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Posts posted by emieri00
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This is a really old bug, one I never thought I'd see again. While I'm still testing things, saw that the woman talking near the whiterun stables and the man talking near the blacksmith by the entrace were gone. They were working normally a few tests ago, not sure what broke them. Maaaaybe I can respawn them in with their name/IDs?
Here's my load order, I really don't remember how to get logs from skyrim... [it's been like four~five years!]
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccedhsse001-norjewel.esl
Schlongs of Skyrim - Core.esm
Ecotone Dual Sheath.esl
RSkyrimChildren.esm
Unofficial Skyrim Special Edition Patch.esp
bsassets.esm
MagicDuelReborn.esm
Unofficial Nordic Jewelry Patch.esl
bsheartland.esm
EFFCore.esm
SkyrimBordersDisabled.esl
ImmersiveAnimatedLooting.esl
bs_dlc_patch.esp
Campfire.esm
Falskaar.esm
Wyrmstooth.esp
Lore Weapon Expansion - Daedric Crescent.esp
Lore Weapon Expansion - Goldbrand.esp
Lore Weapon Expansion - Relics of the Crusader.esp
SMIM-SE-Merged-All.esp
3DNPC.esp
Qw_3DNPC_USSEP Patch.esp
ELFX - Exteriors.esp
UnlimitedBookshelves.esp
Weapons Armor Clothing & Clutter Fixes.esp
EnhancedLightsandFX.esp
DeadlySpellImpacts.esp
SkyUI_SE.esp
iNeed.esp
iNeed - Extended.esp
dD - Enhanced Blood Main.esp
TouringCarriages.esp
Cutting Room Floor.esp
Hothtrooper44_ArmorCompilation.esp
Hothtrooper44_Armor_Ecksstra.esp
Qw_WACCF_CRF Patch.esp
1nivWICCloaks.esp
Lore Weapon Expansion.esp
FNIS.esp
SOS - Smurf Average Addon.esp
SOS - VectorPlexus Muscular Addon.esp
RaceMenu.esp
XPMSE.esp
RaceMenuPlugin.esp
All Geared Up.esp
Footprints.esp
WondersofWeather.esp
dD - Realistic Ragdoll Force - Realistic.esp
Savage Wolves - Feral Foxesx.esp
Chesko_LoreBasedLoadingScreens.esp
iHUD.esp
IcePenguinWorldMap.esp
beltfastenedquivers.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
DisableHDREffects.esp
DeadlySpellImpacts - Two Fire.esp
Qw_WACCF_BSHeartland Patch.esp
Ecotone Dual Sheath Patch.esp
3PCOFull.esp
SOSRaceMenu.esp
bspatch.esp
BSHeartlandFRF.esp
FabLookEyesSSE.esp
GQJ_DG_vampireamuletfix.esp
SimplyKnock.esp
Animations.esp
AMatterOfTime.esp
ASO-magic.esp
Fixed body collision.esp
ASO-senses.esp
ASO-setup.esp
SkyR - Riften Interiors.esp
SkyR - Solitude Interiors.esp
SkyR - Windhelm Interiors.esp
SkyR - Whiterun Interiors.esp
Folkstead.esp
TrueStormsSE.esp
Immersive Jewelry.esp
JZBai_PracticalFemaleArmors.esp
Skyrim Immersive Creatures Special Edition.esp
Obsidian Weathers.esp
Coins of Tamriel V3 SSE Edition.esp
Beasts of Tamriel.esp
Jehanna.esp
SkyR - Riverwood Interiors.esp
Thunderchild - Epic Shout Package.esp
skyBirds_SSE.esp
moonpath.esp
JRMoonpathtoElsweyrPatch.esp
fos - forests of skyrim.esp
Holidays.esp
Guard Dialogue Overhaul.esp
Immersive Weapons.esp
Guards_Armor_Replacer.esp
Comprehensive Sleeves Pack.esp
JRMoonpathBrumaPatch.esp
EnderalMusicFS.esp
Atlas Map Markers.esp
Animated Eating Redux.esp
EBT - IC PATCH.esp
