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Everything posted by twowolves80
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Okay, so I have an on-going problem, it seems. http://oi67.tinypic.com/2kkbc1.jpg So, as you can see, the cloak and the hair are floating above the shoulders. Not acceptable, especially considering that the pigtail floating under the cloak looks like crap. Assets used: Apachii Sky Hair Cloaks of Skyrim CBBE XPMSSE FNIS Attempts At Troubleshooting: Installed everything, ran FNIS, ran LOOT, ran Wryebash (everything is green), etc. I use NMM 0.63.17 and SKSE64 build 2.0.5 (for runtime 1.5.16). I've attempted to adjust the cloak in Outfit Studio by highlighting the Cloak object in the right pane and adjusting the Move... sliders (Z-axis) down, then used the mesh brushes to pull up the cloak around the shoulders to make it look more natural. Exported To NIF with Reference... to cloakgreyhide_0.nif and cloakgreyhide_1.nif in the Data/Meshes/Clothes/CloaksofSkyrim folder. Still floats. Then Exported To Nif with Reference... to the NMM folder: D:\Games\Nexus Mod Manager\SkyrimSE\Mods\Virtual Install\18422\Meshes\Clothes\CloaksofSkyrim folder. Those are the only two folders, I believe that the game generates data from dynamically, so where the bloody frell is this floating cloak coming from? In Outfit Studio, when loaded through the Load Outfit and the body loaded through Load Reference, it looks fine. It's where it's supposed to be. Load it up in the game, and I get this mess. When I attempted to adjust the hair piece for Apachii, all that happened was it doubled, so that there was two hairs on my character--one with a pig tail resting across the shoulder like it should, and one with the pigtail floating above the other. No idea how that happened since all I did was use the mesh brushes to "push" the pigtail down a bit and Exported to NIF... Clearly, I need help as I'm out of my element and I don't understand why it's needlessly being such a pain in the ass. I'm hoping someone will come along, and be like, "Oh, yeah, just tick this box and it will be fixed!" lol Somehow, I doubt it will be that easy...
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- cbbe
- cloaks of syrim
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WHY??! Jesus, it's not rocket science, people! Are you seriously going to sit there and claim you've never been on a forum board before and therefore have no idea how it works? "I hate the new design. Tried to use it but i [sic] regretted my decision almost immediately" Why? What about it? What would you change? What did you like? What worked for you? What didn't work for you? I don't care if you don't like the new design, or if you think the new design is absolutely tits. Either way, the point is to publicly speak and say what works and what doesn't--that is what this thread is about so that they can cull ideas and fix/address your complaints/suggestions. A simple negatory statement with no context is not helpful. Swear to God, it's Forum-speak, 101. And you. Great job on pointing that out, but that rises to a bit more than a typo. And most noobs, and people who have never modded before wouldn't know to go looking for 0.63.17, which is the final version of NMM until Vortex comes out, and if you think using an older version is going to generate rainbows and sparkles and magic fun that flies out of your butt, you've been sadly mislead. It's not a big deal to fix, and it's one I'm sure they'll get around to when they have a moment to breathe from all the other stuff they're hurrying up with trying to complete to satisfy a bunch of self-entitled masses hell-bent on stating explicitly that they don't like something, yet who consistently fail to provide useful information that could better the site for themselves, and for everyone. Also, I've noticed all your double posts. Double-posting is also considered a forum no-no. Triple-posting is even worse. Quadruple posting activates Armageddon and the Four Horseman of the Apocalypse: Staff, Admins, Moderators, and behold, the Pale Horse, it's rider is the Ban-hammer. And lastly, your assertion that github may have the correct version is misleading, because when you click on the NMM download button, it attempts to download 0.63.14, not 0.63.17. The Nexus page doesn't link to github. That's the equivalent of saying, "If your car needs a new battery, the factory puts them in." Uh, great. Kudos for them. That doesn't help put the battery in the car. Has nothing to do with driving over to NAPA where the battery should be, and isn't--yet. Here is proof. I have full faith that they will get around to it before the changeover to Nexus. As I said in earlier posts, they're probably more worried about making sure the site is secure and runs right than the finer details. I am okay with this. I am okay if it doesn't get changed--I did my part by pointing it out, and it's been noted. That is how you are supposed to work with the staff to get them to make the site better for everyone because if you think the most enjoyable part of their day comes from coming home after a long day of work after putting up with the general idiocy there, only to come to the Nexus and find a bunch of people whining about the fact that they hate the new site, but who haven't expressed anything constructive in their "criticism," you are clearly deluded. And that brings up another point--Robin, perhaps we could post in big 72 point letters a warning dialogue box that comes up anytime someone accesses the forums with a few helpful points in it that they have to check off before being allowed to use the forum-- 1. All feedback must consist of something actionable--i.e., tell us what you would do differently, or how you might change something to give us an idea of what things people like to see, the features they like to use, etc. Failure to do so will result in dwarves stomping your choobies into a fine paste. 2. Double posting is illegal, and will be prosecuted by tying the offender up in front of the nearest death claw lair and leaving them to whatever fate awaits them within. Triple posting will result in the aforementioned occurring during mating season. 3. Remember that you, the forum member, do have a voice that is listened to, if you post useful information, but you have to be patient for it to work through the system. Someone somewhere has noted it, rest assured. Failure to do so will result in you being hog-tied to the chair while stinking bandits drink the last of your Nordic ale in front of you, then burn through your skooma stash without sharing any with you, all while whining about taking arrows to the knee over and over and repeatedly asking you what the matter is--did someone steal your sweetroll? http://www.corvetteforum.com/wp-content/uploads/2016/01/Cutest-Beating-Dead-Horse-GIF.gif Nothing to see here, move along, people.
