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About acateatsarat
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Dragon age origins
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mass effect series
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[Help] Opening Scene Dialogue Skipping Lines?
acateatsarat replied to acateatsarat's topic in Skyrim's Skyrim LE
I found a solution, so for anyone facing this glitch, install the (SSE Engine Fix) https://www.nexusmods.com/skyrimspecialedition/mods/17230 it's one of the limitations in the game engine. -
I have a very peculiar problem. When I try to start a new game after Ralof says "You're finally awake" the dialogue skips to Lokir saying "You and me, we shouldn't be here" instead of saying "Damn you Stormcloaks" and the dialogue keeps skipping every few lines. Eventually, after I create my character and go into the keep, the game says my saves are corrupt. To clarify, I have mods from both Bethesda.net and Nexus. I have tried disabling and re-enabling every mod one by one in Vortex but whenever I enable a mod that causes the issue and then disable it, the problem persists until I disable every single mod that I have in Vortex. Apparently the ones from Bethesda.net are fine. To make matters worse, it's a different mod every time. For example, I started to enable Mods from A-Z in Vortex and when I got to Lanterns of Skyrim II the problem showed up so I disabled it but it still kept happening. Then I started from Z-A and when I go to Realistic Lighting Overhaul, it also showed up and persisted even after I disabled it. I currently have 247 active ESM/ESPs and 177 ESLs with a bashed patch. LOOT reports zero warnings, errors, or dirty plugins. Not running SKSE or FNIS because none of my mods require them. Could anyone help me figure this out?
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Hello everyone, I'm facing a problem here, I recently returned to Fallout 4 and i installed many mods and they all work fine, but when I tried to make my own mod, every time I create or save the .esp file using the Creation Kit, it is not loaded in game. The file is saved normally and activated normally in the plugins.txt file, but every time I open the game it's not loaded. I checked in the in-game mods section in the main menu and found it was deactivated, I tried activating it from there and still not loaded and when I return to the mods section again from main menu I found it still deactivated. saving the esp file using FO4Edit doesn't generate this problem, once the file is saved by Creation Kit, the problem happens. Please I need help with this one, it's irritating me so much and I can't make my own mods.
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The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
I finally found the reason for the problem :biggrin: , when I first opened the armor I deleted the hands vertices and attached them from another DA armor, so that's the reason the tint file didn't work, I tried other tints on other armors and it worked correctly, thanks -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Here's a photo of the cloth I'm trying to convert to DA, and a link with the 3ds max file with the texture so you may test it and see what happens http://i1088.photobucket.com/albums/i339/acateatsarat/dandelionscloth.jpg My link please check the armor and try to find out what the problem is, thanks -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Alright, forget all what I said in the previous post, the texture works but the problem is with the armor itself, I tried to change the tint of the armor in the toolset and it worked well, but when I equipped it on a character it appeared as if the armor doesn't see the tint file... so there must be something I should have done before I export the armor in 3ds max but I don't know it :confused: so I ask anyone who made textures having skin parts from scratch before, please kindly help me in this problem, thanks and your help will be highly appreciated -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
I don't understand, I know that the alpha channel controls the skin areas, but I don't know how to make it, should I make a mask on the skin areas?! or just paint it with 90% white in the alpha channel... also I noticed that the 90% white is e3e3e3 in the palette in photoshop I think that we don't add the alpha channel in the _0t file, it's made after we save the file according to whatever we did in the photo layer, for example if I want to make an area transparent I don't create alpha channel and make some areas black, instead I simply delete the areas I want and save it with alpha setting, then reopen and I find the alpha channel added by itself with the transparent areas black....so the same thing in the skin part I think I shouldn't add it by myself but instead it's added automatically according to whatever I do in the photo layer, so the question is how is the alpha channel created? if I'm wrong then I'm afraid that I want more details -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
hi, yesterday I said I tried everything, today I realized that I didn't try anything; today I made some parts of the armor transparent, I did that easily by opening the diffuse map in photoshop and select everything other than the parts I want to make transparent, then copy and paste so I got a new layer and deleted the first layer and then saved using Nvidia dds plugin for photoshop and chose "DXT5 ARGB 8 bpp | interpolated alpha" the thing that I can't do now is the tint map, I don't want to tint the armor, I just want to change the skin color with the face, I think it has something to do with masks in photoshop but I can't figure it out, any help will be appreciated greatly, thanks and sorry for double posting -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
please I need some help, I'm trying everything for the texture to work on the armor, I want the hands tint to change with the face color... I tried everything , but there must be something I didn't do right, please any help would be appreciated by the way I'm doing the texture from scratch, I only had a diffuse map and a normal map so I did the specular and the tint ones, but still it doesn't work, thanks -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Hi amycus, everything is solved now :biggrin: and the problem was with the ids I chose in the .gda file, one last question to make this thread a reference for anyone who wants to learn how to make armors :thumbsup: ; how do I make the skin tone on the armor changes with the face tone? I didn't encounter that issue yet but I'll sure encounter it in other armors. a side note: I forgot to congratulate you on your "Kirkwall_Exports" project, as you can see I was very busy with these armors, I love the project very much and happy to see how it became so much popular in a short time :thumbsup: nice work and keep it up thanks -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
yes :thumbsup: thanks for asking, the problem was the "fullface" field, and it appears ordinary now, thanks a lot about the shield, well...when I created it in the toolset it appeared ordinary, when I tried to see it on a character (also in the toolset as a last check), I found that it used another model other than the one it used when I first created it. about the armor; the name I used for version a was "hm_arm_ordera_0" and the name for the b version "hm_arm_orderb_0", I'm confused because there's nothing wrong about them, but I noticed that when I rigged them on 3ds max, I was using duncan's model, and after attaching the armor's model to it, the name's still that of duncan's armor, maybe that caused a conflict between the two armors as they both made from duncan's model and I didn't change the name -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Today's problem :confused: : I made a shield for the armor but when I created an item in the toolset for that shield, the shield was using another model's shape and not the one I made, the interesting thing is that its appearance only changes when I equip it on a character but when I create it, it appears ordinary. also I made a "b" version of the first armor, when I create it in the toolset it appears ordinary, but when I equip it on a character it disappears and only the character's head is seen so any help would be appreciated -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Hi amycus, I'm now making the helmet of the armor but it doesn't appear in the game so I guess the problem is in the gda file, so the question is: does making a helmet is the same as making an armor in the .gda file and the only difference is instead of "arm" we write "hlh" only or there's something more I don't know that's making the helmet disappear? thanks and I hope I don't annoy you by my many questions :rolleyes: -
The Witcher 1 armors in DA: origins
acateatsarat replied to acateatsarat's topic in Dragon Age: Origins's Mod Ideas
Hi amycus, here are some photos of the armor in the game and I'd like to know your opinion about it: http://i1088.photobucket.com/albums/i339/acateatsarat/Screenshot20110909162845127.jpg here the shoulder needs some adjustement, and this one http://i1088.photobucket.com/albums/i339/acateatsarat/Screenshot20110909162830125.jpg I don't like the shadows, it's too dark from that direction compared to ser Gilmore's armor, so what do you think ?