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Everything posted by Syntia13
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compile error: EquipItem is not a function, apparently
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
YES! Success, thank you very much, have a lovely day (or night, whichever applicable in your part of the world). :) -
compile error: EquipItem is not a function, apparently
Syntia13 posted a topic in Skyrim's Skyrim LE
Hello All. I've been on hiatus from Skyrim for some time, so I'm a bit rusty and might be missing something obvious. I'm still on Skyrim LE, using notepad++ for scripting, except it won't compile. Here's my script: ObjectReference Property climbingring Auto Event OnTriggerEnter(ObjectReference akTriggerRef) akTriggerRef.AddItem(climbingring, 1, true) akTriggerRef.EquipItem(climbingring, false, true) Endevent Event OnTriggerleave(ObjectReference akTriggerRef) akTriggerRef.removeitem(climbingring, 1, 1) Endevent If I remove the line akTriggerRef.EquipItem(climbingring, false, true) it compiles, if I add it back, it won't. The message is that 'equipitem' is not a function or doesn't exist. I do have vanilla scripts/source unpacked in Data folder, and I unpacked it again just to be sure. What else could be the problem? Thanks. -
As the title says - yesterday I was happily working on my mod, today I can't open CK. I'm on Win10 64, I very recently started using MO2, and until now I had no problem running CK through it. The only thing I couldn't get to work was scripting - CK wouldn't compile neither for love nor money, but it did recognize ready scripts I compiled with notepad++, so that didn't bother me all that much. However, as of today, when I try to open it, CK starts loading, then after 20 to 60 seconds it disappears and MO2 unlocks. Tes5edit, Loot, and pretty much any other programs I run through MO2 start without problem, it's just CK. Annoyingly enough, when run outside MO2 CK starts just fine, but, obviously, it can't see any of the mods I have installed in MO2. Is anyone else experiencing this? What could be the cause and is there a way to counter it? I'd appreciate any help.
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CTDs around Solitude, game is looking for a mod no longer there?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Good to know. I turned it on before coming here, because for the longest time the first thing you were told in asnwer to any question was "show us your pap logs". That changed, I guess. [edit: huh, the pinned How to ask for help : The proper way to make Skyrim support topics post even says you should do that... is that outdated info?] I do use XPMSE skeleton, but only the nifs, not the plugin, since none of its functionalities really appeal to me, and if I had it on, I'd have to register dozens of animations that come with it that I'd never use (I want my companions to run around being my sword and shield, not to high-heel cat-walk across the battlefield); since FNIS has upper limit for number of animations, I prefer to save it for werewolf and sexlab anims. For mods that don't appear in load order, I have: HDT physics extensions, Activate Button Away, Better dialogue controls, Fuz Ro Doh, bug fixes, crash fixes, load game CTD fix (...hm...........) MfgConsole, Optimized Vanilla Textures - HD (twice? why, self?) Papyrus Util, JContainers, Papyrus Util - scripting Utiliy Functions, quest Versioning, SafetyLoad, UIExtensions. Oh, and enboost, but no actual ENB My usual loadorder is a nightmare to describe: It worked for me more or less ok for a time. I say for a time and more or less, because I recently switched from CoT to Vivid weathers, added Audio Overhaul and Real Shelter, and didn't get to finish testing the new set-up properly, because Solitude Crashing started - but not immediatly after the changes, I got to run around Solitude and Katla's farm for a bit. I got some CTDs, but they happened in random locations. The loadorder in my original post probably looks weird, because for testing I turned off all mods except the ones I was certain couldn't be the problem. I since followed your advice and eventually turned off everything except: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Alternate Start - Live Another Life Started new game at the docks of Solitude, and CTDed as soon as I got halfway up the stairs towards the city (roughly same place as all the previous times). So... Either the problem is in Alternate Start (unlikely), in one of the plugin-less mods (maybe) or one of the loose files in my data folder (maybe, I have tonnes of them, most of them I don't even remember the purpose of) Having to look at and list all the things I hoarded over the years, I'm beginning to think that it's high time to go with 'salt and burn it and start over' attitude. Might be less work in the end... -