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Wait, you don't have LOOT? There's problem numero uno. Read the readme on how to install it. Then run it. If you have dirty edits, those have to be addressed by using TESVEdit. Then get WryeBash. Run that. If there's any orange boxes, those have to be addressed by using TESVEdit. When you first download the Creation Kit, and open it the first time (open only Skyrim by going to File > Data...), it will install a bunch of new textures and yadda yadda. One of those is a horrible looking texture/mesh that looks like piles of horsecrap all over the road. lol And in order to use the CK properly, you open up the install folder for your Skyrim game, and create a new text file and call it CreationKitCustom.ini. Then in the file you put: [General] bAllowMultipleMasterLoads=1 Save it and now, you'll be able to load multiple .esm masters in the CK. Otherwise, you won't be able to open Skyrim.esm with anything other than Update.esm.
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Meanwhile, I'm like...
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Well, I'm glad you got a solution in the end, and bonus, even posted said solution. So many people will be like, I solved it! And then never say how. lol As for WryeBash, everyone should know how to use it. Really, you only need to open it up. That's it. I use what I see in WryeBash to fix the issues with oranges boxes in TESVEdit. Happy Modding! :)
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Well, here's a start to fix this with this. Wait, what typo? *ninja edit* There. Am I doing it right? :P
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You're good, Niborino! I gladly concede that's a good point. One I often forget myself. So, from the above, was FNIS run? Also, did you run WryeBash? And lmao I felt the same way about the CK. It's honestly not that bad, though, once you learn where everything is. Just remember to make sure you add: [General] bAllowMultipleMasterLoads=1 That has to go in a text file you make yourself called CreationKitCustom.ini. You make it yourself because this way, it won't get overwritten every time the CK updates. And it adds a bunch of stuff to the game I'm not so hot on, like those horse apple looking rocks all over the place. I hate those damned things. lol Once I figure out how to get rid of them, I'm going to blast it all over Nexus, I swear.
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348 (now 349--woohoo!) posts versus 3,230...hmm...I'd defer to him ^ lol I only mentioned the CK step just to ensure there's nothing funny going on with console. That way, you for sure have the correct refid. If you do figure it out, please post results here so it's available for us all to benefit from. I'd still run WryeBash, though, just in case there are any orange boxes to quash.
