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Vyxenne

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Everything posted by Vyxenne

  1. In response to post #55253573. #55255758, #55255963, #55259463, #55261253, #55261808, #55262098, #55263308, #55264013, #55264303, #55264473, #55265318, #55265908 are all replies on the same post. As a mod uploader, I would like to vehemently disagree with the OP: the new format works fine, and, with a couple of exceptions *cough*MovingAndRenamingNotifications*cough* :D it is just as, and in some cases more usable than the old format. Like any other change, you have to use it for a while to get used to it. Even better, unlike many 'public' web redesigns, the Nexus team opened up instant bug reporting to us unwashed masses and has been extremely responsive (less than 24 hours- astonishing) in acknowledging and fixing reported bugs. :thumbsup: No, it's not, and no, it didn't. You may not like the look, but saying 'it doesn't work' is fallacious. Please post the name and address of everyone who is holding a gun to your head making you use the Nexus. Bethesda CC is ready when you are. :laugh: :woot: :teehee: Please cite an example or post your back-end web-design credentials to render your opinion credible. *high-fives JaneShepardN7* :kiss: I could do this all night, but I came here to browse mods. Free mods. In the new format. Peace. :wub:
  2. Thank you for the link to my post, Ashley, I didn't know where else to put it beside the SkyUI forum where the discussion was raging that particular day. Also, the mod you linked seems to only save the game executable (SkyrimSE.exe and possibly the SKSE64 launcher if installed) and as you know from my post and what you did today with your game, there are several other files involved in the various CC updates- although, apparently from what alt3rn1ty said, Bethesda may have finally gotten it right with 1.5.16 and the separate ccc file. Still, to be safe, I would want to back up all of the files involved in CC updates every time.
  3. I have a mod-added two-piece (top and pants) outfit that I converted to SSE from Oldrim by using Ousnius's Nif Optimizer and resaving the plugin in the CK64. It works fine in game, but it was made for a totally different body than mine. To fit it to my body in Outfit Studio, I have to move the top UP and the pants DOWN o_O but I can't do that because the existing mesh only has one shape which includes both the top and pants. So I imported the converted nif into 3ds Max, deleted the pants and then exported what was left (the top and body) as its own nif named 'Top_1.nif,' but when I opened it in NifSkope to correct the biped slot I found that the mesh had somehow lost its BSDismemberSkinInstance block. So I opened the original mesh (pants and top combined) and hit Block > Copy Branch on its BSDismemberSkinInstance then selected the 'Top' BSTriShape and hit Block > Paste Branch- but instead of 'landing' correctly as a child of the 'Top' shape it landed as a top-level node and I can't find any way to 'tell it' that it needs to be a child of BSTriShape 'Top.' I can't find an answer to this in NifTools tutorials, and of course my top is invisible in-game because it has an unspecified body slot. So I have two questions: How can I import and export the mesh in 3ds Max without losing the BSDismemberSkinInstance block in the process? Why is that Block disappearing in the first place? It isn't visible to me in 3ds Max so I can't see any way to deal with it- how can I re-create (or resurrect) it in 3ds Max? ====OR==== Once I have my new exported mesh with only the body and top in it (having deleted the pants in 3ds Max), how can I either create a new BSDismemberSkinInstance for the Top shape in NifSkope or copy > paste one from a similar mesh and have it be a child of the shape instead of a top-level node?
  4. Back on the original topic, you can remove the Creation Club Update if you have backup copies of the files it replaces- just copy the old ones over the new ones. Files replaced by Creation Club Update: ..Users\[username]\Documents\Games\Skyrim Special Edition\ SkyrimPrefs.ini ..Steamapps\Common\Skyrim Special Edition\ SkyrimSE.exe ..Steamapps\Common\Skyrim Special Edition\Data\ Skyrim.esm Update.esm Dawnguard.esm Dragonborn.esm Hearthfires.esm skyrim-patch.bsa skyrim-shaders.bsa To prevent Steam from re-applying the Updates: 1) Right-click on ..Steamapps\Common\Skyrim Special Edition\SkyrimSE.exe and select 'Create Shortcut,' then move the shortcut to your desktop 2) Right-Click SSE in your Steam Library and select Properties, then on the Updates tab set it to only update when you launch the game 3) Click Steam > Settings > Downloads and tick 'Only auto-update games between' then set it for a time your computer is always off and click OK 4) Click Steam > Go Offline and click the 'Restart Steam in Offline Mode' button, then close Steam after it restarts 5) Play SSE via the shortcut you created- Steam will pop up a dialog box saying 'Play in offline mode?' so answer yes If you ever slip up and launch SSE via the Steam Library instead of the shortcut, Steam will update SSE whether you want it to or not, and hitting 'Cancel' will merely pause the update- you must let it finish the update before you will be able to play SSE again.
