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Percephere

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  1. I quite like the new design. I do hope the "Hot Files" section returns to something similar to the old design, and clickable content tabs are made a bit more visible. The "More Mods" section is pretty useful though. I appreciate that "Use emoticons" checkbox is left off by default.
  2. MO doesn't work well with the latest Windows Insider build, if you're using that. If not, try repairing your VC++ Redistributables.
  3. Missing textures would just make the object a light blueish violet color, which we can actually see here. I'm willing to bet its a candle or a spider web with a bad mesh.
  4. Looks like the kind of problem what arises from a missing or broken mesh. Trying reinstalling any mods you have that might have affected these areas. Its possible someone missed a nif when converting a mod to SSE.
  5. Try Skyrim Immersive Creatures. It allows you to take armor off of Draugr to the point of nakedness. Some Draugr spawn completely naked or in rags by default.
  6. I've been looking at this too. Fallout 4 had some built-in subsurface scattering when playing at ultra settings, but the effects were dependent on the subsurface options in the material files (.BGSM). Skyrim Special Edition doesn't seem to use any of these, so if SSE even has SSS then it would be somewhere in the plugins. I'm not sure SSE has any of the kind, so ENB was probably our only hope. Lacking that, we might be able to fake SSS with slightly glowing skin textures.
  7. In response to post #43651370. #43651500, #43651570, #43651760 are all replies on the same post. I suppose so. The idea of the guy who made MO now to help with the new Nexus manager isn't too bad. But again, this hinges on the quality of the final product. I almost entirely expect NMO to be pretty good, but things like this have gone south before.
  8. In response to post #43651370. #43651500 is also a reply to the same post. This is very sad news for me. " Don't fix what isn't broken. "
  9. So will Mod Organizer be worked on at all any more? I really prefer it to NMM. I'd be much more willing to swap if NMO were made a bit more like MO. Being able to install mods into folders for virtual directory is the selling point for me, but I don't think I can live without the ability to check and uncheck files upon the installation of a mod - at least when lacking a FOMOD setup. TBH I can't quite make a decision about this project until I see it with my own eyes. I don't want this to turn out bad for the same reasons I hope my favorite games developers don't mess up; they probably won't, but they still manage to do it from time to time.
  10. If anyone is still having this issue and happens on this topic (like I did), I have a solution. You need to go here and download a copy of the official shader packages: http://www.nexusmods.com/oblivion/mods/20348/? Next, launch Oblivion and make sure HDR is on. After you get the grey screen, go ahead and exit. Run over to your "My Documents" folder, "My Games," and under "Oblivion" should be a file called "RenderInfo.txt." Open it and find the line "Shader Package." Across from it should be a number. Mine was set to "2" - remember that number. Go ahead and install the mod you downloaded earlier. It will go under "Data/Shaders/" Now find and copy "shaderpackage019.sdp" and paste it in the same directory. Find the shader package that correlates with the one set in "RenderInfo.txt" (i.e. "shaderpackage002.sdp") and delete it. Finally, rename the package you copy+pasted earlier and give it the same name as the one you deleted ("shaderpackage019 - copy.sdp" to "shaderpackage002.sdp"). If you mess up somewhere and things look funny or you have performance issues, just delete the "Data/Shaders/" folder and go back to Bloom rendering.
  11. In response to post #38591030. I'm a Firefox user too, and I can confirm 100% that bad ads can completely lock up a browser. I'm on a $2,000 gaming PC with 16GB of RAM and I still get hit hard by some ads.
  12. Rightio, I've deciphered the code. Here's how you do for anyone else reading around for an answer. You need to open the Creation Kit (x64) and click File > Create Archive > OK > Enter the name of your new ESP > Add Files > Create To be clear, you do need to create a BA2 files with a dummy ESP (empty ESP with the same name as your BA2 file) EXAMPLE No More Rusty Metal Armor.espNo More Rusty Metal Armor.BA2
  13. I've been asked to upload one of my mods to Bethesda.net for console users, but I am conflicted. I have the CK and I have noticed the "Upload to Bethesda.net" option but my mod(s) are strictly textures and the CK tells me I need an active plugin. How in blazes do I upload something like that??? Should I make a dummy ESP and pack the textures into a BA2 file? If so, what tool should I use to pack it up? I have been using to BAE to unpack BA2 files, but it doesn't do that backwards. Please, my fellow mod authors (and/or users), share your infinite wisdom with me!
  14. Oh boy, what fun. I'll try the moveto command first from a recent save (before I used placeatme). Edit: Using "setstage DLC1HunterBaseIntro 45" and then "setstage DLC1HunterBaseIntro 70" fixed the questline for me. Gunmar is now at the Dawnguard stronghold. Thanks for the help.
  15. Title states the issue. Here's some more information: I've already searched online for a fix to no avail.I have already searched Horker Island in Solstheim.I went to the cave he's supposed to be at - and killed the bear inside. He is nowhere to be found.I tried spawning him in via the console (Player.PlaceAtMe <ID> 1). He doesn't talk. He just stands there. I am already well aware that my game save is horribly and incurably broken (thanks, Requiem). Specifically what I'd like help with is finding the SetStage command(s) that can be used to skip the whole quest.
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