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JRICH604

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  1. Nexus gives option to MA whether or not to allow users to tag. If there is mod(s) that you feel has been incorrectly tagged by users report it to MA so they can review and remove them if they agree The reason the site allows users to tag is some MA do not tag their mods. So the problem you describe is from users abusing system designed to help other users from MA that did not tag that can only be fixed by that MA and or staff lol Ideally MA's would all correctly tag their own mods so would not need users to tag but since that does not always happen you will run into this and will have to deal with it on a mod per mod basis
  2. SKSE seems to be easy to get wrong for new users as its 2 parts. Part in your game folder not data and part in your data. Since you are using MO you want a nice clean data folder yes? If so create a mod folder named SKSE and put all the parts that normally go into data in there.You leave that folder checked in all your profiles and forget about it unless you update SKSE itself. When you extract SKSE after DL there is a folder named src that you ignore as an end user that is only for mod makers In your game folder just like ENB if you use one you need to see the following in the same place the games exe is skse64 latest version.dll skse64_loader.exe skse64_steam_loader.dll Those 3 do not go in your data. Inside the extracted skse data folder copy and paste the folder named Scripts into the new mod folder you made named SKSE New users sometimes forget that the SKSE needs to be added if not already to MO exe list. You launch the game with SKSE and not the game launcher. In MO dropdown for exe double check and make sure the SKSE is an option and also that it is pointing to skse64_loader.exe Verify all that and SKSE should work normally for you Your MO error seems pretty straightforward as well. It is showing you the path and name of file it cant find so re-install MO to get it back where it needs to be if missing. Since it mentioned anti-virus ceck to see if that file was quarantined by your AV and if so give it an exception. If the error persists after that you will need to hit up MO team for help and submit ticket Never hurts to backup your mods and profile folders in MO before any re-install or update
  3. For now If you choose that option from mods dropdown when you are at the games homepage it should filter it for that game. In your case go to the page here for fallout NV and then it should only show DL for that and not all
  4. Thanks. I had looked at settings in firefox and did not see it. I'll look again maybe I missed it.
  5. Hey Fam. Would you consider changing how gif works for mods when browsing. Either having them play when moused over or set to play once and stop. I get its a nice option for authors to use for mods like animation but having them loop endlessly is distracting at best. Right now browsing mods here is starting to feel alot like the homepage of twitch
  6. In defense of the site for any service you paid for you can always get support and in my experience they are quick to fix issues when you report them. Bypassing a block from an author is not part of that service you paid for and they never said it was. Authors are allowed to manage their own pages here that for now atleast includes blocking users but I will point out that the rules of conduct apply to all members author and user alike. If you feel you were spoken to in a way that was outside them (verbal abuse) then you should instead directly contact a moderator and let them handle it. That kind of support you will always have regardless of paid status here but you dont get special treatment for being premium as that would be all kinds of wrong.
  7. Some things to check to ensure they are setup correctly. For your Record ( esp, esl etc) Use Xedit and pull your plugin up. Expand both armor and armor addon in the left pane. For armor addon body slot flag set for 43-Ears For race "Default Race" selected Double check it is correct nif/path Under additional races ensure all playable races you wish to be able to use it are listed. If not add them in. For armor body slot flag set for 43-Ears For race "Default Race" selected Double check it is correct nif/path Armature - check to make sure the correct armor addon is here For your new textures. Verify they were saved in a format the game can read. There are tools that scan textures for issues you may consider using if you are unsure For your new models. nifscope allows multiple windows so you can open a known working alongside yours that is invisible to compare settings. Check your lighting shader property to ensure you have the correct map set and flags. Under shader texture set check to make sure the paths are correct for diffuse, normal etc Check under partitions to make sure that it is the same as what is set in the plugin. In this case 43-Ears. Expect issues if there is mismatch between the slot(s) set in nif and plugin they should be the same Finally if you have done all you know how and still have trouble reach out to one of the resident pros here that specialize in jewelry. Some have made enough they can prob do it in there sleep by now like NEWMILLER Dont give up, I ran into many issues when I made my own mods and kept at it till it did what I wanted without errors. You are very close and it will feel good when you get it that way for yourself.