CTDs around Solitude, game is looking for a mod no longer there?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
I use Nexux Mod Manager (v 0.63.14). Are you telling me I need to do a completely fresh install, learn to use a new mod manager, reinstall all the mods I want, and recreate all the customizations I added over the years? (Please don't be saying it... I might cry). On a more serious note, Open Cities mod only includes 4 files, and none of them are in my Skyrim/data folder, so... what is telling the game to look for it? And why only near Solitude? I can approach other cities just fine. -
Long story short, I started getting CTDs everytime I came close to Solitude. Nothing I tried to fix it worked. In desperation I turned off majority of my mods, started a new game with 'Live Another Life', and it's still the same - whenever I get near Solitude, be it on foot or by cart, I get CTD. I turned on papyrus logging (although apparetnly it's no longer done?), and while I have no idea what most of the text in the log means, one thing cought my attention: [05/11/2019 - 03:13:53PM] ERROR: File "Open Cities Skyrim.esp" does not exist or is not currently loaded. I only played with Open Cities for a few months several years ago, it's not even installed anymore. Why is the game looking for it? (I repeat, I started a new game with very few mods). I looked closer, and apparently the game was looking for a whole bunch of mods which weren't there, including the individual unofficial patches that I replaced with Legendary patch months ago. There are also lines about vampire quest and adoption quest, which I don't know what to make of. My load order on the last three tries was: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Patch Skyrim Suplemental Patch Unofficial Skyrim Modder's Patch dD - Realistic Ragdoll and Force SkyUI UIExtensions RaceMenu RaceMenuPlugin RaceMenuOverlays FNIS VanillaHairVarietyPlus KS Hairdos Alternate Start - Live Another Life Does anyone know what is going on?
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Attaching scripts to dialogue - HOW? Please help me.
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
YES! Ahem. I mean, yes, that worked for me on the first try, thank you ever so much. I'm fairly positive that this little quirk of CK was not mentioned in the official tutorials, and I would never figure it out on my own. The fragments compile, and it is beautiful. :laugh: Thank you again. -
I've been trying to do this for days now and at this point I just want to scream in frustration. I don't understand script fragments, they are mean and evil and are out to destroy my soul. Please help me before I set something of fire. Dramatic preface aside, here's my problem: I've recently made a very simple ferry mod. Someone asked to add a 'pay for the ride' feature. So, I added a family of ferrymen, and tried to make them activate the ferry through dialogue. Tried. I searched far and wide, but I couldn't find a script command that would tell the game: when this dialogue fires, do this' I gave up, and instead created an activator with this script: Scriptname SNT_Ferry_pay_in_the_mug extends ObjectReference MiscObject Property payment Auto Actor Property PlayerREF Auto ObjectReference Property xMarker Auto GlobalVariable Property howmuch Auto Event OnActivate(ObjectReference akActionRef) PlayerREF.removeitem(payment, howmuch.value as int) xMarker.Enable() EndEvent Short and simple - I put some money in a moneybox, a ferry activator appears. It compiles, it works, it's great. But then I decided to try to make the dialogue work as well, and I just can't. I watched few hours' worth of tutorials on youtube, read through relevant tutorials at www.creationkit.com, and I got exactly nowhere. So apparently there is no equivalent of Event OnActivate(ObjectReference akActionRef) for a dialogue, I must use the script fragments instead... except they don't work. So far the only line of script that compiled for me was GetOwningQuest().SetCurrentStageID(10), which would be great if I wanted the game to set a quest stage. But I don't. I just want the game to shut up and take my money (and to enable one object). It doesn't wan't to do that. At all. Various tutorials give slightly different versions of the relevant line: Game.GetPlayer().RemoveItem(Gold001, 5) Game.GetPlayer().RemoveItem(GoldBase, 5) Game.GetPlayer().RemoveItem(Gold, 5) - none of those work for me. Even if it did, it wouldn't be enough, as I want to actually get something in return for the money, but I figured I'd start small. As it is, I didn't start, I'm stuck. tl;dr: Please for the love of Talos, what do I have to type in the script fragment window to get a script that would have the same functionality as the pay_in_the_mug script above? Sincerly (very frustrated) Syntia