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He does have a point--refine your list by checking each mod page's info to make sure it doesn't conflict with anything else. I run about 160 or so mods, and Open Cities is among them. I even run two different weather mods--because I made sure to install them correctly after reading both (it's CoT and then True Storms, btw). Run LOOT. Run WryeBash <--- Check's LOOT's accuracy (orange boxes aren't fatal, and easily fixed, so don't panic) Make sure your masters are clean. What is your system specs? Go slow--load a few mods into your game, then play it for sixty seconds--run around, spin the camera around, spawn a bunch of enemies, etc. USSEP is a bit buggy, but it should still function just fine. Just be careful when playing around in the Data folder with meshes when you're tinkering with outfits. As for unleveled items messing with the leveled lists, how does that work? I thought the two were completely separate? Can you give me a link, jpm, as to where you learned this? I use quite a few custom items, so this is alarming. lol If you need more help, post back. :)
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Good morning. What have we here? Custom-voiced followers? Mmm-hmm...Okay. So, to be clear, it's a port created by one author, with a body type by another author, all for the original author. lol That's, uh...quite a bit of doodily, neighborino. First, open the esp (and only that esp) in the CK to make sure it was converted properly. Next, you'll want to look over the warnings--generally, they only apply for very specific things, most of which you shouldn't have to worry about. Just make sure it's not saying anything about those two actors specifically, or Whiterun's Hall of the Dead. What you're going to look for are those two actors under the Actors submenu on the left of the CK. Use the filter box above (try different search terms until you find them). Note the ID. I've noticed a lot of times, the Ref ID given by the console is incorrect, usually off by one number, as in, for example, Lucia will show xx003F53, even though it's actually xx003F5E (this, of course, could be caused by other mods in my mod list as I use RS Children Overhaul, in this case). Double click on the actor in the right pane once you find them to bring up their dialogue box. Compare it to other followers--use Lydia, for example, just to make sure nothing glaringly obvious is missing--all the animation data for instance. Might as well check while you're there so you don't have to open it again unless needed. It could be something like a missing activator or it's referencing the wrong cell to place them in. That's what you're checking above, basically. If everything looks okay, save it (yes, I know you didn't do anything) to the same esp. Overwrite. Then, run WryeBash--why people are afraid of this program, I don't know. It's easy. Look for orange boxes. Orange is bad, mm'kay? But easily fixed, if you have them. If you would like to post your mod order, just put them between spoiler tags (without the extra spaces in the brackets). [ spoiler ] yourtexthere [ /spoiler ] When you deactivated the mod, make sure you load a save before you installed the mod to prevent any possibility of scripting errors. Obviously, we--by which I mean I--don't know your whole situation yet, so if any of this is redundant, I apologize ahead of time. Just going through the basics to get the little easy stuff out of the way. It could very likely be a load order issue that's relatively easily fixed, and that's the direction I'm leaning, I just figure we'd eliminate the other stuff first. WryeBash will help in this case as it's one way of checking LOOT's accuracy. Happy modding! :)
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If it's a bad link, screen shots of the link and the button leading you there, along with the link address would help. What were you doing at the time? Remember, the more detail, the better. Hmm...that's not a bad gif, actually...*yoink* Here's another example of good feedback: Guys, I think you should update the NMM runtime button at the top of the splash page (it still says 0.63.14, not the final version of 0.63.17). That would be helpful so we don't have to dig for 0.63.17. Thanks for the work you do behind the scenes. :)
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It happens on occasion. Just too many people at once trying to download. Plus, they are actually tinkering with the site. This morning it was acting up, too.
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No problem! I'll keep an eye on this thread so if you post back, I'll see it. Crossing my fingers it's just a simple fix. lol
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No problem. Pay it forward. Oh, so you can quicksave now, no problem? If so, those are the best kinds of problems--the ones that go away on their own. lol And hopefully never come back. Yeah, you've got plenty of memory it looks like, so it's not a RAM or VRAM issue which eliminates other possibilities, too, so that's good. The less variables there are when troubleshooting, the better. I'd still run WryeBash, though, just to be on the safe side. I'd also consider running Skyrim Performance Monitor in the background (you can turn the UI on or off in-game), and that will tell you all the information you need as far as VRAM useage, FPS, etc. Then, if it CTDs, you'll have a better chance of knowing why if you see something happen in the telemetry. The only other possibility I can think of is that perhaps something in the INIs are jacked up. Or it's trying to save to an invalid save path. You didn't touch your save folder, did you? I'd recommend BethINI for dealing with your INIs and cleaning up the stuff left behind by Bethesda (including invalid entries in the SkyrimPrefs.ini). Hopefully, this helps! EDIT: Also, apparently VM is frozen is just anything that pauses the game. That's why you'll get that in the papyrus log. Here is the link I found that at. :smile:
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Breathe. Probably just a glitch--it's still a process that's in-process. Don't close your account, relax, and just post it in the appropriate forums and/or pm an admin. Not a big deal. And what's this "white knight" stuff? Thanks to my two fans. You each earn a kudos for reading the intent, as acerbic as it was...the irony, of course, is I am infamous for my temper...lmao I thought I was being rather restrained. Point is, all the comments now are probably being noted by someone somewhere for review at some point. Stuff that is clearly glitchy, they'll fix. Stuff that makes things easier to use, they'll most likely incorporate. So say it with me: V is for Vortex! Right?
