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tritonforge

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  1. Using Mythical Ages weather, which makes the moon bloom in a very warm/red color; wondering if anyone knows the CK modifier/attribute that affects moon color and bloom? I've tried process of elimination and can't seem to find it. 'moon glare' and specular values for night weathers don't seem to do anything. Thanks so much!
  2. the vanilla meshes for fur are terribly low poly, especially on the armors. For example, the fur on steel armor (sticking out from gauntlets) is noticeable and immersion breaking. wondering if anyone would find it easy applying fusa fur to those bits meshes still referencing vanilla textures for the non-fur parts for compatibility with mods like aMidianBorn
  3. Yes! Just downloaded Outfit Studio, apparently it's the only thing that can convert obj. back to nif for SE meshes. I can't even return to nif in Nifskope from obj after tweaks in Maya.
  4. In "Bandolier - Bags and Pouches" mod, the items don't have bones built in so they don't deform with the player body. I love one of them in particular, the Leather Bandolier Shoulderpad (1dr_ban_bandolierlm_0.nif + 1dr_ban_bandolierlm_1.nif) The shoulderpad doesn't move when the arm is raised. Wondering if anyone could help add bones? I tried for days in Nifskope, copying over bones from different pauldron mods, and I can't get it to work :/
  5. https://www.nexusmods.com/skyrimspecialedition/mods/4542 ? *Oh nvm I realize I think it's somehow the same thing as previous suggestion https://www.nexusmods.com/skyrimspecialedition/mods/4544?tab=description - for boots maybe in case you need to do mashup
  6. ahhh thank you sooo much!!!!!!!
  7. Requesting a 1st/3rd person animation (can be activated through Power, like Sit Anywhere): an extended hand that could pass for touching or pushing. My mod list is pretty complete but I was wondering why the immersion isn't visceral no matter how detailed the world gets; I realized that VR has something we do not, our hands. So many amazing texture and mesh mods, so much afforded in game and we can't touch it! Ever wanted to pet your dog? Stroke your horse's mane? Cup your partner's cheek? Knock a goblet off the table as you leave the Thalmor Embassy? Raise a hand up to block the sun? With an outstretched hand we can actually feel our game! Oldrim had a replacer anim to stick up your middle finger, or flip a coin; it seems there are several hand anims but none as generic/utilitarian as this concept. Thank you!
  8. Maybe can adjust/retexture or use the Deku Tree mod: https://www.nexusmods.com/skyrimspecialedition/mods/9729
  9. I know (ok not exactly) what you are looking for: the Elemental Lozenge Longsword https://www.nexusmods.com/skyrim/mods/61552 - this is the sword base mod https://www.tesgeneral.com/weapons-le - scroll down and see thumbnail pic for Elemental retexture, it adds a glowing middle part similar to your 3d model and you can choose the glow color. possibility you may need to run through CAO and convert to SE maybe a closer glow model is this: https://www.nexusmods.com/skyrimspecialedition/mods/10838 but it's lower resolution and detail another option: https://www.nexusmods.com/skyrimspecialedition/mods/26573
  10. OMG THANK YOU SO MUCHHH!! Just knowing what the item is and what texture set it uses is too perfect. THANK YOU THANK YOU. Imma sift through all those and compare now haha :laugh: I've had Skyrim 2020 but I just looked in the files and it seems it only covers 1 of the textures you mentioned so I'll be looking for one that covers stockadeextra and stockadeplanks! *ended up choosing 4k Stockade thank youuuu
  11. Not sure what it's called, but the wood shelter for chickens in the animal pen (has chicken nest in the hearthfire ones). Is there an existing retexture for that?
  12. I can't seem to find a mod that adds Blades patrols. Immersive Patrols doesn't cover them and the only mod I came across was 'Blade Patrols' by grc472 but the author has hidden it. Requesting a mod to add patrolling Blades Bonus: if they could be pathed to all the the dragon mounds so there is a random encounter chance to see them aggro and hunt their own dragon. This would also serve to inadvertently reduce dragon aggro/fights for the player while adding immersion and spectacle.
  13. Hehe yah thank you so much for suggestions. I think I've settled on going into CK and changing the NPCs to 'respawn'. I haven't tested it but supposedly they will respawn with 10 day cell reset.
  14. hmmm I guess true but would lose any sense of progression and loot
  15. Need help finding the easiest way of resetting a settlement's NPCs added by mod, after all of them are killed. Back to complete original is perfect. Wondering if anyone knows the most stable and easy way of doing this. Is this better done by: - resetting the cell (does this also reset the NPCs to alive?)(what console commands?) - tweaking the NPCs in CK (is there a way to have them respawn/reset after some time?) - resetting/activating the mod in mod manager (is this possible?) - resurrecting them one by one? (I prefer not, prob the most immersion breaking) - etc? Thank you so much. Main intention is for village raiding roleplay and I'd like a way to reuse the same added settlement mod.
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