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[LE] CK started crashing on loading plugins
Syntia13 replied to Syntia13's topic in Skyrim's Creation Kit and Modders
Is there even a non-English version of CK? When I download it from Steam, I don't see the option to pick a language. And I've always played Skyrim in English, (because awkward voice acting is way less awkward when it's in foraign language :wink: ) So yes, they are both English, so that's one more possible reason/solution off the list. :sad: What bothers me the most is how abruply it happened - one hour everything was working, the next one nothing did. -
[LE] CK started crashing on loading plugins
Syntia13 replied to Syntia13's topic in Skyrim's Creation Kit and Modders
Huh. There's only one line in that file, and it reads thusly: MASTERFILE: =========================================================== O_o I have no idea what to make of it, and uncle google is not very forthcoming either. I have a suspicion that it might translate to "your CK is dead, deal with it" :( -
[LE] CK started crashing on loading plugins
Syntia13 replied to Syntia13's topic in Skyrim's Creation Kit and Modders
Thanks for answering; I'm sad to report that un- and re- installing CK didn't help me. (As for disabling audio, I already had it done, as mentioned in the original post). I tried running CK as administrator and as not-administrator. I tried running it as compatible with win8 and win7; I added "bBlockMessageBoxes=1" to the skyrimeditor.ini; Each and every time I try to load any plugin, I get the 'Creation Kit stopped working' message almost immediately after clicking OK, and the program shuts down. As far as I can see, there wheren't any updates to Win10 or Nvidia drivers in the timeframe when the problems started. What else could I try? -
Hey guys I have the 'old' Skyrim (not SEE), and windows 10. I was happily modding for the past few weeks, when yesterday, out of the blue, pretty much one moment to another, CK started crashing the second I try to load any plugin. Initially I thougth I went overboard with the mod and it was something in it that caused it, and tried to load several backup versions of it, but then I tried loading different plugings, and they all caused CK to crash, even just skyim.esm. The popup box says the generic 'creation kit stopped working'. Validating files through Steam only reslted in resetting the skyrimeditor.ini file, and didn't help at all. (I tried running CK with the 'validated' ini file, then edited it to include changes I know I need - like "bAllowMultipleMasterLoads=1", "bEnableAudio=0", and " hearthfires.bsa, Dawnguard.bsa, dragonborn.bsa" in SArchiveList=Skyrim and SResourceArchiveList2=Skyrim lines. Neither version fixed the crashing issue). Running CreationKit.exe as an administrator doesn't help. Was there any 'downdate' to Steam or Skyrim or CK that could have caused it? Does anyone know the solution?
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help with a custom 'bed' - the NPCs sink into it.
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Thank you for suggestion. I checked, and it doesn't work - NPC ignores the collision box and sinks into the hay as usual. What does work is taking a normal bed (in CK), turning it into a marker and putting it on top of the hay bale - I can sleep on it, and NPC can sleep on it, and it looks just right. However that solution doesn't serve my purpose, as it requires putting in the additional object in by hand every time. My end goal is to turn every hay bale and hay mound in skyrim into a makeshift bed. If I can create a new working furniture, then I can use 'wildcard replace' function to replace every normal hay bale with a 'bed hay bale' - it would take only a few clicks of the mouse. Otherwise I'd have to search for every instance of haybale and put a bed marker on it. I... don't have quite this amount of patience. -
Help - ¿How i remove certain items from a mod?
Syntia13 replied to MoonKhajiit's topic in Skyrim's Skyrim LE