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Make sure you are logged out of both Bethnet and Steam. Could be that the CK is updating or something in the background. There's no "horrible" way to back it up so long as you're grabbing the right folder, and it sounds like you are. If you still can't get it to work, open Steam only and verify the game's cache, and yes, you'll have to clean the masters again and backup your ini before you do. Use BethINI. Perfect tool for it. If you still can't get it to work, then open right click on the folder, and make sure you have the administrative privileges to move it.
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Follower mods use vanilla outfit instead of mod outfit
twowolves80 replied to moesheyab's topic in Skyrim's Skyrim LE
One thing you may be required to do is "build" the outfit in BodySlide/Outfit Studio first. HDT Piercings is like that. They won't appear in the game until you build the outfit through BodySlide. Check the mod's page and posts section to be sure. Edit: sorry, missed the original context. You're talking about the error of why when you install a follower mod, it resets all the followers' clothing to vanilla? Or just that follower? The above stuff, though, you may need to do with custom outfits because you're installing the follower after the custom outfit mods, so those would have to be batch built again. Happy Modding! :smile: -
Opulent Outfits merchants and maids have no textures
twowolves80 replied to PhoenixKid56's topic in Skyrim's Skyrim SE
Just a friendly reminder to put your mod list in spoiler tags so it's not a wall-o-words. [ spoiler ] yourtexthere [ /spoiler ] <----- Just like that, only without the spaces inside the brackets. Could be (and hopefully is!) something as simple as a mod not in the right load order. Sounds almost like something is either missing, or wasn't NifOptimized. But for sure, one thing is to run WryeBash. If you have orange boxes, they could indicate that LOOT is not sorting something right, or you put something in the wrong order. You can fix the orange boxes one of two ways. You can, if the right pane indicates that it's the All-In-One not in the right order, move it in WryeBash. Or you can fix it through TESVEdit. I'll walk you through it. Leave WryeBash open and open TESVEdit, select none, and tick only the mod that's orange. Load. Right click when it's finished, and select Sort Masters. It will look like nothing happened, and that's okay. Close out, and it should prompt you to save. Save it. Done. Easy-peasy. This may or may not directly affect your issue, but at the very least, it will ensure that LOOT is accurate, which means you'll know it's not a load order issue. The other option, of course, is to try to install all the updates the All-In-One provides, manually. If he/she doesn't have the updates in the Optional Files section, you can open the All-In-One archive after downloading it manually, and then just drag and drop stuff to where it goes. Be careful and back everything up if you do that. That way, if you mess up, you can just restore it. Hope this helps! -
How to update my SSE .exe? (originally rolled back for SKSE)
twowolves80 replied to Lagruej's topic in Skyrim's Skyrim SE
lol Well, thank you for at least posting your solution! Now it's a great thread for someone with a similar problem. And actually, I have to do this very thing, I just haven't gotten around to it yet. :P -
I don't know what VM is, but sure, I'll take a crack at it. Have you run WryeBash? Orange boxes are bad, mm'kay? lol Easy to fix, though. And WryeBash is one way of verifying LOOT's accuracy. Generally, the consensus on a CTD on a quicksave is the RAM/VRAM use. Most times this is the culprit in this type of CTD. And just in case it was something so simple it was overlooked--did you install the x64 bit version of Hearthfires Multiple Adoptions? I use that mod, too. I just had to ask, though. lol Sometimes, it's a case of Why isn't my computer running? Uh, did you plug it in? :P Seriously, though, what's your system specs? Let's eliminate that possibility first because it's easy. Did you run LOOT after installing it? You'll want to run WryeBash to make sure it's not orange. Hoping it's something simple for you.
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LOOT, clean the masters, yadda yadda. Did you run WryeBash? Any orange boxes? Sounds like LOD textures aren't going away. Moreover there's a bug in the game engine itself that causes LOD issues. From the archives of our conversations comes this little gem from dracofish: The texture streaming remains broken, even after many many many people have reported the same issue, and Bethesda refuses to fix it. If you've ever had issues with textures not loading in fully after cell transition, then you've experienced it. Sound familiar? Or am I off my mark?