  5. In SSE, I have an armor/clothing mod (Lind's Marksmage.) The outfit has separate top and trousers. There are two pouches hanging from the right underboob/armpit area- one is a rectangular case that looks like it was made for a cellphone :ohmy: and next to that is a pendulous cloth sac that looks like half of a scrotum. I really love the outfit (I have even recolored it to lavender and purple with a mauve stripe :D ) but really hate the pouches and would like to remove them. This is what the recolored outfit looks like. I opened the mesh in NifSkope and it looks like the pouches are not separate items- that is, they are part and parcel of the "top" mesh and apparently inseperable from it, part of the same NiTriShape. I can read and follow instructions, but I haven't been able to find a tutorial anywhere that covers this issue and I don't know enough about NifSkope or 3DS Max to just blunder around and hope for the best. I would appreciate some guidance from someone who knows how to remove these pieces from this outfit. Thanks! :wub:
  6. In response to post #49977347. #49977612, #49977627, #49977747, #49977772, #49978322, #49978412, #49978502, #49978607, #49978752, #49978832, #49978967, #49979042, #49980267 are all replies on the same post. Like MadCat221, I too am still on NMM 0.56 because the "conversion" process of 0.6x bricked my Oldrim game. I use 0.63 (latest) for SSE and FO4 because there was no conversion to be done (for me) on either of those games- I was able to use 0.6x from the very first mod. However, like many people, I still play Oldrim, warts and all, mostly due to the lack of SKSE in SSE (still! *sob*), which prevents all the tasty mods that SKSE enables. I wish there was some way to 'get off' of 0.56 in my Skyrim, but once bitten, twice shy- I won't try again because if it fails (again) it's unrecoverable and with 302 mods and 231 plugins, unrecoverable is not good news for me. :wallbash: What I'm trying to say is that the success of Vortex will be adversely affected by people like me not being able (or willing) to use it unless there is a stone-reliable conversion process to Vortex, both from the 0.56-style 'copy mods to folders' system and the 0.6x-style 'stinky-linky' process.
  7. In response to post #49795122. #49799717, #49800667, #49817647 are all replies on the same post. Haha. Not my problem. Why did you feel the need to bring it up?
  8. OpusGlass said "Skyrim just got a whole lot spicier." Spicier Skyrim? From mods that add more, bigger and badder beasties? No. Spicy... hmmm.... You must be thinking of Flower Girls SE x. :D You're welcome. :wub:
  9. I have the same issue in SSE all of a sudden. Saves load fine, but they're labeled "Unknown Location." Still Googling around trying to figure out why.
  10. In response to post #45622115. #46363195 is also a reply to the same post. Thanks, aristotle99, I saw the behippo vid about an hour after I had posted my response here.
  11. In response to post #45105020. #45751810, #46305975 are all replies on the same post. I absolutely don't get the point of blatantly trolling a bunch of guys who are doing the best they can to support and advance the modding community, users as well as authors. I'm against most forms of forum moderation, just on 'freedom of speech' principles, but there are times I want to re-think my position on that. Like when I read this post, for example. smh
  12. I, too, am looking for this. In Oldrim I use Racemenu, which has sliders to reduce weapon sizes to any percentage value below 100%, and it is wonderful- I can even set the x, y and z axes for sheathed weapon positions with Dual Sheath Redux and rotate them forward or backward to get just the right appearance of my sheathed daggers. However, until we get SKSE64 for SSE I don't think we are going to be able to have similar functionality no matter how badly we want/need it.
  13. I just had to drop a note to thank you for this. It's clear, concise, precise, accurate, well-illustrated and up to date. I just took a deep breath (OK, fine: several deep breaths) and cleaned my 4 esm's step-by-step including the manual edits to Dawnguard.esm. I hope Jeremy at Bethsoft doesn't mind me zapping his test cell. :laugh: I ran LOOT and giggled because it no longer screams at me about my 4 dirty masters, then I launched SSE and played a bit to make sure all was well, and of course, it was. I have set a desktop shortcut to this exemplary guide as a hedge against Steam's unavoidable replacement of my masters the next time they "update" my SSE with more dirty Masters.