I'm pretty sure that in one of the TES5edit tutorial videos I recently binge-watched it was stated that you can remove items by selecting them, rigth-cliking and choosing 'remove record' (or something like that) command, but don't quote me on that - I was half asleep at the time and can't find that videos now. As for 'replacing' the unwanted items, I can help you with that. I don't know how used to messing with mods you are, so I'll try to do it as 'step-by-step' as I can. First go to the folder where you store mods, find the one you want changed, and open it. Depending on your system and type of the file (zip, 7z, rar, etc...) you do this just by doulbe clicking, or by using a program such as 7zip, winrar or similar to open archive. Copy/extract all the files you find to a location NOT the Skyrim folder; I find that a new folder on the desktop is most convinient. Let's call that folder NF. Now you can see what's inside the mod: if it's and esp file and a bunch of folders (meshes and textures for sure, possibly more), you're golden. If it's .esp and .bsa file, you'll need a 'BSA browser' to open the bsa file. Inside the browser, select all the files you see and use an 'extract to' command (not just 'extract'), and extract the files to the NF folder. Now that you have access to the files, go into the meshes folder and look for the items you don't like. Most modders name they files almost identically as the ingame objects, so that shouldn't be hard. If you have any doubts, open the .nif files in nifskope and have a look. Once you've located the items you want to get rid of, take note of their file names and folders they are in. If the mod is using loose files, all those folders are already in your Skyrim folder. If the mod is using bsa file, you will need to recreate the folders in your Skyrim folder. Example: in a mod there are files: uglyarmor01_0.nif and uglyarmor01_1.nif; they are inside folders: meshes/moddedarmors/ebony/ You need to go to your meshes folder, and either find or create moddedarmors/ebony/ folder. Download a mod with an armor you like. Extract it like described above to a new folder on your desktop, let's call it NF2. Find the files prettyarmor_0.nif and prettyarmor_1.nif. Copy them to the Steam/steamapps/Common/skyrim/Data/meshes/moddedarmors/ebony/ folder. Rename them as uglyarmor01_0.nif and uglyarmor01_1.nif; (delete the original files if they are there) Now use Nifskope to open one of them and check what textures they use. (how: )If the custom armor uses vanilla textures (which happens suprisingly often), you don't need to do anything else. If it uses cusome texture, go to the NF2 folder and look for 'textures' folder. Open it and look the texture file you've seen in nifskope. Let's say it is: prettyletherblue.dds and prettyletherblue_n.dds, and they are inside folder: textures/mymod/letherarmor/. Go to your Skyrim folder, create Steam/steamapps/Common/skyrim/Data/textures/mymod/letherarmor folder, and copy those two files there. Now start the game and see if ugly armor was replaced with pretty blue armor. If everything works fine, you can delete the NF and NF2 folders and enjoy the game. -
Or, you could create multiple recipes, one for each existing book, using the same ingredients (ruined book, paper, ink) and add them to the enchanting table. Or you could even create a separate crafting station, if you were feeling fancy. It wouldn't be too realistic that you can pick which book you wish to 'recreate', but in a world where it takes the same amount of metal to create a dagger or a ring... it'd fit. :wink:
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I had some success putting a dress on a male body using Bodyslide (check the pictures); I do in fact plan to make mashes for all the vanilla clothes for the oposite genders (men in dresses, women in pants) but it's a slow going project, riddled with random pit traps, when doing the exact same thing gives different results and I can't figure out why... So it's possible, but tedious. I might get there one day, or I might not... EDIT: aw, bugger, I only just noticed that this thead was necro'd... ah well. May it rest in peace?
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Hello everyone. I'm working on a 'sleepable hay' mod. After many (so many) false starts, I managed to create a hay mound and a hay bale that both myself and my follower can sleep on. The hay mound works perfectly - when ordered, my follower lies down on it like on a bedroll, curls up and sleeps. The hay bale though - the follower lies down on it like they would on a bed... and dissppears insde it. I know they are floating in there, rigth under the surface, at the hight of an avarage Skyrim bed. I tried moving around the furniture node in nifskope, but that only worked for horizontal position, that is to say, I can cause the bits of my follower to stick out of the bale as they sleep. But even when I moved the FRN node about a meter above the bale nitrishape, in game the follower still sleeps on the same height. My knowledge of nif structure is somewhat limited; what do I need to change to make NPCs sleep on top of the hay bale, not inside it? Here's a screenshot of the bale in creation kit, in nifscope, and ingame (the last one was from an earlier try, when FRN node was in a different postition - it's just to show how high the NPC is).
