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aonach

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  1. Now that makes sense. So many pieces to Bodyslide, I knew there had to be some logic to it somewhere. And that appears to be the ticket. Thank you much.
  2. So I've been tangling off and on with an issue that I just can't seem to figure out. Wondering if someone here might be able help me better understand Bodyslide.I have a custom slider set (Aon), but I'm seeing an issue where some mod armors can be directly built to the slider set, but not others (the custom slider set is simply not an option when building) And in batch building, even with custom slider set selected, those armors seem to build to their own dimensions, as I can see the body visibly change shape in game when I equip them.So far, trying to Google my way to solutions has been fruitless, as I can't find the specific information I need. Thank you in advance for any assistance.
  3. I didn't think to include things like "yes, the mods were deployed" because I felt what I did say implicitly indicated that these mods were working just fine prior. But again, a novice would make that mistake, so I understand where you're coming from. But the additional details I added only clarified that I didn't do some stupid thing, and doesn't help with actual diagnosis. I reinstalled a couple of mods properly to ensure that all of the files were on my computer, and suddenly, several other, unrelated mods (which had been installed and active for months) were suddenly listed as being removed when loading the game- while also still showing as both installed and enabled in Vortex. As far as I could see, only uninstalling and reinstalling them re-added them to the game. you were not "chided" you were advised to not run a tool to do something its not meant to do. but it's your game, you do you. you want to mess up your game fill your boots. then, when asked to provide more details - oh look - a whole slew of actions you failed to mention previously. no-one here is going to play 20 questions with you - you want help - then tell everything up front. what you told initially didn't make sense, because a swathe of information wasn't given. you think people are mind readers, or something? So the outline of steps I added now reveals the issue? Or it just reveals that I (probably) didn't make some other mistake? As for running LOOT- I'm not aware that it has a negative impact, only that it is unnecessary with the new version of Vortex. What do other people use to determine if a mod needs cleaning or is giving errors? I can adapt, but I've seen no new procedures for this.
  4. Always nice to ask for help and be accused of doing "something else to screw it up" and be chided for running LOOT to see if it showed any errors I wasn't seeing in Vortex. For the record- no, I did not do anything other than what I said. The steps here were: 1. Open Vortex 2. Right-click on each of the Apachii hair mods, click "reinstall" then "update all profiles" 3. Open Skyrim SE to see a warning, on the load screen, that all three Apachii mods, as well as at least 7 other, unrelated mods, were no longer installed. Note here that I mean the load screen- that being the screen that follows clicking "continue" from the main menu...also known as the time and place where one would generally expect to see a notice that some mods were no longer installed- and yes, I am loading through the SKSE .exe, not Steam 4. Close Skyrim SE 5. Disable/re-enable all of the mods I saw warnings for 6. Open Skyrim SE 7. See notice again 8. Close Skyrim SE 9. Clone and rename Vortex profile 10. Open Skyrim SE 11. See notice again 12. Close Skyrim SE (please note that there were also a handful of restarting Steam, restarting Vortex, and, I am ashamed to admit- even one restarting of the computer sprinkled throughout the steps above) Eventually I just uninstalled and reinstalled each of the mods and that "fixed" it. I'm looking for anyone who has seen this issue, and might know what caused it, so I can avoid it in the future. I know we're all used to dealing with absolute novices who make novice mistakes, but getting ONLY snarky, condescending comments is disappointing. I had hoped someone might be able to speak to the specific problem. I am curious, though- what "other thing" might I have done that would "ghost disable" several mods and then prevent them from being re-enabled- all while appearing to be perfectly functional in Vortex? Apart from my being so daft that I disabled them then wondered why they were disabled, I mean.
  5. They are enabled in the plugins tab- I checked there before posting. I ran LOOT as a double-check step. I also know that actually uninstalling and then re-installing the mods "fixes" the issue. However, I would really like to understand what circumstances cause a long list of mods that are enabled, and are functioning just fine for days/weeks/months/years, suddenly stop loading into the game. I also want to know if there is a less laborious process for getting them back into the game than uninstalling/reinstalling.