EBT - skyBirds Patch (short).esp
Realistic-Voice.esp
Immersive Jewelry remove courtesan from npc's.esp
WACCF_ImmersiveWeapons_Patch.esp
PrvtI_HeavyArmory.esp
imp_helm_legend.esp
BirdsAndFlocks_SSE.esp
Dwarfsphere.esp
Cloaks.esp
Inigo.esp
Qw_BeyondSkyrimBruma_USSEP Hotfix Patch.esp
stavesofskyrim.esp
Trade & Barter.esp
SpellResearch.esp
mihailanimalbones.esp
Phenderix Magic Evolved.esp
UniqueBorderGates-All.esp
Immersive Horses.esp
konahrik_accoutrements.esp
EFFDialogue.esp
Skysan_ELFX_SMIM_Fix.esp
UniqueBorderGates - No Pale Pass Gate.esp
BellyachesNewDragonSpecies.esp
Frostfall.esp
Fusax2.esp
DSerArcheryGameplayOverhaul.esp
AchieveThat_SE_en.esp
Cloaks&Capes.esp
WetandCold.esp
Obsidian_TS_Wet&Cold_Patch.esp
Wet&Cold - WaterFix - Addon.esp
Cloaks - Dawnguard.esp
phigeomancy.esp
KWTelescope.esp
Improved Traps.esp
Craftable Horse Barding.esp
S3DSigns.esp
InsanitySorrow Weapons Pack.esp
Bells of Skyrim.esp
Prometheus_BeastSkeletons.esp
Mysticism.esp
GIST soul trap.esp
Qw_CloaksOfSkyrim_CRF Patch.esp
Cloaks - USSEP Patch.esp
MageGloves.esp
Sneak Tools.esp
magic of the magna-ge.esp
KhajiitChildren.esp
Haem Projects Goblands.esp
Bells of Skyrim - Reduced Volume.esp
Dr_Bandolier.esp
Tribunal Robes for SSE.esp
Schlongs of Skyrim.esp
Sneak Tools Vanilla Masks.esp
Sneak Tools Vanilla Hoods.esp
SIDT - Special Edition.esp
SIDT_Thunderchild-Patch.esp
Qw_WACCF_CloaksOfSkyrim Patch.esp
Men of Winter.esp
SneakTools_WACCF_Patch.esp
DiamondSmithingComplete.esp
ClipsyMoon Weaponry.esp
RSChildren Patch - BS Bruma.esp
RSChildren.esp
Dragon Stalking Fix.esp
Dunmeri Leaf Sword.esp
CommonClothes.esp
dovahkiinrelax.esp
WeaponsOf3E_SSE.esp
Chesko_WearableLantern.esp
UIExtensions.esp
calyps-bosmer.esp
KS Dragon Overhaul 2.esp
KSDO2 - Thunderchild Patch.esp
Qw_CloaksAndCapes_CRF Patch.esp
Qw_WACCF_RSChildren Patch.esp
RSC 3DNPC Patch.esp
RSC CRF Patch.esp
RSC Falskaar Patch.esp
RSC Folkstead Patch.esp
RSC Haafstad Patch.esp
RSC WT Patch.esp
VisualAnimatedEnchants.esp
TweakedMageArmorVisuals v 1.3.esp
Lock_Overhaul.esp
RedbellyMineMistFix.esp
Unique Uniques.esp
ThaneWeaponsReborn.esp
SkyR - Windhelm Interiors USP patch.esp
Immersive Horses - BS Bruma Patch.esp
Frostfall_Seasonal_Temps_patch.esp
Complete Alchemy & Cooking Overhaul.esp
CACO_USSEP_Patch.esp
CACO_Falskaar_Patch.esp
CACO_SkyrimImmersiveCreaturesSE_Patch.esp
Qw_CACO_3DNPC Patch.esp
CACO_Moonpath_Patch.esp
Inigo_CACO_Patch.esp
QRVAE_CACO Patch.esp
Alternate Start - Live Another Life.esp
Alternate Start -- New Beginnings.esp
ASLAL-Haafstad-plugin.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Needs Mod Patch.esp
RealisticWaterTwo - Watercolor.esp
RealisticWaterTwo - Waves.esp
RealisticWaterTwo - Beyond Skyrim Bruma.esp
RealisticWaterTwo - Falskaar.esp
RealisticWaterTwo - Waves - Falskaar.esp
RealisticWaterTwo - Wyrmstooth.esp
RealisticWaterTwo - Waves - Wyrmstooth.esp
WACCF_BashedPatchLvlListFix.espAlso, any hints on what to merge/what shouldn't be in a bashed patch? This was the most complicated part, and I totally forgot it...
