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DaemonGrin

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Everything posted by DaemonGrin

  1. There is one on steam along with a couple other pretty sick ones https://steamcommunity.com/sharedfiles/filedetails/?id=122467631 the Demon one I thought would be an awesome one for all the vampire/werewolf hybrid mods. Enjoy, Geoff
  2. Thank you! I was trying every search I could but did not expect them to be in an armor mod. Much Appreciated! Geoff
  3. This is the setting you have in skse.ini? DefaultHeapInitialAllocMB=512 ScrapHeapSizeMB=256
  4. Just a thought but why not just make an invisible shield? Good luck, Geoff
  5. Anyone happen to know if this exists? Default or very close to default (not a bikini...) undies. Thanks, Geoff
  6. Fix as in they are not moved far enough out from the wall so they get pushed out of the navmeshing which shifts their positions and changes their stance. Knew about the script fix thanks though it's just the positioning and Disable/Enable is not a fix but thanks again for the reply. Good Luck, Geoff
  7. So I thought I had fixed and modified the very beautiful Candle Pond Ranch but the mannequins have decided to relax about. Anyway, I have adopted one orphan in and placed a few items. If I try to fix the mannequins now will it bug out? Thanks, Geoff
  8. Straight guy here and I have to say male characters do not receive as much love as female characters to every 10 male mods be it armor, body, followers, there are 100 female mods. And among those 100 maybe a quarter of them are not skimpy and I'm probably being generous with saying 25%. I don't use skimpy but that's not to say I don't think they are amazingly done they just break the feel of the game for me. Unless there is plot differences to a story I always play as a male so trying to find that one armor amongst all the very well done skimpy armors takes a while. My 2 Cents, Geoff
  9. My vote is for one of the Bijin mods. I don't use 95% of the mods listed but the one that stands out to me is the bijin mods because they alter appearances of many female npc's. HDT is just a skse plugin if I recall. Good Luck, Geoff
  10. Just a random thought while I was out havin' a coffin nail. There is the Bards College and the Mage's College what about an Adventurers College? Thought it would be interesting seeing kid's to adults learning things in courses such as Traps 101 - Through the course of this class you will learn how to identify traps, disarm traps and even learn how to utilize said traps against the very ones that set them. Skyrim Beastiary - Elk to Trolls with a very special lecture brought to you by the Dragonborn on the now appearing Dragons. Sellsword - Making the right choices for missions, how to interact with potential clients and how to maximize profit. Exploration - Identifying potential treasure hoarding locations or cave of your demise! Combat Training - Don't be a milk drinker be a sword swinger (and have your milk too!) Magic Training - If ya want magic training you're in the wrong place go to Mages College of Winterhold.... I thought it sounded kinda interesting in my head and can see some humor coming from such a mod etc. Do with it what you will if anything at all. Good Luck, Geoff
  11. I may be misunderstanding or everyone else is but it sounds like he is not asking how to port oblivion meshes to skyrim but rather making a model in blender, exporting it with oblivion settings and converting it into skyrim settings within nifskope? export a mesh AS a oblivion nif At least that is what I interpreted it as meaning. This is just a post to get clarification to the OP's post. Good luck, Geoff
  12. I'm glad it helped to some degree as for the mods you use I can't help sorry. I do not use 90% of the mods you are using. The only thing that jumped out at me (besides your load order looking very script heavy) was SkyRe - Main is below all the other SkyRe esp's not sure if this matters or not as I don't use it. Good luck, Geoff
  13. No idea but you'd think after 3000+ years of being a sleep she'd be a bit peckish....
  14. Ahahaha I love the name of the mace!
  15. Yeah the skse.ini should be in your skyrim data folders skse folder. Make sure it has - [General]ClearInvalidRegistrations=1 [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 Hope it helps, Geoff
  16. Are you using SKSE and do you have the skse.ini in the skse folder in your data folder? This is what was wrong with mine totally forgot it in my new skyrim install. Good Luck, Geoff
  17. Wouldn't a trigger work? Something very similar is used in Dragonborn DLC where you have to drag a dead draugr over a trapdoor and pull a lever to drop the body in fire to unlock 2 doors. Entering the trigger disables it and which in turn the other would enable. Or you could do a placeatme MoveTo x marker and keep using the same object, no? Good luck, Geoff
  18. A Sweetroll! sorry couldn't resist....
  19. I am modifying a mod for personal use Nightingale Crossbow (lovely weapon), the recipe is a little to simplistic for me though. So I am trying to make it rely on the use of the Nightingale bow which has 5 versions. I want to know if it is like in NV where if I create multiple recipes, checking in each one for a different version with a condition alah [GetItemCount > NightingaleBow1 == 1 > run on Player] will this only show the recipe in the crafting menu if I have said bow version? Thanks, Geoff
  20. I use RaceMenu however I am not to familiar with all it's features. I'll have to look into that. If I can avoid needing an ESP with a single scar......Great! Thanks, Geoff
  21. How would this be accomplished? Not entirely sure how scars are handled via NPC generation, figure it's randomly generated. Is there a form list I can add it to or not add it to that would prevent it's application to random NPC's? If I would need a player only custom race, my interest will hit 0. Thanks, Geoff
  22. Just thought I would mention the target dummies are very scarecrowesque, they could be tweaked with tufts of straw, etc and be rigged with falmer skeleton. Good luck, Geoff
  23. Just open immersive armors and your mod in TES5Edit and add immersivearmors esp as a master to it. CK does not save ESP's as masters so every time you make an edit in the CK and save you would need to re-add the esp as a master with TES5Edit. This would be best as to not require people to esmify their immersive armors potentially breaking mods with the dependencies of the esp. Good Luck, Geoff
  24. I'm not to familiar with the issues involved with the CK for Skyrim but I know it has crashed when I originally tried loading multiple masters a couple years ago it would crash because I hadn't put the BSA files for dragonborn etc into the skyrimeditor.ini. Now with this said and the purpose for it, does the mod(s) you are trying to incorporate into your personal quest mod use BSA(s) if so have you linked the BSA in the ini as well? I have no clue how the CK works with mod BSA's if it crashes without them or not. If it will show the armor or not but it sounds like since you don't have the assets extracted it's not locating the models/textures. Hope it helped, Geoff
  25. So been racking my brain trying to fix this. I haven't encountered this before. The hilt of the sword likes to go Disco Disco Oy Oy when I pan the camera around. Pretty.... http://i231.photobucket.com/albums/ee197/Daemongrin/LooksGoodBane.jpg Disco Disco!! http://i231.photobucket.com/albums/ee197/Daemongrin/WTFBane.jpg It's not a pathing issue I checked all that. It's not going chameleon and taking on the textures around it it just goes KABOOM! with the original texture on it. So yeah, this is not my mod I'm just trying to fix it for myself I don't know if anyone else has noticed it or not or if it's just me. I'm not posting this as a problem with a mod but as a general texture issue so I can fix it myself if I encounter again. Thanks, Geoff
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