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Everything posted by psychoslaphead
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Wrong skeleton. You need XPMSE by groovtama to get HDT physics.
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Please comment all the joke mods you know
psychoslaphead replied to pahongers's topic in Skyrim's Skyrim LE
You forgot Crimes Against Nature and Chavvy Mudcrabs. I also have a Batman, The Flash, The Terminator, Link (from Zelda), Flying saucer, Space Station, Robbie The Robot, a Goat follower, The Rabbit of Caerbannog, Brave Sir Robin, and Tim The Enchanter (from Monty Python) etc, etc. I was inspired by these and others to make my own called Battle Maids. It features buxom French Maid dressed followers that clean up your castle and bash in the heads of baddies with magic brooms... -
I got tired of all the issues with HDT scripted high heels - the scripts just fail constantly. You enter a cell and half of the NPCs can have their feet shooting through the floor. Or maybe not, you just never know. I just made my first conversion using the NetImmerse Override built into Racemenu3, and with a really quick test, so far it seems to be a MUCH better solution. I'm planning to do a bunch more conversions (and upload some mods) but wanted to see if anyone has ID'd any downsides before I go do the work. TIA
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Modifying a follower quest in the Creation Kit
psychoslaphead replied to psychoslaphead's topic in Skyrim's Skyrim LE
Spoke too soon on scripting it myself - so why is the CK not generating a voice file for my follower response to SetFollower dialogue. Works fine for any other dialogue, but the SetFollower won't. Script checks out fine, compiles with no errors, conditions are as they should be. Do I need the CK to generate that file, or will the game find it ok if it has the proper naming? Edit, that would appear to be no - the game is as stupid as the CK is. It doesn't want to set the file output directory where it should, it won't budge off of the default directory. For whatever reason, it decided it can't find the voice type any more, even though that dialogue is right in with all the other dialogue for that same voice type that it found fine. Update: The reason the CK can't find the voice type is because the follower conditions needed for this quest are blocking it - i.e. no voice types were qualifying! Remove all conditions besides isID and/or Voicetype, generate the file output, THEN set your conditions. Leaving this up to help someone else not spend hours trying to figure out something I've never seen addressed anywhere else. More info: The issue that triggered that lockout for me is when I add CurrentFollowerFaction = 0 to the SetFollower conditions. I had to remove that condition, save, leave, reopen then add it, and now it can be added without losing the voice file linkage. Weird. -
Modifying a follower quest in the Creation Kit
psychoslaphead replied to psychoslaphead's topic in Skyrim's Skyrim LE
Thanks, appreciate the advice. This is my first custom voiced follower, and I was going completely standalone until I got to the follower part. I finally managed to break that stuff out separate by seeing how the CK generates the scripts and voice files, but yeah, giant waste of time going the other route - a whole day wasted trying to follow bad advice and then fix the resulting mess. I could have scripted it myself in a fraction of the time. -
Is there a way to copy an existing npc follower dialogue record in the creation kit? I can do new dialogue fine, but to speed up the process for all the follower dialogue, I copied and changed an existing DialogueFavorGeneric quest record, per this tutorial http://deck16.net/post/23596438875/making-a-unique-voiced-follower-in-skyrim-part-5 Something has changed or the guy missed something, because this doesn't work. And no wonder, when I open up the esp in TES5Edit, instead of creating a new listing adding my unique voice follower dialogue under that quest, the CK overrides the existing follower types record. My follower works fine, and plays the new created voice file, but it breaks the types that are being overridden obviously. Anyone have any experience with making custom voice followers that can help me out? I'm just trying to find a way to not have to grind out a long list of conditions over and over again. Edit: Never mind, as usual, just fixed all the garbage the CK spews in TES5Edit...
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Nifmerge doesn't cause the red forehead, that is the CK doing that, and other goofy stuff - and it pisses me off. Throw the CK generated tintmask in the trash - they're garbage. Use the one generated in chargen instead, but you have to generate mipmaps for it - more tool glitches, sigh. I never use Nifskope for facegen. Nifmerge is made for that and works better, but it still has, guess what, a few glitches you have to work around. If you want to throw an upload somewhere, pm me and I can take a look.
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The blacked out faces are caused when there is a mismatch between what the esp file is saying about the facegen file and what is in the mesh (.nif) file. Each specific part (head, hair, brow, eyes) has to be named exactly the same between the two or the game throws up a default head that doesn't match. So if one mod overwrites part of another, you'll see the problem. If you open the console and click on the NPC, you'll get a readout in the bottom right corner of the screen that tells you the last esp that modified that record. By moving it's load order you can get the esp and mesh file in alignment and the problem goes away. Assuming the mod isn't faulty, which happens sometimes. If you generate a ctrl f4 export on a custom npc mod, you will almost surely break that mod. I don't recommend that approach except for vanilla game assets.
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You don't need to do that nifskope step. When you open Outfit Studio, set the UNPB body as "reference", open the outfit, delete the body included in the outfit, fix the clipping with the brushes, copy the bone weights from the reference to each of the outfit pieces, then "export with reference". Bang your done...