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Do you read the requirements for those mods? Do you have skse64 version 2.0.15 installed? It's needed for racemenu to work. Xp32 racemenu needs to ticked in order for racemenu to work.
Xp32 is needed in order for fnis to work. Nothing should be overwriting xp32, it needs to be at the very bottom of your load order. Fnis needs to be run each time you install or uninstall an animation mod. It's important to do so each time, else you would screw up your game. NMM works fine as is as well, vortex is okay but a mess. <--is what I've been told*** Having trouble? Look up videos how to install skse64, fnis, there videos for each mod mangers too. NMM, Vortex and Mo2. Trust me, I have problems too~ when i comes to understanding mod(s), I'm sure you can do it. Give it time...
There's a few more requirements I didn't pay attention, like extracting something from racemenu's BSA file. Like, what's the actual problem of SSE with BSA files? I saw an error message from NMM saying something about it. Should I just extract them all? I mean, it seems modding SSE is even more complicated than the original skyrim, and i was somewhat good at that. :c
Also, NMM just works. I tried vortex in 2017 I think and it was so messy that I ended up only coming back to play skyrim in this year.
Edit: Correct that... NMM doesn't seem to work properly for whatever reason.
What do you think is so bad about vortex that you said "Not Vortex!!" while complaining that NMM doesn't work?
Anyway, you can still download NMM by just clicking on Download Vortex, and scrolling down the page just a bit and clicking on the COMMUNITY Release Button that will let you download the last version of NMM
Have fun
I saw MO2 in the nexus, but was like "what's this fallout-like logo doing here?"
Checked it again after you mentioned and the interface screenshots brought back the memories of what it was and how much better than NMM it was. Thanks for that.
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So, basically... Something is wrong. I stopped playing skyrim in 2014, and now i'm trying to come back to try the Special edition. Thought it shouldn't be any harder than original skyrim... What a mistake that was.
For whatever reason, I've tried to install a few, very few mods. Got the unofficial patch, alright. Racemenu and SkyUI - and SkyUI did stop working for no reason for a moment, not sure why.
Then the whole body, skeleton and animations thing. Fnis and such... WHY. The body replacer didn't work [started with male, because there's like 3 options, compared to female, like always] The animations were still vanilla. Joy of perspective does not work, I take it...
That, or i'm being dumb after all those years... or even worse, Nexus Mod Manager [NOT vortex!] is trolling me and not installing things correctly. SMIM models aren't working as intended either, a lot of them are still vanilla or not showing animation.
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Jupiter? That's too close, they might return. Just throw them towards the sun for good measure.
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I'm sure a new normal map will help greatly with the gems. :3
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I need to read this more carefully... :/ but i did manage to get one jewel working properly. Might have to sacrifice some effects, i think. Or not. Thanks for it.
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Oh don't get me started on the tails. They aren't properly attached to the characters body, even. TESO did a much better job with the tails of both argonians and khajiits.
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Since someone posted here recently, lemme add this:
There are new mods that should seriously be added to the list, two of them being related digitigrade legs. Another is the Breastless Argonian Females. And let's not forget Improved Closefaced Helmets which makes the damn ugly closed helmets work properly for everyone, including beasts.
