in Skyrim have weakness to anything at all so I don't want to give them any really. But also I've found nothing to suggest they hate fire in anyway or even dislike it; just that they thought it was a lesser form of light compared to starlight which they considered the most potent and powerful. In my views they probably used fire a lot for many different things when they were Ayleid and then even more so after their fall as a tribal people for hundreds of years. But I agree about the starting spells entirely, and I definitely want a greater power that has to do with starlight or a connection to Aetherius threw starlight. Where did you find the Varla Relleis translation that was cool, I don't know any words. -
This is in it's essence a vanity mod but I do want to stay true to the lore as much as possible as well as not having it be a cheat race or super race. My lore knowledge of the Wild Elves can't be called doctoral by any means but I did do a little research. With that said I accept any and all corrections critiques and opinions. :) Spells: Candlelight Flames Healing Sparks Powers/Greater Powers: Undetermined - post your opinions I'm wanting something to do with starlight directly or a natural connection to the plane of Aetherius threw starlight. Skill Bonuses: Alchemy+5 Alteration+10 (the lore I read suggest the Ayleids created the school of Alteration) Destruction+5 Enchanting+5 Illusion+5 Restoration+5 Other Bonuses/Lesser Powers: 50% Resistance to Disease 15% Resistance to Magicka Appearance: Skin tones: Wild Elves are said to have tan, bronze like skin and these are the ones I think would work, but due to only viewing them in certain lighting I'm not sure. I would like only the five best. 4 of the High Elves 3&4 of the Wood elves 7, 8, & 10 of the Bretons 7, 8, & 10 of the Imperials Eyes: The pure blue eyes of the Khajiit. I'm going for an exotic bright blue on tan skin look. Hands: Claw hand models of the Khajiit and Argonians(no +15 claw damg) but textured to just look like claw like fingernails. Unarmed first person stance should be that of a khajiit or argonian running (not sprinting). It bothers me that they have a scratch/claw unarmed attack but their stance is that of someone ready to throw a punch with balled up fists. Hair: Include all hair styles and facial hair styles, if their are issues with a hairstyle and the high elf head the person using the mod can simply not choose that style or live with the issue. Other In all other ways the race should be considered High Elf/Altmer and treated as such by NPCs. This is for ease and in light of the fact that all lore suggests Wild Elves looking extremely similar to Altmer in every respect except their skin, and that most people consider Wild Elves to not even exist as an independent race/society. So the natural intuition would be it's a high elf. *throat clearing noise* plus I don't like being short....