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Murielkai

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Everything posted by Murielkai

  1. Hey, I have a quick question about increasing incoming damage from a certain weapon type such as iron. If I want to increase incoming damage from irom by 50% do I set the value to 0.50 or 1.50?
  2. When I save specular map textures in Photoshop it seems to degrade the file slightly with each save. What settings should I use in Intel Texture Works to properly save it?
  3. I am currently using the Numenume Elf Ears female headmesh for the females and the Epic Elves maleheadraces.tri to give the males elf ears. The problem is that the Epic Elves maleheadraces.tri requires the Breton "morph" to be set on the race to work and when I do that it messes up any eyebrows using the vanilla femalebrow.nif. It's not really a serious problem because I am using a custom brow.nif that works just fine with all the textures that use it but I can't seem to remove the base/vanilla eyebrows from being accessible in the showracemenu during character creation. I would just like to remove them, if it's possible, for ascetic reasons since players may think its a bug because of the way they look. I have tried disabling the brows in the CK race menu here: Here is what the vanilla 10-12 eyebrows look like, it's why I want to remove them: And here is what eyebrows look like when using the custom mesh:
  4. I am working on a custom elf race and would like to not have it be female only but I can't seem to find a good male head with elf ears to work with. Does anyone know of an easy way to get elf ears on a custom race head for males or should I start reading on how to edit .tri files?
  5. I have two questions, actually, if anyone knows the answer. Firstly, how do I add a custom race to a specific faction such as the werewolf faction? Secondly, how would I go about creating a constant spell absorption effect?
  6. I installed Oldrim and modded it with RaceMenu, ECE, and all that jazz so I could create and export head data and I now understand pretty much the entire process of how to make a custom race but there is only one mystery left that is really setting me back, I can't figure out how to apply exported head data to a custom race preset. I know it can be done, because one of the custom races I am currently dissecting does it. The race doesn't even have FaceGeom data for the race preset which is leaving me a little stumped. Even when I duplicate the race directly in the CK the heads appearance defaults back to the base femalehead.nif without any changes from sliders. The ECE page talks about how to change the appearance of an NPC and how saved data for ECE can be stored in one of the nose slots but the guide for doing seems a vague. I would be eternally grateful for ANY clues about how to resolve this, thanks.
  7. I keep crashing every time I try to compile a script in the CK, I have tried several different fixes I found and it doesn't seem to change anything. I am currently trying to set up NP++ to compile using a bat file in the papyrus folder and it seems to work but I keep getting errors in it. Is there a way to get the CK working or is it irreparably broken? Because that seems kind of f'ed up that the CK can't compile...
  8. I have been reading tutorials on creating custom races like this one: http://wiki.tesnexus.com/index.php/Creating_a_custom_race_for_Skyrim But none of the tutorials I have found elaborate on how to apply racemenu presets automatically to a custom race on the start of a new game. I believe at least one mod I have been sifting through does it with a script and quest but some of this is a bit above skill level atm. Any advice would be fantastic... thanks. To be more specific I am trying to apply the Raeza Follower racemenu preset to a custom race i am trying to put together. I want to use the Maxine textures to create a zombie race.
  9. I just fnished the Pets of Skyrim CC and it left a bunch of trash in my inventory. Are there any mods for SE that remove quest items? Or mods for Oldrim I can update?
  10. I have been trying for days to get this figured out, I've read all the tutorials that could be found on google and nexus and it seems as though it should be simple but its not. Simply, the CK doesn't seem to work at all when creating a bsa and textures.bsa file. Firstly, I am trying to update the facegen data of an old skyrim mod and the facegen files were seperated into skyrim, dawnguard, hearthfires, and dragonborn folders but when I save the .esp in the CK it piles them all into one folder named after my mod. Normally that would work fine but there is an absurdly large amount of NPC facegen data all stuff in an unsorted folder and I guess I am supposed to try to seperate it all out into skyrim, DG, DB, and HF folders myself? I actually tried doing just that but there are more files in the folder the CK saved too than in the original folders now. This is kind of rediculous to be honest, i am trying to be a good sport about this and pack my mods correctly but damn, I see why so many other modders didn't bother with packing there mods into BA2's. So... 1) Should I just go back and and manually export each altered NPC's data by using the control+F4 function? 2) What is the CORRECT method to packing my mods files into BA2's?
  11. I noticed that the CK makes a folder with my mods name in the meshes-facegen folder after I save my .esp. It seems to copy facegen meshes into it. Does this mean I can delete the Skyrim, Dragonborn, and Hearthfire folders?