  8. Whenever you are looking to create your own mod of any kind the first thing you should ask yourself is what does my mod do and what is needed to do it. In your case your mod is one that adds new headparts in the game that a player can use. Since your mod is adding new to the game and not replacing existing your mod will need to create a new plugin (esp, esm etc) to work. Take advantage of stable existing mods that do the same or similar to what your mod will do and use them as a reference. This will potentially save you alot of trial and error as you can use it to see what files and record changes are made in it as you will likely need to do the same for yours. Example. KS Jewelry by Stealthic and Kalilies https://www.nexusmods.com/skyrim/mods/67309 First thing to look at is the file structure. You can see that new files are added into both meshes and textures folders so you will want to do similar. I have found it is generally desirable to use the name or abbreviation of the name you will give your mod so for this will just say "My New Earrings" Meshes\My New Earrings\ Textures\My New Earrings\ So now you have a new folder to put both your new models and textures you made. For the meshes, look for a good general tutorial that is made for whatever program you used to create them. The steps will be different for Blender vs 3DSM etc. You need to export your model into a nif file the game can read. Same goes for the textures. This is again where using an existing mod helps you. You can look at what texture types, resolution and what if any compression was used. To add in the new record changes you can first use Xedit to pull up KS and see what changes it made as you will likely be doing the same or very similar for yours. Doing this I can see that you will need to at the very least create both a new Armor Addon and Armor for each new item your mod adds. The cell and container edits you see was to have a new box or chest that the player can retrieve them from in the game. I have seen many new mods that do not do that and simply tell the user to add them with a mod like additemmenu. Not very immersive but much simpler as you do not then need to place them in the game. Using creation kit find an existing armor and armor add on that is closest to what you want to add in the game. Once you find one open each and say for example you have a silver pair so you could name the add on 00MNEsilverAA and armor 00MNEsilver. Make the changes needed to include pointing to your new nif. Save and close creating a new record for each. Now you have a gold pair you simply open your new silver you made and change name to gold and any changes it needs. Rinse and repeat until you have a new Armor and Armor addon for each piece your mod adds to the game. This should give you a basic summary of what you will need to do. When you get to testing it if you run into issues go back and cross check it with a known good in this case KS. The record can be easily compared using Xedit, nifs compared with nifscope etc many times you can catch simple mistakes made easily this way. As a final note, consider tracking and writing down what you do. Once you get your own mod made and working you can then share your own tutorial for others. Good luck and happy modding
  9. Thank you for the suggestions and that Claralux has me intrigued as well. COT - I tend to play a lot of sneaky characters and use mods to change AI detection based on light level and when I tried it on Legacy I had issues and a user told me it was due to the way it handles light settings where it will look dark for you but for the game it will still be bright setting as far as NPC so if that is the case did they change that for SE? Vivid - I always thought that was meant to go with an ENB from the same author. I see it has been updated quite a bit so although I did try it when SE first came out ( There wasnt much to choose from then ) I was not overly impressed and figured it was due to not using ENB with it but since you state you are not using one and like it I will try it again. I am not familiar with either Obsidian or Dolomite so I will be sure to check those out. Yes, just having SKSE with Racemenu and Skyui again should make the return much less painful for me compared to last time.
  10. Correct, that is because the default setting for BV does Not change them to vampire race and instead gives them vampire traits and eye texture only so no you and many other users would not run into this problem unless....you changed it so it Does change their race which is what the original post is addressing. If you didnt know you had that option you do now. If you are curious as to why a user would want to switch it so it does do that even though they might get BF I covered that in original post. Also there is nothing wrong with my system, not trying or even said I was running them together. It may be helpful for me to link a recent post from a user so I will look for one and ill use BV since thats the one that you say you are using so you know what I am actually addressing here but remember I am talking about any overhaul that lets you do this not just BVhttps://forums.nexusmods.com/index.php?/topic/5002365-better-vampires-74/page-163&do=findComment&comment=58038246
  11. So after an extended break I am returning to SE now that Racemenu is available in Alpha. Since I have been away there are new mods for Weather which is exciting. I do not use ENB for either version of game and for original my favorite was Purity. Since it does not look like that will ever come over I need a new one here that is not dependent on an ENB to look good Please list your favorite weather mod for SE and why you chose it. Any feedback is appreciated and will help me out so thank you in advance for sharing
  12. One of the features in the 2 most popular Vampire Overhauls Better Vampires and Sacrosanct and others is the ability to turn any NPC into a Vampire by setting them into their respective vampire race. Many users find that for many when they do this they get the dreaded Blackface. This topic is to get feedback for what you think would be the best solution for this problem. Here is my take on this Why does this happen? In skyrim unlike your PC all NPC faces is pre-generated and called on when you load them in game aka facegendata which is a head nif ( meshes ) and tint ( Textures ) file specific for that NPC from either the master files or the last mod which hopefully correctly altered them which will have new exported facegendata that loads and replaces vanilla Ex. Bijin. That data which is pre-generated and called on was exported with that character set in a particular race and may not be valid if the race is changed in game. If it is no longer matching with the facegen it will result in Blackface for that NPC. Wait but it works for some though what gives? Like I said it