As for the hairstyles, i agree that the lack of fins just seemed strange. If someone could expand on the inner works of the khajiit ears, animated Argonian fins could be done and used on the same slot somehow. Wonder who'd have the skill and patience for that, tho.
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Well, that was bad, but completely understandable.
What isn't understandable is my current internet provider and the blackout i had yesterday. The world was plotting against me so i couldn't get TESO beta :C
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A day after you posted this, Grimoa updated the beast feet with... something?
It says right there, updated 4/2/14
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Uh, for some reason, i can't use that system. I tried and tried, but linking directly to a mod's url or number doesn't seem to work.
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Say, can there be a nexus site for Starbound? PLEASE? pretty please? 8C
They're in beta now, but the game was made from the ground up thinking about modding. Also, it is BIG. Also, it's in SPACE xD
Seriously, tho, consider it, such a reliable site to host mods is rare to see!
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In response to post #10304675. #10305749, #10305863, #10305967, #10305983, #10306530, #10307194, #10308370, #10315790 are all replies on the same post.Seems like the community didn't like it all. I am elligible thanks to a -really- old file i have and a rather new one. And I myself don't like the process.
Blocking comments, letting a group, even if small, group of moderators think what's to happen to a person who posted problematic stuff feels better for me. If the site became so big it's starting to be a hassle, maybe it's time to get more moderators. Just saying. -
This feels threatening, like, the block feature. It sounds a bit extreme, but yeah, when someone is being a pest, they deserve it.
I was cut apart by someone for being "too helpful". [not telling the name. No need to expand that] Basically, the "thanks for meddling" after i tried to help was communications cut off almost everywhere. Thankfully I can still access the files this person sent, but with that feature up, i'm sure i can be blocked at any second.
I got my small share of kudos and just thanks for helping people here and there with complicated mods like some of the ones with patchers. I seriously can't understand the line of thought the person followed there for not accepting any help.
Either way, i'll try to give a run though the new terms of service just to be sure. I'm far from skimpy mods, so i'll probably be safe regarding content. I hope.
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I got tired of seeing things lacking in some areas of the modding community, so, i took up arms and am going for the fight to create my own content.
Thing is, i never fully made a 3d model, EVER. I know basics of modelling, but never fully rigged or textured a model, so, i'm starting slow here. It's better off to start slow than going nowhere.
I made a dagger in blender. It's simple and may have some flaws, but it's a start. [and i know about legacy format and that the blade and the handle need to be sepparated] I was able to fully open its UV in Blender 2.69 - something that has been a mystery to me since i started learning about 3d - but i'm still lacking the biggest step towards texturing; doing the texture itself.
My experience is better in the 2D area of things, and with that, my experience is better with a pen. In this case, a tablet. Also, Zbrush. I may redo the dagger if i really need to, but i want to try and texture it to get the hang of things.
So, anyone can suggest me how i can directly paint the model? Maybe in Zbrush, or just a method that is easy to understand? My UV isn't perfect, since it is done through some automatic option by Blender. If anyone can suggest a better way to open uvs, i'd be very thankful for that too. I'm seriously in need of help on how to properly open UVs and make the textures themselves.
This whole project, as part of learning some more about modelling and texturing, is to bring back the AMBER items from Shivering Isles. Here is the dagger:
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Basically, i don't know what i'm doing just by reading the mod's page. There is not enough info [to me] in there.
So, let's go over the problems. I'm trying to use perkalicious, which is being recognized by LLI.jar and... well, shouldn't have armors, it's a perk mod. When i set it to the block list, i get an error with the worn dark brotherhood armor on SKYRIM.ESM. It just makes no sense. Tried uninstalling it and the same thing happens. Tried redoing bashed patch without it, tried a lot of stuff...
And since this is getting frustrating, i don't know what to do anymore. My load order is not complete, but the game was running before i tried to install both GELO and Lootification [only patcher i had was dual sheath redux]
Anyone has any idea what i'm doing wrong? I can post logs/leveled list if this helps at all.
