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Posts
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Everything posted by Carnage2K4
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NMM your fallout4custom.ini is not configured corrently
Carnage2K4 replied to Angardia's topic in Fallout 4's Discussion
Well, this is stupid, the message (which I'm also getting) AND the documentation both say to add the lines to Fallout4Custom.ini... not Fallout4.ini... -
Combat won't end even though I run away
Carnage2K4 replied to TrustFall's topic in Skyrim's Skyrim SE
Well, I'm having the same issue, mostly with bandits and wolves... The mods we have in common: UnreadBooksGlowAlternate Start - Live Another LifeUnofficial Skyrim Special Edition PatchImmersive Citizens - AI OverhaulRealisticWaterTwoThe Paarthurnax Dilemma -
SSE How to pack Skyrim SE mods
Carnage2K4 replied to PrometheusTS's topic in Skyrim's Creation Kit and Modders
This seems overly convoluted (more than it needs to be)... I see no reason to manually add files to the list as in points 5-7 & 11... the only thing this achieves for me; is that a few of my textures end up in BOTH .bsa archives... Strange, but just using it as-is works fine, you'd only need to add files that are not automatically added to the list. If you have all your mod files into the 2 .bsa archives, then you do not need to upload your loose texture/mesh folders, the point of the .bsa archives is to contain your mod files that are in the loose folders, keep them separate from other files and compression, only 3 main files need to be in the ZIP archive that you upload to Nexus, the .esp and the 2 .bsa archives. -
I'd put a Samurai hat on batman, but that's a little too much effort. http://orig09.deviantart.net/0514/f/2016/318/3/1/lol_robin_by_carnage2k4-daogmov.jpg
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Good to see it's apparently in the oven, good days to come when it's finished cooking. Sadly the same cannot be said for SkyUI.
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[LE] [Skyrim] All about Textures
Carnage2K4 replied to Deleted133263User's topic in Skyrim's Creation Kit and Modders
Very interesting post, I never added Mip Maps to my Normal Maps as I figured only the main texture needed them. Well, better make some updates. -
LE Resizing Normal Maps
Carnage2K4 replied to Carnage2K4's topic in Skyrim's Creation Kit and Modders
I never said I was up-scaling them. To quote myself: "the vanilla 4K texture is on the right, and my resized 2K version is on the left" 4K to 2K is a down scale... I'm resizing them for 4K, 2K, and 1K versions of my mod. These are the results from a paint.net resize, I'm betting Photoshop does the same. -
I'm just wondering on how other modders go about resizing Normal Maps, It's been pointed out to me at the resized normal maps for my mod (both vanilla and Gimp generated) have some holes in them, I assume this is from large areas of almost transparent pixels being reduced to 100% transparency as the image is resized, although, in saying that the Gimp generated Normal Maps are also receiving the same issue... I normally use Paint.net to resize my Normal Maps as it has a lot of DDS options, I normally save in DTX5 with 'Cluster Fit' and 'Perceptual' options ticked, however no mixing of these options seem to fix the issue. Below is an example of the issue, the vanilla 4K texture is on the right, and my resized 2K version is on the left, as you can see there are a lot of black (100% transparent) areas within the parts of the Normal Map that will show up on the model. So what methods do you guys use to create/resize normal maps? http://orig12.deviantart.net/8b2f/f/2016/174/0/3/normal_map_resize_by_carnage2k4-da7f3dc.jpg
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I had already been considering this idea. My mod is small and is only of minimal value on steam, it's always done much better on Nexus.
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In response to post #24638614. #24638964 is also a reply to the same post. OMG the world is ending, monkies are growing wings and flying,... :O evolution isn't real!.... dude, please... calm your hyper-exaggeration, unless Beth bans modding in their future games little will change. At the end of the day Steam WS has a major issue, it has no mod managers, Steam is not a place for serious modders and the mods need to be very clean else they cause issues, Nexus will always be the main Modding site for all these games. it's bigger better and there is an awesome community to help...
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HP, Stamina & Magica potions not working.
Carnage2K4 replied to Carnage2K4's topic in Skyrim's Skyrim LE
I have discovered the issue, there is a glitch in Better Vampires which applies the option "potions will affect you" to your character even if you're not a vampire, I have it set to off (presumably so that Vampires can only feed to get life back and not use HP potions) but It was effecting my non-vampire characters. Made a new character to work out when the issue started, and when going through fixing up all my MCM menus I noticed that one existed, tested, worked out the issue... -
HP, Stamina & Magica potions not working.
Carnage2K4 replied to Carnage2K4's topic in Skyrim's Skyrim LE
Load order is LOOT defined, cleaned it all with TES5Edit... Also, new characters don't get this problem until later on... -
HP, Stamina & Magica potions not working.
Carnage2K4 replied to Carnage2K4's topic in Skyrim's Skyrim LE
NO1 has ever heard of this happening? :( -
So I have been using a lot of mods, (list in spoiler) and after a while all my potions for HP, Stamina & Magica stop working, I can take them and I get an FX effect with a spell 'active effects' etc. but they display as 0 effect over X seconds (see picture). Starting a new character the potions work fine but after gaining a few levels they just stop working... it's quite odd... It's also happening with fortify HP/Stamina/Magica. Does anyone have any idea as to what is causing this? SkyRE is the only one I can think of that changes this kind of stuff, but it's so game changing I can't remove it from my mod list without getting a CTD on load. The game is already quite hard without the added bonus of HP potions being completely useless, I'd really love to fix this, not even crafter potions work. non- HP/Stamina/Magica potions and poisons seem to work fine. Active Mod Files: http://th03.deviantart.net/fs71/150/i/2015/055/3/d/tesv_exe_2015_02_10_07_26_13_788_by_carnage2k4-d8jbhm0.jpg
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LE Elder Scrolls Online styled daedric armor
Carnage2K4 replied to Thoth6222's topic in Skyrim's Mod Ideas
Where is this Pic from? The Armour in ESO looks nothing like this... -
New Premium servers and more payment methods including paying by SMS/t
Carnage2K4 replied to Dark0ne's topic in Site Updates
Nice to know. Been a premium member for some time now, Nexus is just worth it. -
I have heard "Real Wildlife" and "WARZONES - Civil Unrest" have issues due to them both placing large amounts of NPC's in game...
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Based Patch should Always be sorted last anyway... else you can right click 1 of the column headings and untick "lock times" after you have sorted your mods with BOSS and just drag any mods you wish to the bottom of the order...
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Where to install BOSS so it could be run from Wrye Smash
Carnage2K4 replied to pogonoforysci's topic in Skyrim's Skyrim LE
Install in to Skyrim directory... C:\Program Files (x86)\Steam\steamapps\common\skyrim BOSS folder will end up in there, and then it will be available to launch in Wrye Smash -
do you still get it when not using a body mod?
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hmmm... K so I started doing some tests to see if I could work out what mod was doing this, I started by switching off all plugs and starting a new game... and with ONLY Oblivion.esm [sI] running, the mesh is STILL floating there!.... so I'm lost now, :( meerraa, I don't want to start mucking around in the CS, EPIC sigh.
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Hmmm ,well I only know really 3 or those mods very well... K lets try this, Download BOSS you only need the "BOSS 1dot5 2 April 2010" and "Masterlist Update 2010-06-06 June 6th 2010" this program is the best and simplest addition to oblivion you can get, and it complements wrye bash so well, I only use OBMM when a mod comes in a .omod file. now get the .esm's and .esp's from each of your mods (don't worry about the model/texture folders yet) and put them in your data folder (if you need to make an OMOD from any you can just do that, because you can always just turn it off) now run BOSS using the .bat file as stated in the readme. any incompatibilities will be listed as well as suggestions and also your load order. now install each mod in the sequence of your load order following each mods instructions. (assuming no problems have been stated) use wrye bash to sort your load order, you can just unlock your load order in bash run BOSS to sort it for you, then lock the order again. (do this by right clicking the file column header and ticking or un-ticking "lock times") now just run Oblivion, BUT DON"T JUST START IT NORMALLY your using OBSE so you need to execute obse_loader.exe to start the game. see how you go. and maybe post the BOSS text output here.
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I bloody DDS plug that works for PSP X3? supposedly the plug for X2 works but I have tried it with EPIC fail. other then that, PSP dose everything... well except centre/align non-vector selected objects, like all it needs to do is put the the square selection in the centre... but no that particular function is greyed out... awesome, fk Adobe tho, they can suck my @$%#'s ill stay with PSP.