depends entirely on what was chosen when their face was made for headparts etc. Many of these need to still be valid and stay the same in the vampire race but the thing is the vampire race is not identical to the human for all of these. You can mitigate this to a degree by using Unofficial Patch which added back in many missing but even then some will still get Blackface when turned. The game does not like it when you change an NPC race mid-game and usually spasms out. It is not an accident that Serana is never set as NordRaceVampire and instead is always NordRace in the game regardless of whether she is "cured" or not. One solution to this problem is to Seranafy the NPC if you will, that is something that BetterVampires already can do which is instead of actually changing the race of the NPC it will instead add in vampire abilities and switch out their eye texture to the vampire one. Since the race is not changing their is no blackface. Downside is since the facegendata did not change their eyes of course will not glow and females will not get fangs as those need to be already present in the head nif. So here goes the only way I personally know of that would fix this so you could actually walk up to any actor in the game, seduce them , and turn them into a real vampire as in set them in the vampire race without any Blackfaces First you would need to install and use a mod which allows you to walk up to any NPC in the game and copy their face onto your own. Before you copy the face you need to first set your PC as the same race/sex/weight as the NPC you want to do this for. Now copy the face and then use console to set yourself as the vampire race so if it was a Nord you would set yourself as NordRaceVampire. Now you use spf in console and give the name of the actor with vampire tacked at the end. You now need to repeat this for every valid actor in the base game with all DLC. After you have vampire NPC files in the game folder for all of them you now need to go into CK and one by one make a duplicate of each one. Then in each duplicate you change the race to vampire and then import the face and preview it to ensure it is not missing any HP which you will know if you see floating teeth with no head etc After you have saved all of these you can export facegen for all these new vampire duplicates and save the esp. Your not done yet, now for each and everyone of these you need to tie an event so that for whichever Overhaul you use when you turn them it will swap out the human facegendata with the new vampire you made. This will of course only take you about the rest of your natural born life to do correctly and by the time you finish the rest of us will be playing TES13 or have passed on to Sovngarde .."Yes Yes OMG look I turned Bandit #587B and shes got sweet glowing eyes and fangs!!! Worth so totally worth!!!".. So in theory should this work? Yes, is it realistic and practical to do this? No As it currently is it is all or nothing it seems Here is a compromise to consider, there are some fun follower mods which already have been made which already do this same process. What the Authors did is the same as described but on a much smaller more practical scale. In these mods you as the player have access to a "body changer" spell which can swap out their in game appearance to even include different hairstyles without needing to re-install the mod and with no blackface. This is of course possible because they already have multiple pre-generated headmesh to match the selection you choose which can be hotswapped in and out. So the compromise is instead of being able to seduce Bandit #587B with race change what if a selection of a few key popular named NPC were done instead? Lydia comes to mind along with key followers in the game and some potential spouses. Personally I feel that having the Seranafication of generic actors combined with a few select ones that would actually get their race changed is the way to go. These of course being chosen as the ones players would likely spend a decent amount of time playing with in the game to make it worthwhile. So for your favorite Vampire Overhaul "There are many" what do you think about all this? do you agree or disagree? If you disagree how would you solve this problem instead? If you agree which NPC would be important for you to be able to fully turn without blackface and how many do you think would be a reasonable number to do the process with?
  13. Just a comment to say that while there are things I like and dislike from both new and old there is one thing in particular that is odd and does not feel good. When I visit my mod or anothers the first thing I see is a message saying "You haven't downloaded this mod yet" with a red X symbol. Also right below that I have 2 large buttons with one saying REPORT right next to one that says SHARE. So the first thing I see when visiting a new mod is a red X with a report before i even start to view the DESC. To me its a negative thing that I see both of those before anything else. Are there mods that should be reported? yes but for every one that should be there are hundreds that are fine so if that button needs to be there it would be nice if it was at the end and not start of the DESC. Someone who really wants to report a file or image will find it without the need to be the first thing they see. Also the font colors are too similar for the drop downs and is hard to read its like dark grey over light grey and is actually hurting my eyes. On a positive note while I am not crazy about how it actually looks right now I do appreciate some of the structure changes with the best being when I click "Change Your Settings" it is much improved I think and much more intuitive then it was before
  14. Ok, so I have been trying my best to follow this and I am currently changing a busload of NPC's so I did notice that what migal130 said is correct in that when I export I get nifs/textures in both vanilla esm and mymod folder. Thing is there is a noticeable difference in size between the 2. I would just pack them both but now that I know there is potential problems courtesy of SydneyB it seems that the correct way is to only pack using the original vanilla path. So when I do this is what is already there from export safe to use or do I need to manually copy over from the mymod folder into the base folders? Im still confused?
  15. MO introduced 2 key features I feel like I now cant live without. Keeping the base game files intact and being able to have multiple profiles with different mods installed. Instead of having to choose a favorite weather mod or body replacer etc that all my characters use I can tailor a unique load order for each one. As long as those carry over ill be happy. Great news all around really excited to see what the team comes up with.
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