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[WIP] I need your idea for interesting encounters
Syntia13 replied to SetteLisette's topic in Skyrim's Skyrim LE
And for purely human encounters: 1 - A freshly married young couple invites PC to share the remains of their wedding feast, in exchange for anything they could use at their new home (a bucket, a broom, a pot, a plate, etc - in my experience PC will always have some kind of useless clutter in their inventory, it's near impossible to avoid picking things by accident). 2 - A sailor approaches PC, asking for help. He was sent ashore to gather supplies for the ships next voyage, but he hurt his leg/back/arm and cannot carry the supplies back. If PC tells him to get lost, he walks away, muttering curses. If PC agrees, they are given a creatfull of supplies and are told to bring it to a nearby ship (on their own, or following the sailor). Once aboard the ship, PC is ambushed and knocked out by the crew. PC wakes up in a cage on the deck, or in a cell belowdeck. The sailors are actually pirates, and want to ransom PC for cash or for freedom of their comrades who'd been recently captured and put in jail. PC can wait for their follower to come to the rescue, or for the local Jarl to send ransom, or try to sweet-talk one of pirates to let them go, or try to pick a lock (if there's a lockpick handy in the cell anywhere, or if PC has the Tower Stone blessing), or try to pickpocket the pirate guarding them for a key to the cell. 3 - when walking through poorer parts of any of the capital cities, there's a chance the PC will be ambushed by local tugs, who demand money for the right to walk through 'their' territory. If PC refuses, they become hostile. Any nearby guard will react and come to the PC's aid (except in Riften - there the chances are 50/50 that the guards will help the thugs instead). 4 - in a tavern a very drunk NPC starts flirting with PC, much to that NPC's spouse's annoyance... PC can either brawl it out with the spouse, or sweettalk them into getting over it - it's just drunk flirting, doesn't mean anything, does it? ... and I'm out of ideas for now. :) -
[WIP] I need your idea for interesting encounters
Syntia13 replied to SetteLisette's topic in Skyrim's Skyrim LE
How about creature encounters, which can be solved by either violance, or Kyne's Peace shout? You can make them available only if the player knows at least one word of Kyne's Peace. Examples: 1 - A Giant took to feeding his two mammoths in a garden of one of the small farms. The farmers are understandably unhappy about it. PC encounters a group of 3 - 4 farmers shaking their torches and pitchforks and yelling at the giant, as the mammoths peacefully munch their cabbages and wheat. PC can agree to help them get rid of the pests. If PC attacks and kills the giant, the quest is over just like that. If PC uses the Kyne's Peace shout, the giant and mammoths start following the PC until they are a reasonable distance from the farm. Then they wander off on their own, and PC can go back for the reward. Quest over. 2 - High in the mountains (preferably in a blizzard) a travelling family is running away from a pack of hungry wolves. PC can: a) kill the wolves b) shout Kyne's Peace and lead the family away while the wolves are calm; c) drop any raw/cooked meat they happen to have in the inventory, and lead the family away while the wolves are fighting each other for the morsel. 3 - in a dungeon the draugr caught a grave robber and, for their own reasons, put the thief in a cage instead of killing them. PC can: a) kill the draugr and free the robber for free or in exchange for everything they looted or in exchange for becoming PC's follower for a while. b) use Kyne's Peace, and free the robber while draugr are peacefull (again, for free or not for free). 4 - variation of the above - the grave robber is not in a cage, but tied down to an altar, and screaming for help because they're about to be killed and turned into a new draugr. Solutions to the situation same as above. 5 - A bear and a wolf are walking peacefully side by side along a stream. If PC follows them, they eventually find a dead deer, eat it, then lie down to sleep side by side. Nothing else happens, no action by the PC is necessary (can you tell that I adored "Nomads of the North" when I was a kid? :wink:. 6 - A young couple in a marriage outfit (you know the one - that pretty red dress) approach the PC in the middle of the woods. They say how happy they are to finally be married, and how they want to share their love with as many people as possible, and they invite PC for their wedding feast. If PC agrees and follows them, they lead PC to the nearby clearing/cave/other suitable place, transform into werewolves and try to eat PC. If PC refuses, they say, "well too bad, we'll just eat here" - then transform into werewolves and try to eat PC. Killing them is the only solution, I'm afraid. Unless PC can run very, very fast... 7 - A sabrecat is caught in one of those nasty beartraps. (I'm not sure if it's actually possible to do. If not, maybe it's stuck in a cage?). PC then can: a) kill it b) calm it with Kyne's Peace and release it from the trap/cage. 8 - In a deep cave somewhere there live two herds of vile creatures: the Spiders and the Chaurus. While exploring the cave, PC stumbles right in the middle of their turf war. PC can a) use the fact that the creatures are too busy fighting each other to notice PC, and just walk by and leave them to their squabbles. b) try to use the distraction to kill them all, although it might prove risky, as the moment they notice PC, they will call a temporary truce and attack PC en masse! c) shout Kyne's Peace at them; they will stop fighting and wander off, each group to their own corner of the cave system. 