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LE Can someone please make some CME's?
psychoslaphead replied to Comfortblynumb2's topic in Skyrim's Mod Ideas
Have you tried the Mimic plugin for Racemenu3? You can instantly copy any NPC face/head as your own... -
Controlling Shouts for an NPC
psychoslaphead replied to TheObstinateNoviceSmith's topic in Skyrim's Skyrim LE
What you are saying doesn't seem to be true for the heal shout I use. The follower appears to only use it if the conditions are met, i.e. I'm taking a certain amount of damage. If I change the condition, it appears as if I'm changing the frequency of the shouting. But maybe some other dynamic that I don't understand is at work here. -
Controlling Shouts for an NPC
psychoslaphead replied to TheObstinateNoviceSmith's topic in Skyrim's Skyrim LE
Have you tried setting combat conditions in the spell? The shout just calls a spell, and you can set conditions on the spell. I know it gets used - I use this to have my follower shout a heal for my PC when I get to a certain threshold. There is one condition that is called GetActorAggroRadiusViolated or maybe GetCombatState, but I have no idea if these are going to work, due to the duration setting on the spell. You may need a custom script to do what you want. -
Trying to make a standalone follower
psychoslaphead replied to vseras10's topic in Skyrim's Skyrim LE
He didn't crash for me when I went into the Bee and Barb, but I saw some issues: 1. You have dependencies on a number of mods in the esp, so if this was meant to be standalone, it won't be. There is no reason for this, as you are including the assets from what I see. You can remove the dependencies with TES5Edit. 2. You should copy all the included assets into a separate folder so you don't do overwriting of a bunch of existing mods (i.e. ningheim, apachii, etc, etc.) 3. His head and body are two completely different colors, head has a brownish tint, body is reddish in tone. This can mean a couple of things - either the facegen parts aren't matching what the esp file says they are named, or you have a mismatch between the tinting in the facegen file and the body (both of which is what the ctrl-F4 thing in the CK does for you, or you can do it manually in TES5Edit/Nifskope). FWIW your mod checks clean in TES5Edit, no ITM or undeleted records. -
If you right click on the mesh you get transform options (Transform, Edit). You can see a preview to check your work. Just make sure to hit "apply" when you are done.
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I can't find a list of keypress return codes for use in scripts. I've googled skyrim keypress codes, papyrus keypress codes, and get nothing related to Skyrim...I've seen them in scripts, etc., so where is the list? Edit: NM, they are DX scan codes, I got it.
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With all the goofy for fun mods out there, I can't believe someone hasn't made a Goat Simulator version of Skyrim. Unrelenting force from a head butt would be awesome.
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LE NPCs to to bed in Sleepwear?
psychoslaphead replied to nightinglae850's topic in Skyrim's Mod Ideas
There was a mod on Nexus called DUYF - Dress Up Your Friends by Sion that had the ability to set auto costume choice for different situations, sleep, lounging at home, etc. Author set it to hidden for some reason. I don't know why, it seemed to work well IIRC. Only problem is it had a limitation on how many NPCs it would manage (I think it was around 10), but that could be changed. -
Questions about fixing follower's glossy eye texture
psychoslaphead replied to hostorm's topic in Skyrim's Skyrim LE
That is a glitch in nifmerge. Make sure you check the box on the left "merge child nodes" or something to that effect. -
Oh I guess I misunderstood you, you meant no ENB tweaked inis. I thought you were not using ENB effects with that enblocal. My monitor is actually 5k (custom built Retina iMac that I dual boot), but Win7 won't do that high. I plan to wait awhile until Win10 gets stable. It's getting mixed reviews about running older games, and I have a LOT of older games I still like. I have to set the frame limiter in ENBoost, because if I don't I get Havoc stuff flying around, indoors and outdoors. I've seen up to 160 fps indoors, but my average runs about the same as yours at 4k. @bobbypie67890 you might want to try running Skyrim Performance Monitor to see what the game is doing on your CPU and GPU. In my case I traced a weird stutter to the 2 GPUs on my card flip flopping the frame rendering back and forth between them, you could see it in the graphs. Thankfully there is a setting in enblocal that managed to fix that.
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I use: ENBoost SKSE Sheson fix Stable ugrids to load and the crashes stopped. I use Skyrim Performance Monitor and game logs to see how the game is doing on memory and if I need to tweak settings in the above.
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Just curious, if you aren't using any enb tweaks, why are you calling the proxy library and using deferred rendering? You should just use the ENBoost settings if you aren't calling effects. I get 45-50 fps at the top of the stairs in Dragonsreach looking over Whiterun at 3840x2160, and hit my limiter of 60 down in the city. All HD textures, Immersive Citizens AI overhaul, etc, etc. My GPU is a M295x, 4gb vram, just a so-so card.
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Actually, I was talking about an easy way to add multiple voice types to the existing game, as in a mod. And trust me, the bass and treble won't do the job. You need to go up and down the pitch scale to get something that sounds new. Ever breathe helium? That's not a different tone balance, that's your voice in a different pitch.
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Picking a GPU for modding Skyrim, 4GB(3.5+0.5) Or 8GB?
psychoslaphead replied to TheeeHippie's topic in Skyrim's Skyrim LE
What ENBoost appears to do on my system is balance out between system ram and vram. They track each other exactly when you look at the graphs. I run official HD dlc pack, plus 4k textures on all npcs, and I'm only using a little over 2gb on each type of ram running the game at 3840x2160. -
So which do you prefer? 20 characters using the same voice, or 20 characters with 20 different voices but with slightly less quality for each?I've done voice edit mods and it's not hard to do and if you know what you are doing, there isn't any perceivable loss in quality. Only from one level of re-compression when you repack the file (the game uses lossy compression algorithms). I would do multiple re-pitches of vanilla voice types, and each would sound like a complete new voice, just performing the same script. I got so bored with the game voices I've been adding voices in other languages to my followers, but I like the idea of the so-called "lazy" approach. It gets you to the same goal.
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You seem to be running into a problem I've had that is related to how the save system works. I've made similar edits and when I test them nothing...until I load a save that doesn't contain any of the old info. Or sometimes I just delete the mod entirely, save, exit, clean with a save game cleaner, save, reinstall the mod. And other times it's as simple as leaving the cell for awhile and returning.