  6. Just a little bit ago, I reinstalled Apachii Sky Hair (which I use in a personal mod as a general NPC upgrade) because one of the meshes or textures wasn't showing up, causing the hair to be transparent. However, after having done this, now Skyrim thinks I've uninstalled any number of mods (I can only see 10 or so on the Skyrim load screen, with the ... at the bottom indicating there are more) All of the mods I can see are still installed and marked in Vortex as active. I tried disabling/re-enabling the mods, running LOOT, even duplicating the game profile, but none of it worked. Google and Nexus searches for this issue have so far been fruitless. Others must have run into this before. Can anyone provide some help? This is Skyrim SE, if that matters.
  7. In following these instructions, I'm running into an issue- neither of the scripts will auto-fill the properties. I've taken the normal steps- resaving and recompiling the scripts, restarting CK. Any ideas what the reason might be? Even if someone can give me pointers on how to set them manually, I think that would help. Thank you for the help.
  8. Nah, it isn't anything to do with overlays. Its the non-vanilla slider settings I'm looking to use.
  9. Anyone know how to get CBBE morphs and Racemenu slider settings to show up on custom followers? I get it to work sometimes, and sometimes not, and I'm not sure what I'm doing different. Anyone know the trick?
  10. Although, it isn't working for me. What's your secret? Except, I loaded in Cyber engine tweaks as per instructions. Not in the archive folder. Loaded my mods in and my game runs normal. Some mod makers will redirect their mods to the archive folder, yes. I will download them manually and redirect them to where they actually belong.
  11. Could those tools be used to create a static representation of the Racemenu settings that could then be installed into any game and work? If
  12. Creating some custom characters and finding that the changes I make in the CBBE Morphs tab of Racemenu do not apply to the final character in game. Can anyone point me towards how to resolve this? Thanks in advance.
  13. Hi all, Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.c...ing_nifs_basics I have managed to complete every step up until the NifConvert step, and then... There are two different issues I see: 1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later. 2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw) I can't get to the step where I see the toggle to select "convert for Skyrim" There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures? Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape. Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?
  14. Hi all, Just beginning to get into the process of working with nifs. Starting with something easy: removing the cape from the Nightingale armor. Following the instructions found here: https://www.reddit.com/r/skyrimmods/wiki/editing_nifs_basics I have managed to complete every step up until the NifConvert step, and then... There are two different issues I see: 1. Texture filepath: It always seems to change the filepath I set and then default the path in the main window to \. And in the General Settings, it keeps appending the filepath I input with '/data/textures' as though it insists that the textures are pulled from an active game filepath. Honestly though- Does this even matter? Does the tool care enough to error out about it? I mean, can handle the textures myself later. 2. Template: It seems to me that it won't accept any nif for a template- not even the original nif for the Nightingale torso_0 (I'm using only LE nifs, btw) I can't get to the step where I see the toggle to select "convert for Skyrim" There are a few variables here I can't seem to find information for- Does the template nif have to be anywhere specific in relation to the nif being edited to be accepted? Does the template nif need to have its version numbers set to 11 and 37? Does the program have to have proper filepaths for textures? Bear in mind, I am using Nifskope 1.1.4, Blender 4.2.9, and NifUtilsSuite 1.2.2.978. I have all my meshes to Blenderize in an isolated file structure away from any other game files. Also note that if I open the nif in NifSkope after exporting from Blender, everything appears to be in fine shape. Are there any other weird quirks with NifConvert? Like, does it have to have the export file in the same folder as the import file, or any nonsense like that?
  15. I'm im the same boat. Trying to get modelling with Blender in the now, and unable to locate what I need to get me set up. All of the "official" information now seems to be inaccurate. Were you successful in getting Blender to import/modify/export .nif files? If so, would you be willing to share your wisdom with me?
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