9 - Falmer ride. We've seen plenty of proof that Falmer sometime come outside to steal livestock and kidnap people, but as far as I know we haven't seen them in action. So... in the middle of the night, at a little isolated homestead/farm/inn, the PC comes across a group of falmer gathered around a tied up human lying on the ground. A moment later there's a scream from inside the house, and another human (wife/husband/child of the first one) runs out, pursued by another falmer or two. Killing the falmers seems like the best course of action... 10 - In the Reach, a Forsworn woman is lying on an altar. A hagraven is walking around her, putting flowers and potions around her. If PC remains unnoticed and waits long enough, the Hagraven starts a ritual to turn the woman into Hagraven. If PC waits even longer, the woman is killed. If PC waits even longer, she comes back to life in a blast of magic, but not as human, but as a newborn Hagraven. If PC interferes at any time, the Hagraven will attack and must be killed. The Forsworn woman might be either gratefull to the PC for the rescue, because she didn't really want to go through with the stupid custom anyway, or royalling pissed that PC ruined her chance to become the sacred Hagraven. 11 - As PC is nearing one of the smaller towns, a bard in colorfull clothes comes down the road the opposite way, playing a flute and being followed by a group of 4 - 6 skeevers. The bard ignores PC and walks off into the distance. If PC walks into the town, the locals will mention a horrible plague of skeevers they only just survived, and complain that they had to pay so much to the piper to get rid of them. This happens several times, in different towns, until one day PC comes across the piper spending a nigth in a camp in the wilds somewhere, eating a supper and chatting amiably with the herd of his pet skeevers. When confronted, the piper tries to bribe PC to hold his secret. If PC agrees, piper pays up and everyone's happy. If PC threatens to expose the con, or to kill the skeevers, the piper plays a note so high, that PC nearly faints. Before PC gets their bearings, the piper and the skeevers disappear, never to be seen again. 12 - a bear runs past PC, roaring and groaning in pain, surrounded by a swarm of bees (bees can be only heard, not seen). If PC walks in the direction it came from, they'll find a beehive surrounded by scattered dead bees and honeycombs. 13 - a saddled horse runs up to the PC, rears up, then runs away. (It can't be mounted). If PC ignores it, it does it again and again, until PC follows it. The horse leads the PC to its rider, who has fallen down and can't get up broken their leg. The rider is very relieved to see PC, because they thought they'd die out here with no help. 14 - a dog is running around a well, barking. A child standing nearby will, when asked, sheepishly admit that they 'accidentally' dropped the dog's dinner into the well. PC can: a) kill the dog (but why? everyone would get upset!) b) drop a piece of meat to feed/calm the dog c) shout Kyne's peace; the dog will calm down and follow the child when they promise that there's a meal waiting form them both at home. -
Colors of rings and amulets - how do they work?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Whoa, that's neat! Thank you! :) -
Question to people who understand how nif files work: Where are the colors in vanilla rings and amulets comming from? I'm stumped. I took a look at the files in nifskope, and they all use the exact same textures (genericrings and genericamulets, both gray), and I don't see any difference in LightingShading properties, and yet each ring and amulet shows with its own colors (gold or silver, and multiple gem colors). How? In case of circlets I had no problem playing around with textures, specular color and emissive color to change how they look, but with amulets and rings I don't even know where to start. Help, please?
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Do you mean crafting stations, (alchemy and enchanting)? Portable versions of both were once a part of Frostfall, I'm pretty sure they are now included in 'Campfire' http://www.nexusmods.com/skyrim/mods/64798/? - you can buy 'mortar and pestle' from any alchemist for potion-making in any area, and create your own enchanting supplies, which can be used to enchant items almost everywhere, except cities. (there are also craftable bedrolls, tents, backpacks, cloaks... a lot of fun stuff).
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I'm assuming that you're dissatisfied with the decorations available via carpenter's workbench and want to move things around. You can try this mod: Placeable static: http://www.nexusmods.com/skyrim/mods/25068/? I don't know how well it works as I never got around to installing it, but reviews seem positive.
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How do you add a character model into Skyrim?
Syntia13 replied to SlyCoopersButt's topic in Skyrim's Skyrim LE
You need to tell us something more. .rar is not a model, it's archive file. What's inside it? Where did it come from? Was it made specifically for skyrim, or taken from some other game? -
texture for girl's clothing - how does it work?
Syntia13 replied to Syntia13's topic in Skyrim's Skyrim LE
Thank you for at least trying to figure it out. I appreciate it. :smile: :ohmy: Jaw well and truly dropped. This is beyond bizarre, and I can't think of any reason for it either. I doubt it's in any way necessary, seeing as original three outfits had fully visible textures that worked perfectly well in game. Thank you so much! Now that I know the secret, I could do something about it. Since I wanted to modify/copy some of the skirts, I spent some time trying to de-alpha them. For posterity and for all the people, who, like me, don't often mess with more advanced graphic options, here's the record of how to make skirts visible in GIMP: