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WHELP, the fastest way to fix an issue is to post about it. I refuse to be one of the assholes who just says 'fixed' and leaves someone searching for an answer screaming 'WHAT DID YOU DO' months down the line, so the solution for me was: I had to enable the races under 'additional races in the CK.' That's it. I just looked at the Thieves Guild Cuirass and noticed that difference in the armor, so I went through and ticked all the same races, and voila! Hopefully this helps someone else down the line. :)
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- custom armor
- mashup
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This thread is mostly copy pasted from reddit as I'm trying to find help. I'm making progress on a custom armor mod, but unfortunately I've run into a hiccup - the armor shows up invisible ingame. It's in my inventory and I can equip it, but it's just my character running around naked, with the armor itself completely invisible. I've tried making sure my armor and armor addon slots for the body parts match up with those in the NIF - 32, 24 and 38 - and even tried remaking the mesh from the ground up, THEN doing that, but no luck. I've checked in the CK and in my mesh, and the partitions/slots used are 32, 34, 38 for every part of it, as far as I can tell. I've also tried putting it on with zero other mods to make sure there wasn't some interference happening, but it doesn't work in vanilla, either. If it matters, when trying to open the mesh with the CK, it shows, but I get the error 'Data array for partition does not match partition count' literally thousands of times. I'm really not sure what else to try. Can anyone help? Advice is much appreciated, and if anyone is kind enough to take a look, I'll slap a dropbox link in here with the mod and the files. Please forgive me if it's really messy and poorly done - this is my first time, and most of the guides I'm following are either incomplete or out of date, so I'm fumbling a lot. Thanks very much for any help! https://www.dropbox.com/sh/vxcfbd1vicmlmeg/AAArkmAJjScQwsoElZRXOffZa?dl=0
- 2 replies
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- custom armor
- mashup
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I AM DUMB. It turns out the skin texture in the first two pictures actually belongs to the Diversity NPC overhaul, and the second two are indeed Mature Faces! Now that I know, I'll just have to try and get Diversity and CBBE/Bodyslide playing nicely. :P
- 3 replies
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- cbbe
- skin texture
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Yes, I've tried the light, but sadly that's not the issue. I WISH it was that simple. :P
- 3 replies
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- cbbe
- skin texture
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I'm at the end of my rope. Before, I had CBBE + Mature Skin texture installed (at least, as far as I know, accurately and all) and it looked like the first two pictures in the album. However, I later noticed some weird, broken feet texture and hips on it, so I went to reinstall both mods in hopes of fixing it. However, now I have an entirely different issue - now the texture is all weirdly pasty and white. :( I've tried reinstalling both mods again, tried installing JUST Mature Skin on an entirely otherwise empty MO2 profile and everything I could think of, but I just can't get it to look like the first two screenshots! That in mind, I guess what I'm asking is... am I crazy? Is Mature Skin supposed to look like the former, or the latter and the former is something else entirely? It sounds crazy, but I've tried everything I can think of, and every time when I install Mature Skin, it comes out looking like the last two pictures. If anyone knows, PLEASE comment! I'm completely at the end of my rope. Here's a link to a reddit thread I made about the issue, as well as the screenshots of the texture differences in question, and my modlist. I use MO2. Thank you so, SO much for any help at all. https://www.reddit.com/r/skyrimmods/comments/gwwk8o/weird_powderwhite_face_glitch_on_cbbe_mature_skin/ https://imgur.com/a/UETF7Xh https://pastebin.com/gdqzuVqE
- 3 replies
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- cbbe
- skin texture
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So, the last few days I've been fighting like crazy to get a desk for my custom home I'm making that matches the 'upper' furniture of Skyrim. Unfortunately, the horns on said furniture makes that almost impossible. What I'd love to see is the 'common' furniture, which has I believe a recolour of the same texture, slapped with the upper-tier textured furniture for a new set of items that would play more nicely with lining up and stacking. (By 'upper', I mean this kind of furniture: https://imgur.com/ZHnjctE ) I've seen one mod that boasts really nice meshes for this, too, but again the texture is different, weirdly dark in comparison to the normal upper-tier furniture (despite apparently relying on the same texture file and nif?) https://www.nexusmods.com/skyrim/mods/69239?tab=description I know 90% of requests never get fulfilled, but I figure there's no harm in asking. Thanks, folks. EDIT: I'm a moron. I just realized I have SMIM installed, and that's of course changing the texture of vanilla items, which is why I was so frustrated trying to make things match and was hoping someone would consider making a mod that would match. Still might be a nice project for someone bored, but I'm a doofus.