  12. Is JK's Skyrim compatible with Immersive Citizens AI Overhaul? I hear conflicting opinions on whether or not they work together, on the mod page it says there may be some clipping in places but Beautiful Whiterun has a patch that includes JK's Skyrim, Beautiful Whiterun, and ICAIO so it got me wondering. This is for SSE btw.
  13. I am using MO2 and only have Interesting NPC's installed during my test and nothing else so it shouldn't be any kind of conflict. I tried opening up the CK and exporting new face mesh data but it didn't work. Any advice would be greatly appreciated, thanks.
  14. I am currently trying to figure out how to increase head size in relation to the body in the CK for a custom race. Or do I do this in NifScope? Any insight would be greatly appreciated.
  15. I found this one: https://www.nexusmods.com/skyrimspecialedition/mods/14997/ Are there any others? Perhaps ones that use FNIS?
  16. Alright, I have been struggling with this for three days now before coming to ask for help. At first I though it was a mod, body replacer, FNIS, etc so I started systematically removing mods to find the reason for it happening. After three days of dealing with this I ended up removing every last mod then finally, as a last resort I even turned off Mod Organizer and fired up the game with NOTHING but the SKSE64 loader. The problem persists. I will share a screenshot of the issue in the attachments. I am about to redownload the entire game I guess but I would like to ask, is this an issue with the base game? Or how it is supposed to look? I don't recall such a problem with Oldrim and with mods such as the XP32 skeleton replacer and FNIS the issue gets even worse. It can be corrected for the player using the sliders for XP32 and racemenu but on NPC's it persists... For someone like myself who is rather OCD about things like this its kinda a real problem. Any advice would be greatly appreciated, thanks in advance. Edit: Since posting this I have deleted my skyrim ini's and started the game with the vanilla Steam launcher (ruling out SKSE) and the issue still occurs. I guess its just a base game problem?
  17. Thanks, my game seems to run pretty good as is so I think I'll leave it alone. Skyrim SE seems far more optimized than say, Fallout 3 or Oblivion.
  18. Are there any guides on INI tweaks for Skyrim SE? I found the BethINI page and thinking about trying it out. Any suggestions?
  19. Hey, I haven't tested everything yet for Skyrim SE but looking at the file structure of the mods and patches it seems both the patch for Predator Vision and Moonlight Tales and the patch for La Femme Lycana and Moonlight Tales replace the same .exp (Moonlight Tales Special Edition.esp). How would I go about merging these two files or is that possible? Or can someone make a patch for the two? Any advice would be greatly appreciated, thanks.
  20. So... I read a couple of guides on converting old skyrim mods and they seem fairly simple for normal files that have only an .esp. Before I start updating the few oldrim files I want to use I would like to ask... Is there a downside to using oldrim mods such as CBBE armor sets or follower mods that "seem" to work fine -without- updating?
  21. The Mod Organizer page reads: "Simply extract it on top of your previous MO2 install or in an empty folder (far away from the game folder)" Does this comment refer to the game "directory"? So don't put Mod Organizer in the same directory as Skyrim SE? In the past I have always placed Mod Organizer in its own folder inside the main game directory and never had any issues but I haven't ever used the x64 version so I am assuming its different.
  22. Hey, it's been a long time since I put a game of skyrim together and I haven't modded SE yet. Just got a few questions, any help is greatly appreciated. - What mod manager is best? I prefer Mod Organizer and it has a crap ton of endorsements so I assume its working well with SE now but there are a lot of comments and bug reports... heh. - What utility programs do I need to grab? The usual, wrye bash, the Skyrim version of FO3Edit, Skyrim SE script extender, LOOT for load orders... and... anything else? - What patches do I need to make? Merged and bashed? And lastly... - Are there any tips on making my patches like, which one should I make first? should one be included INTO the other? and are there any options I should exclude when making those patches?
  23. Hey, I'm been modding various games for a long time but just picked DAO Ultimate Edition up and was wondering about a few things. Firstly, if a mod works with Dragon Age Origins will it work with Dragon Age Awakening? Secondly, are there any tutorials or guides around that i need to reference before getting started that might answer some of my noob questions?
  24. Just installed Stardew Valley (GOG edition) and ran the SMAPI installer from this site here: https://github.com/Pathoschild/SMAPI/releases When I run the "StardewModdingAPI.exe" the game starts but the resolution is messed up. The game appears half way off the screen and when I hit alt+enter to go full screen it crashes. What am I missing here? Any help with this would be greatly appreciated, thank you.
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