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ShadowDragon8685

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  1. I know this is a long, long shot, but... Is there any chance you can figure out some way to make the Unity Console mod compatible with the More Companions mod's various versions: https://www.nexusmods.com/pillarsofeternity2/mods/288?tab=bugs Or, failing that, add similar functionality to the Unity Console mod, or even, dare I say, make a mod which allows for more companions and Unity Console to work together?
  2. First: Did you install a 'player-only' mod? Second: did you install one of the variants that has underwear still on? Third: Check your load order. Is anything that might be conflicting loading later? Fourth: Check to be sure the nude mods in question are actually enabled. Fifth: Try starting a new game and doublechecking. There's plenty of soon-to-be-deceased NPCs you can strip down in Helgen Keep.
  3. This is bewildering, obnoxious, and... Insanely frustrating. My Khajiit's Bosmer Hood keeps turning into a chef's toque - graphically, I mean. Statistically speaking, it's still a Bosmer Hood. It remains a Bosmer Hood on my M'Rissi companion, too. I changed nothing between when I saved and exited last, and when I loaded, but when I loaded in, my Khajiit's Bosmer Hood had turned into a toque. To say the least, it does not make me look or feel like a badass, riding around on a horse with a musket and a chef's hat. Is this like... I dunno, is for whatever reason something unpredictably linking the model of the toque to the ID of the bosmer hood? I'm lost, a little clueless, and I don't know how to find whatever load orders might be required to figure out how to fix this with the Vortex engine. Can anyone help me out here? I really want to keep wearing that hood. It seems like this is strictly because my character is Khajiit, since, as I mentioned, M'Rissi's Bosmer Hood remains a Bosmer Hood.
  4. Vortex 1.4.4 Bug Report: Shift-Selection in the Mods list with the list table Grouped by Attribute (IE, with Enabled/Disabled/Uninstalled as their own headed lists) selects mods as if the full list were not grouped! ==== Expected Result: Shift-clicking a selection of files selects only those files, from the view that's being seen. Actual Result: Shift-Clicking a selection of files selects files from the full, uncategorized list starting and ending with the files clicked, including files which have been shuffled onto other lists. Steps to reproduce: 0: Have your mods list not grouped! (IE: with everything all in one table.) 1: Populate your Mods list with a lot of mods. 1a: Do not change sorting method. 2: Without changing sorting method, enable a few of these mods, such that you have a few mods enabled and a few disabled, interleaved together on the list. 2Example: In this screenshot, I have enabled Tamriel Reload HD SMIM Mountain Patches 3: Group the table by Attributes 4: Shift-Select group-by-attributed files such that if the list were not sorted, the files which have been moved out of this attribute category would be selected. 4Example: In this screenshot at the bottom-right, you can see that FOUR items are selected instead of the three that I shift-selected. 5: Click the REMOVE button at the bottom-left to see just what Vortex is doing. (This step is optional; just for absolute clarification.) 5Example: Just to fully ram home what's going on, this example shows that Vortex is giving me a big list of things it's about to remove. ==== Also, might I suggest raising the file attach limit here, by like, a lot? An order of magnitude at least? I tried to attach png files and could only attach one small screenshot of my Vortex menu. I had to torture them into 33% fidelity jpgs to fit even three of them. 250Kb is just insufficient.
  5. Awhile back I had to basically rebuild my computer, that meant new hard drives, a new version of Windows, etc. Now I'm getting Skyrim back together, and I redownloaded Vortex and SKSE all that. When I was preparing to shut down the old computer, I saved my entire Vortex Mods/Skyrim folder. Now that I've reinstalled Vortex, I copied all of the contents of the old install back to the new... How do I make Vortex go "Oh, you have all these mods! Let me just get right on that and wooah, gonna be awhile re-deploying all of this." It's just not recognizing anything. It would take me literally days to redownload all these files, and it would be even worse trying to get the load orders, options, jiggle physics etc, to work right again. Am I just screwed, or is there a way to get Vortex to pick back up where it left off?
  6. That's not the point, Ace. The point is that in a video game, it's fragging absurd to say "Well, I developed all this awesome stuff, but I can't use it because of logistical reasons." My main problem with the deployment costs isn't the GMP, though that is a big problem - my main problem is the freaking plants! What, do they expect me to spend four hours driving all over Afghanistan personally picking every damn plant so I can go ahead and use my high-end sleep-dart rifles? That's an absurd farce. We already spent a metric arseload of GMP and resources researching this stuff, I think we should actually get to USE them.