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Skyrim SE - Mod Detectives Thread
twowolves80 replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Good point. I'll try to keep my comments more on topic. Apologies. -
^ That is the post you should be studying--very useful, and not just a single sentence expressing rage. You know, I swore I was done with this thread, and I would have been. Had it not been for the sheer idiocy of people posting in it. Let me qualify that, because clearly, there are some people here who don't know how to post, which amazes me since some of those people have post counts over 1,000, and usually, by that time, you've pretty much mastered how to give useful critiques. Don't worry, staff. I got this one. In fact, this is what I live for. So, let me get out the big red crayon for you. Example 1: "Ohmygod, you wrecked my whole life! The new site sucks! Please go back!" First, Oh, my God is a series of three words, not one, and requires proper punctuation. Second, your whole life? Really? Because your life was going so swimmingly before, and this is the one thing that will completely destroy it, right? Third, to use a phrase often heard in court, you have failed to state a claim upon which relief can be granted. To whit, and feel free to copy and paste this to your desktop, your profile page, and your forehead: Feedback requires two things: Stating the problem in its entirety, and stating specifically what you think needs to change. Example 2: "Damn it, Robin! Your new site sucks! I hate the way the tiles look, and everything is so messy!" Swing and a miss. Close, and getting better. Why don't you try it one more time, son? Example 3: "Oh, my God, I hate the new site, and here are a list of ten things I find annoying that maybe if you change around a bit, it will make things a lot better." (Proceeds to list all ten items) ding-ding-ding-ding! We have a winner! Let's see...opinion stated, check. Suggestions for how to fix it, check. Both elements of a successful, if a bit confrontational, bit of feedback. tl;dr: "I hate the new site, and here's why" > "I hate the new site" I was originally going to put each and everyone of you on blast in a spoiler box, but that would be a bit much; you know who you are, and you know what you did wrong. Now, why don't you go back, and use that Edit button to fix it so you give them something they can use to make the site better for everyone instead of simply using it as a feces-throwing contest in which you get to vent your rage over not only the site, but everything that has gone wrong in your life. Point is, if you want these people, who owe you nothing, are letting you use their site for free, and put up with your whining on a daily basis (It's a damned good thing I'm not Robin, or there'd be a lot more bans) to make you the site you want, you have to work with them, and that means putting up something other than incoherent rage from loud mouth malcontents. Next time, try actually finishing the post with a suggestion on how you would improve the site. Also, I think you guys are doing a great job on the website, and while there's room for improvement, I think color-coding some of the buttons and updating the background artwork (which is probably lower-priority than getting the site to function right) will help improve the look and use-ability. ^ See? Feedback that's useful. And it's encouraging to read, not a crank piece that will make the designers throw their hands up and go, "Jesus, these people are never satisfied with anything!" and want to quit. And that's all I have to say.
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Well, there's Move It Dammit, and there's Get Out of My Way. One of those perhaps? Give us more description. you know when you walk past someone and they start talking to you but your dont care what they are saying so you keep going and click on a door to enter it then it brings you inside or outside and the NPC that was just talking has also for no reason gone through the door as well. im looking for a mod that stops them for also going though the door Ahhhh...Now I see what you mean. Yeah, that's a glitch that has been baked into the game, seemingly. I can't find anything out there to fix that, but it has to be script-based since in essence what you are doing is interrupting a script (NPC talking to you--hey, come back here! I'm not finished speaking!), triggering a new script (opening door/loading screen to exterior world space, or wherever), and for some reason, that script isn't purging the NPC talking script. I almost wonder if you could just add a purge function to that script to eliminate NPCs from following you by cutting their script off entirely? Hmm...I don't know enough about scripting to say, but that seems logical...
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Whoah, first of all, I never called you, or even implied that you were dumb. Second, I don't use a controller because I happen to be a member of the PC Master Race, and yet, not once did I call you out for being a console person. Third, I understand you're looking for a controller-based option; the problem is, not a lot has been done in that area simply because console modding is often cast to the side in favor of PC modding, because on PC we don't have to deal with Sony bitching about "Ermergerd! We don't want third party derpa derp console derp script injecting." I simply presented what is out there, and if you take the time to understand the how of those mods, you could adapt them to your own. There are plenty of software out there that allows you to use controller interfaces, but you have to assign them the key values. You're in uncharted territory from what I see, and there's a very real possibility that what you want hasn't yet been made. That doesn't preclude you from pm-ing the authors of said mods above and asking them how they did what they did, and if there is a way to adapt it to your needs. Next time, try to wait at least twice before cranking out on someone just because they give you information that you weren't looking for; it's generally part of troubleshooting 101--you know, getting your point across?