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Thanks! I must be doing something wrong to 'assign' the texture because when I try to add those as a texture set and slap 'em on the model, it doesn't fit - and the thing is it kinda should, because I'm trying to fix an Oldrim mod that looks great in the old game, but for some reason despite working fine otherwise after NIF optimizing in SSE, shows up with the DLC2 textures from Dark Elf furniture. (The mod in question, if anyone's curious. https://www.nexusmods.com/skyrim/mods/69239?tab=posts) I was also hoping to try and slap that texture on the common items, but same problem that they seem weirdly dark in comparison, or just don't work. https://imgur.com/mWFprcb Still, that's good to know. I'm probably a lot more ignorant about this than I'd like to think I am - all I've really done for 'modding' so far is retexture a robe, soften complexions and work on a custom house, all for personal use.
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Hello, all. I'm trying to retexture an item to match the 'upper tier' furniture sets in Skyrim - but I can't find the actual texture those items use anywhere in my BSA extracts. Does anyone know where they're hiding, if they exist outside of the original model? For reference, I mean this set of furniture: https://imgur.com/ZHnjctE
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I'm about to tear out my hair, here. I don't know what I did wrong, but for some reason while one profile on MO2 launches SKSE just fine (it has less mods since it just has stupid/sexy things that wouldn't be immersive) the other one opens, hangs for maybe twenty seconds on a black screen with the shaders loading message in the left corner, then crashes before hitting the logo or main menu. Now, I would put this down to a load order issue, but here's what gets me - even with ALL mods disabled, this profile won't launch. I tried going through LOOT and making sure I had every patch it reccomended for compatability (and sorted multiple times.) I made sure the only warning in MO2 was for overwritten files (and I even tried deleting everything in that folder after backing it up just to try, no dice). Every mod is SE compatible. I just have no idea what's wrong here, or how to fix it. I even made a new profile, activated those immersive/gameplay mods I wanted in it, only to end up with the same problem. (Which again, makes me think load order, but then why won't it launch when all mods are disabled?) Here's my load order. I'm using the latest version of SKSE and ENBoost, since I only started trying to mod and play Skyrim SE a few days ago. Any help at all would be MUCH appreciated - thank you very much. https://pastebin.com/Ny0k03G0
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I haven't played in ages, but I'd like to find an armour I used to use. Does anyone recognize this outfit? Sorry, I know it's only the top and I suspect the cloak is Cloaks of Skyrim, not part of the mod. Thanks for any help! Edit: Sorry, nevermind, found it! It's called Hedge Mage armor in case anyone else runs into the same issue.
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Thanks! I guess that'll have to do - not to seem ungrateful because I do appreciate the help! I just wish there was a way I could safely dismiss him without not being able to get him back until after Taking Independence. I can gather up settlements, but the minute I have enough - and unfortunately I already do - he'll only talk about that if I dismiss him right now. Ah, well. I'll just glue him to my side and try to keep him as long as I can, for now.
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A level cap or something would be fabulous for delaying Taking Independence. I've only done two Minutemen missions and already Preston wants me to take back the Castle! I want to actually get to unite a decent amount of settlements before going after Castle, without having to be afraid of dismissing him without being able to recruit him again. (IIRC, if you dismiss him as a follower after Taking Independence starts, he won't be your companion again until after it's done.) Anyone know of anything that could help with this? I've looked over the faction mods here and while there are some for slowing the radiant quests, I don't see anything specifically for Taking Independence. I know We Are the Minutemen used to have a feature that prevented the quest until level 15, but apparently not anymore. Thanks so much for any help!
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I've looked a bit and had no luck, but I figured I'd ask here just in case. I'm using Horizon which does add streetlights that don't need power at all, but they also don't allow wires to be strung to them and that's a big part of the reason I like streetlights - I can use them to connect to houses from the street and make sure everything's on the grid. It's just really expensive to have them use 1 power each. Thanks for any help!
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Thanks for the advice - LOOT helped! :D The only issue left I'm having is with Horizon and Scrap Everything - I think LOOT wanted Scrap Everything more in the middle - which is a problem since I need the Horizon patches to work with it and limit what I can scrap! I've asked on the forums of both mods for some help with that, but I think otherwise according to LOOT and what seems to work ingame, everything else is good. Thanks very much for the help!