Also, how do i go about working with Lootification anyway? How do i confirm i want something to be worked by the patcher, or something i want it to bypass, like... an artifact? Maybe the dark brotherhood gear, for example? Thieves guild armor? These have been appearing in LLI, and i don't want them showing up in the game as random enchanted loot.
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In Blender the model retains it's rigging when i import the model but then looses it's UV map when exporting, also it does not help that blender has no official skyrim support.
Yes, Blender doesn't have official Skyrim support, but you're wrong about the UV part. At least, the little work i did with blender did not show any sort of problem with uvs or textures AT ALL.
After you import the nif file properly on blender AS A FALLOUT MODEL [it's in the wiki guides for editing/creating meshes] you can edit everything you need and fix the little problems afterwards on Nifskope. [node/skeleton mismatches]
You need to prepare the nif itself to import it to blender, so if you already got it UV mapped, you should be fine. Otherwise...
http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
This is all you need to make the wraithguard work on skyrim by using blender. Be sure you have version 1.49b to at least do the importing!!
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Try blender!! The rigging gets a bit messed up, but it can be fixed through nifskope!! I mean, it's already rigged. It should be editing on Blender, then minor tweaking on nifskope.
Also, be sure it is being worn on a single hand only! Remember it was a single-handed gauntlet!
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I meant the esp related to jswords, not the esm.
Meaning, Jswords.esm won't be touched at all, but the jswordsdistributionbalanceplugin.ESP would be merged with other mods... maybe still keeping the esm as a master file?
Sorry if i was hard to understand.
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Oh, makes perfect sense! I specially didn't knew about the bsa part, so thanks for that too.
SO... If i merge an esp that requires an esm... But i leave the esm and its bsa [if any] alone, i should be fine?
Either way, thanks to the link matortheeternal directed me to, i'll be making multiple smaller mergings, which is still going to reduce my load order by a lot and things will be more organized. I just hope that everything goes well!
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Wow, this is... a surprise. I didn't expect to get a positive response so soon. Of course, i need to try and merge them yet. Before i do, tho... Two questions.
What's the problem of trying to merge an esm? [looking at jaysus swords here.]
why some BSAs should be extracted after merging?
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Double post... damned connection.
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I heard that TES5EDIT couldn't merge leveled lists, spells or scripts or something like that? I want to clarify things before i can move on.
I have various mods which add items to the world, either craftable, or buyable, or placed in specific areas. They DO eat up a nice bite of the load order limit, so i'd love to reduce it a bit by merging said mods. I'll list them, and if any of them has any sort of possible issue i can think up, i'll note by their name.
09 Jswords.esm [JaySus swords]
18 weapons and armor fixes _remade.esp [Weapons and armor fixes remade]
2c CrossbowsRevamped.esp [Crossbows Revamped - has leveled lists]
4c BloodWitchArmor.esp [By Zerofrost]
4d Raven Witch Armor.esp [by Zerofrost]
4e BosmerArmorMATY743.esp [Bosmer Armor Pack - edits the thalmor]
51 DaggerCraft.esp [Daggercraft package all 5 daggers - has new enchantments for each dagger]
52 DiamondWeaponsN.esp [Diamond weapons - has new enchantments for added arrows]
53 DiamondCrossbow.esp [Diamond weapons - has new enchantments for added bolts]
57 Gri_Scarf_and_Gugel.esp [grimoas scarf and gugel]
58 Fur Collar.esp [by hothtrooper44]
5b jSwordsDistributionBalancePlugin.esp [Compatibility patch for jaysus swords]