  7. Also, whenever I blackjack someone using Thieves' arsenal, it has a tendancy to crash out and burn. Here's my load-list: Bookplacing.esm Oblivion.esm Francesco's Optional New Items Add-On.esm Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Creatures Add-On.esm BetterMusicSystem.esm Book Placement V2.esp More Lockpicks.esp BuyLockpicks.esp Attack and hide easier v2.1.esp RealisticForceLow.esp RealisticForceMedium.esp Knights.esp GP_Lockpicks.esp VaultsofCyrodiil.esp DLCShiveringIsles.esp Unofficial Oblivion Patch.esp Unofficial Shivering Isles Patch.esp Francesco's 10 days respawn time - 1-16 day lenght (sic) rescale.esp Francesco's level up mini mod.esp Birthsign Zero.esp Mountain Cottage.esp PWM_Armored-UnicornMount.esp UndergroundHome.esp Mountain Ranchv1.1.esp MountainCabin.esp Basement_Imperialshack V1-0.esp YourICHRevamped 1.1-b.esp RealisticForceHigh.esp MountainGetaway.esp UOP Vampire Aging & Face Fix.esp Oblivion Citadel Door Fix.esp Window Entrances 1.0.esp Birthsigns Expanded.esp Fransfemale.esp Mountain_Estate-10234.esp Imperial_City_Cave_House-9473.esp Imperial_City_My_House_Improved_by_ssj4goku111-7264.esp Mountainside Mansion.esp Thieves Arsenal.esp Are Umbacano and his majordomo tagged to prevent them from being killable? I really hate this guy, and I really want to stick a shiv in him for some of the crap he said to me when I just tried to say hello. Every time I 'kill' him, though, the game tells me "Umbacano is unconcious" and he goes ragdoll, but with a crown-speak-to icon instead of even a pickpocket icon. If he is, I guess I'm just going to have to settle for robbing him blind and leaving him with a lot of bare walls?
  8. I think I edited my post since you last read it - check it again. :thumbsup: Ahhh, I see. Yes, that would be useful. I'm guessing one accesses the console in the same way that one does in most shooters? I play a Khajiit, so I'm not the best one to comment. :whistling: Generally you just turn the 'age' down to young and hit randomize face until you get one you like, don't you? In theory, but I'm starting to think that there's a texture uck-fup somewhere. I mean seriously, the lips are just hideous. Just... Like, seriously coyote ugly, and all the changing I tried couldn't fix it. >_< That might be useful... Heh. If I have to start again, I hope someone's at least made a mod to put Patrick Stewart's face (or at least his hair) on the Emperor's body. That was easily the most hilarious part of the game (so far, anyway,) because I kept replying "Aye, captain" when the emperor said something. Hehehehe. So, if the last guard guarding the Emperor's body is dead, will the game let you loot him then? Just askin'...
  9. Sadly, I'm now having the problem I was afraid of having: I'm a full morning's worth of play into the game, which took a turn for the terrifyingly hard immediately after I exited the sewers, and I don't want to reset all that work - not to mention spend all that time making an attractive face again... As an aside, seriously, WTF is up with that? Why are all the faces coyote ugly by default? Do I just suck at making faces, or have I royally screwed the pooch somewhere?
  10. Yes, I've used OBSE. I was using the 2.1 version, but it didn't seem to work. I did launch Oblivion using the obse_loader, to the best of my knowledge - I re-directed the start menu shortcut to that program. I'm going to strip out the Birthsigns Expanded 2.1 and put in V3 RC6. But I'm guessing for this change to do anything I'm going to have to watch Captain Picard get shanked again?
  11. Hmmm. Looking it, it seems as though the conflict is with the UOP. The UOP conflicts with Birthsigns Expanded. Can someone help me make sure I fully understand thisa: I've got Birthsigns Expanded in my load order second from the bottom of the list. The only things below it are the UOP Vampire Facefix and UOP Citadel Doors fix. The man UOP (where the conflict detection is) is much, much higher. As I understand it, the load order is top to bottom: those items higher up in the OBMM are loaded first, and are overridden by those things lower than them - IE, the UOP should have been overridden by the Birthsigns Expanded?
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