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About DirebearCoat
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Just adding a thought, here. If by White Elf, you mean that one lone Falmer who didn't turn into one of those depraved blinded fiends, then I have to tell you, he may be one of the, if not the last of the Moheekans. Those guys are extinct. So, I don't see bandits going around wearing their armor. However, as the Dragonborn who encounters this last of the untwisted Falmer, it would make sense if he LEARNED HOW to make that "White Elf Armor..." It looks like leather. So, it should be a high tier light armor set.... Maybe use the White Albino Spider Pods as the source for the white dye to dye the leather white...
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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
I'm SOOOO glad you linked this armor set! It looks really good! The hood looks a little frumpy, but I like that my character dosen't have to wear it, if she doesn't have to. For aesthetic reasons, I have her wearing the Aetherium Circlet, but I have her switch to the hood, for combat operations. Later, I'm going to try on different leather head gear, to see if I can find one that has a better look than that frumpy looking hood. I exaggerate, the hood looks good, too, but I want to see if I can find a better looking headgear to go with that armor. I took pictures, but my pictures are too big (file size). There must be a cooldown period for posting pics on this forum. I'll have to wait (who knows how many days) before I can post pics again... -
I have, installed: Dynamic Distant Objects - DynDOLOD - DynDOLOD Resources SE, DynDOLOD 3.00, and DynDOLOD Resources SE 3.00. I don't remember what all I had to do to get DynDOLOD to install. I remember installing a bunch of Microsoft Windows software when I was preparing to install a mod, but I don't remember doing all of the other stuff. Do I REALLY have to do all of the stuff in this video to get it to work properly?
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O.K. This line of thinking got me to remember that I had downloaded other "landscape overhauls," before. So, I went through all of the mods dealing with landscapes and reinstalled them. Some of these mods had check boxes that I had to check to decide if I wanted to use that feature or not. I found that in a few, I had boxes checked for mods I did not install, for example a mod called "Legend of The Dragonborn." So, I unchecked it. (I might install that mod in the future, now that I know about it.) In a mod called "Seasonal Landscapes," there were check boxes for "Nordic Stonewalls." I unchecked it. When I started up Skyrim, had my character go have a look at the wall, again. It's fixed! So, it seems that the "missing" texture wasn't missing, but was being overwritten by Seasonal Landscapes' "Nordic Stone Walls," texture. Or is there more to this that I'm not seeing? I can already see, that my assumptions from my post, above, are wrong. By the way, I got some of the data for this wall section: Name: StonewallEndR01IvyAUT Base Form ID: 260009CA (instead of 9C9 as in the other end of the wall). Ref Form ID: 000132B4 (instead of B5) When I looked in "Textures:" It was identical as on the other end of the wall.
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In other words, the guys who made that fancy stone wall, in "Landscape Overhaul," forgot to make the other half of the wall. I guess, I could reinstall Landscape Overhaul and not check that box for the wall. The other changes done in Landscape Overhaul are actually quite interesting. I really appreciate your help and your patience with me through this issue. I also learned a little bit about how to gather information to help understand where problems might be. In the future, I hope that with what I learned, I'll be able to kind of know where to look for problems. Though, I expect that I'll still need help in how to actually diagnose and identify the problem... At least I've learned how to gather the pertinent data. I'm thinking that in Textures it should have been something like: IvyAUT.dds: [5]: IvyAUT_n.dds: [5]: RockWallRocks3.dds: [5]: RockWallRocks3_n.dds: [5]: However, instead of 5 in the brackets, it should have been 4. Also, instead of "MountainSlab01," it should have been RockWallRocks3... So, what is missing is a IvyAUT [4] and a RockWallRocks3 [4]. Or did I get this completely wrong?
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O.K.! That fixed the broken wall problem! However, I've come across a new problem... The wall that was not broken uses a different rock texture than the now repaired broken wall. How do I change this? I would like the two wall sections to match. Also, notice that the ivy on both walls are different. I'm thinking that there must be another section of wall that uses the same rock texture as the "repaired wall," but that "faces towards" the other wall section (so that it doesn't look like a wall section that was copied and pasted next to each other - if that makes sense). (Forgot to mention that Seasonal Landscapes is behind this, too.) The name of this wall is slightly different... From More Informative Console: Name: StonewallEndR01IvyAUT Base Form ID: 290009CA Ref Form ID: 000132B4 Model: StonewallEndR01IvyAUT.NIF [1] Textures: [4]: Ivy01AUT.dds: [4]: Ivy01_n.dds: [4]: MountainSlab01.dds: [4]: MountainSlab01_N.dds: [4]:
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Ah! I see! I'll try the method of adding the missing mod, which has the textures that Seasonal Landscapes is missing. If that doesn't work, I'll try the other method of reinstalling Seasonal Landscapes, while being careful not to check the box for Landscape Overhaul: Stonewalls.
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1) Checking paths for models and textures: In the first three images, you'll see the folder paths for each set of icons. The nearest thing I could find was what's in the first image. Two generic icons. The second image is one level up (before clicking on the "Stonewall" folder. The third image is of the contents of the "Seasonal Landscapes" folder. The fourth image is what was inside one of the other folders. Should it look like that? Should they all be little pics of leaves and branches, or should there also by those generic icons? Also, I could not find anything there that was IvyAUT, or Stonewall related... 2) I couldn't find any paths for xLODGen/TexGen/DynDOLOD. I looked in the "Seasonal Landscapes" and in the three "DynDOLOD" folders.
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Brute Force idea. If I completely uninstall Seasonal Landscapes, and after restarting Vortex, reinstall Seasonal Landscapes, might that fix it?
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O.K., here's what I found. Name: StonewallEndL01IvyAUK Form: Location Information: [6]: Model: StonewallEndL01IvyAUT.Nif [1] Textures: [4] Position: [6] Is enabled: Yes I found out that I could mouse over the above items and click on them to open another box with more info. You mentioned "textures," so here is what I found from clicking "Textures." IvyAUT.dds: [5]: IvyAUT_n.dds: [5]: RockWallRocks3.dds: [5]: RockWallRocks3_n.dds: [5]:
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So, now that I have the above information, how do I use this information to fix the problem? I already tried the brute force approach. I disabled Seasonal Landscapes, and the broken wall parts were gone. I restarted Vortex, and restarted Skyrim, but the broken wall problem was back again. Again, I don't understand why it suddenly broke, because I've had it installed for a long time, and I didn't add any new mods (except for "More Informative Console" just yesterday). So, I don't get why it broke.
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As it turned out, while doing the command without 'enable' took the item out of my inventory, the item did not "manifest" at my character's feet without it. The part about a965f was most helpful to help get the second item out of my inventory and into the world. Now the two bottles of holy water are on display at a small shrine for The Nine in one of my player character's homes. Thank you for your help!
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For everyone hyped up on AI, THIS is what we want!
DirebearCoat replied to BHAitken's topic in Skyrim's Skyrim SE
No. He is using the royal "We." -
So, if I open up Console, and type: prid a9654 (hit enter) then type: enable (hit enter) then type: moveto player (hit enter) the holy water bottle will appear at the character's feet? Or is it: prid a9654 enable moveto player (then hit enter?)
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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Ah! I think I understand what's going on here, why I don't understand what you're talking about! 1) I got two different posts, that I made, mixed up! I'm thinking about this: When you're talking about this: I understand what you're talking about, now. I don't think your solution will work in the case of my dissatisfaction of not finding the exotic brews, because the brews are all from the original game. The brew distribution is from Vanilla Skyrim, not from mods. I was asking if a mod existed that would make those rare brews not so rare.