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Murielkai

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Posts posted by Murielkai

  1. 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:

    Brows_zpsnmda2nar.png

     

    Here is what the vanilla 10-12 eyebrows look like, it's why I want to remove them:

    SkyrimSE%202019-04-15%2015-44-20-87_zpsu

     

    And here is what eyebrows look like when using the custom mesh:

    SkyrimSE%202019-04-15%2015-44-54-77_zpsa

  2. 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.

  3. 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...

  4. 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.

     

    2186750-1553193098.png

     

  5. 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?

  6. 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.

  7. 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?

  8. 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.

  9. 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?

  10. 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.

  11. 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?

  12. 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?

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