5d SLN_ElderScroll.esp [multi position elder scrolls on back]
5f MoreNamedBows.esp [more artifact bows]
60 Nicoroshi Creations.esp [By Nicoroshi]
61 NightingaleCrossbow.esp [by DJjojo]
64 Third Era - Dwemer.esp [insanity's dwemer weapons - has leveled lists]
65 SilverBowAndSilverArrows.esp [by cat_woman1989 - has silver enchantment applied to arrows and maybe bows too. Adds a table with some samples right before riverwood]
67 tbmChrysamere,esp [Tamrielic lore Chrysamere - likely has a quest]
6b Tribunal Robes by Zairaam.esp [Tribunal robes and masks]
6d Unique Uniques.esp [by insanitysorrow - tweaks many unique weapons]
6f Dr_bandolier.esp [Bandolier bags and pouches - no enchants version, not yet updated to 1.2]
70 Dr_bandolierDG.esp [bandolier bags and pouches - dawnguard version]
71 BandolierForNPCMasterFile.esp [by omeletter - leveled lists for bandolier]
72 BandolierForNPCsCloaksOfSkyrim.esp [same as above, organizes the tanning rack by separating clothing and accessories from the rest - works with grimoa's scarf and gugel too but only has dependencies to cloaks of skyrim and bandolier]
a5 MysticGloves.esp [by volek - edits the vendor list of drevis neloren or other mage at winterhold. Very old mod, but seems harmless]
just installed: 5e Mavari Armor.esp [by Zerofrost]
just installed: 66 Sword master armor.esp [Deadly trio armors. tweaks one cell to get the armors. Npcs i think.]
And here are POSSIBLE candidates for the merging too.
27 LPMoreIngredients.esp [more alchemy ingredients - edits harvesting and probably leveled lists too]
30 ExpandedJewelryCrafting.esp [by lautasantenni - adds new and varied types of jewelry - using the leveled lists option by SIGMALOG]
4f Cloaks.esp [Cloaks of Skyrim - has dependency with the bandolier for npcs mod]
50 Cloaks - Dawnguard.esp [dawnguard option]
55 FamilyJewels.esp [plugin that is part of Diamond weapons - adds crafting recipes to extract jewels from some unenchanted vanilla jewelry]
59 hothtrooper44_ArmorCompilation.esp [Immersive Armors - big mod, contains leveled lists]
5a Immersive Weapons.esp [by hothtrooper44, ironman5000 and Eckss - big mod, contains leveled lists]
62 Prvtl_HeavyArmory.esp [Heavy Armory - big mod, likely contains leveled lists.]
63 Prvtl_HeavyArmory_DG_Addon.esp [using all-dlcs version. not just dawnguard]
69 TMasks-JudgementDay.esp [Tribunal Masks Judgement day - adds npcs scattered around various dungeons.]
6a Tribunal Maskes by Zairaam.esp [Tribunal robes and masks - Has no direct link in the esp to the above mod. It's here for precaution]
cd gri_beastFeet.esp [grimoa's plantigrade feet for beast races - contains armor addon]
ce immersivehoodwithcirclets.esp [Part of Circlets with helmets legendary edition to be used with Immersive armors. Main esp of the mod was already merged by me with Improved closefaced helmets and submitted to the nexus. This one is only dependent on Immersive armors and wasn't merged]
recently installed: 56 FS_UltimateAssortment.esp - Favored soul ultimate assortment - contains edits to belethor's vendor list
recently installed: 54 Falmer Crossbow.esp - by D0VAK11N adds a falmer crossbow to some chests in specific falmer dungeons, and one with some bolts on the floor of whiterun
I hope i provided enough information and what i expect of the merging, and what could be a problem during the process. If someone has any suggestions of what i can safely try to merge, and what i shouldn't even touch, i'm open to suggestions. This is some big merging, and i'm sure things can go wrong, and not everything will be possible to enter the final merged esp.
If my load order is needed, i can post it too.
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[LE] Looking for an old, specific skyproc mod
in Mod Ideas
Posted · Edited by emieri00
I can only remember two things about it.
One is that it made custom enchantments with up to five effects and randomized loot to some extent.
Two is that it was PROBABLY made by GrimyBunyip and later hidden. I can't be sure on this one.
Edit: Ok, I found the name, it's GELO, a skyproc patcher. I still need it, tho and probably am going to message Grimy directly for it.