  14. I would love to test this in SSE. I play with a 360 controller, and am not sure if I even could play with KB+Mouse. I started TES & FO games on the Xbox and wehen I moved to PC so I could use mods I stuck with the controller because I had been playing the same games for years with it and didn't want to change to KB+M even though there are a few more options. The only controller mod I use is a remapper that gives me 8 hotkeys on the D-Pad. Pretty much the only time I use the KB and/or mouse is in SkyUI menus (being able to PgDn and PgUp through very long lists is awesome) and with the console. I would be particularly interested in the scripts you mentioned in the SkyUI thread that 'fix' SkyUI 2.2 for SSE.
  15. I'm sure you will- the 2017 winter holidays. All indications are we won't even have a SKSE64 release until mid-2017, and Robin's news article above said they have started programming the new NMM. Not finished programming, not released as an alpha or beta, but started programming. I don't know how anyone can imagine that SKSE64 or NMM could possibly see the light of day within the next 2 weeks.
  16. I have been trying to do exactly that for 3 days and nights. No matter what I do, I can't make ANY outfits show up in Bodyslide- just 10,000 bodies. And yes, I unpacked the bsa first. I have had no problems converting several of my Skyrim mods to SSE by unpacking the bsa and then running Ousnius's amazing nif optimizer on the meshes, but the only HDT-enabled mod I have tried just won't go- so I came here looking for advice, saw the Bodyslide advice and tried it, but as far as bodyslkide is concerned I do not have ANY outfits in my SSE installation, which is ridiculous. There is no browse function in Bodyslide with which I could possibly point it at the outfits, but since Bodyslide is correctly installed in my SSE folder it should be finding them by default. I have tried all 3 available bodyslide "groups" but even with a "group" selected no outfits or armor items appear. The second problem is that the mod I'm trying to convert over to SSE, Newmiller's High Heels and Stockings, has an esp which is explicitly dependent on HDT High Heels System and so NMM cries about it (shows it in red and presumably won't load it) and so does LOOT. So could you please be a bit more specific on how to "run them though bodyslide?" Thanks.
  17. It's awesome that you're making an effort to uncover this sort of recklessly intrusive advertising, and in the end, risking your own revenue stream to make things better for your users. I use an adblocker, but shortly after I installed it I became a supporter on Nexus to make up for the views your ads were no longer getting from me. I want to see this website and its community not only survive, but thrive. Without my 230+ mods, I would've quit playing Skyrim about a thousand hours or more ago. My mods have utterly transformed the game for me, as I'm sure they will for my FO4. We need the Nexus and appreciate you keeping it "clean" for us.
  18. This^^^^^ I moved some of my games to an SSD and now NMM keeps NOT FINDING any of my games because it is looking on the wrong drive. I can't even get NMM to open, it hangs at the game selection mini-screen and just repeats over and over that "[old path]\[gamefile.exe] is missing" but offers no option to browse to where they are. >.< Please: where does NMM store game installation path info so I can edit it?
  19. BOSS? There's your problem. BOSS was superceded by LOOT a looooooong time ago. Try LOOT. It's great. Plus, it knows about mods that came out in the past nnn months since LOOT replaced it.
  20. In response to post #31759235. #31784635, #31789945 are all replies on the same post. Since the patch earlier this week, the game launcher "resets" Plugins.txt (by deleting all your mod plugin names) every time you run it. The solution is to set Plugins.txt to read-only AFTER you are sure (you may have to hand-edit it) that it contains a list of all your plugins.
  21. In response to post #31733555. #31741645, #31743210 are all replies on the same post. A couple of years ago, I followed similar advice I found online to rename my Skyrim game executable, TESV.exe, to (something else) and then rename the SKSE launcher to TESV.exe. While this did, indeed, solve the game-launching problem it was supposed to solve, it had the unintended consequence of disabling BOSS and/or LOOT, which are programmed to check the installed game version by examining the game executable- TESV.exe in the case of Skyrim. When it could not determine the version by reading TESV.exe, BOSS/LOOT resorted to redating all of my plugins to try to establish a load order, and it did NOT write any load order to Plugins.txt. So I would strongly recommend against renaming the game executable file, which is fraught with danger of unintended consequences, especially since it is absolutely not necessary. I posted a much better solution here yesterday- setting Plugins.txt to read-only before launching the game- and several others have posted similar recommendations.
  22. Knowing this was coming from reading all the posts about it on various mod pages, I made a backup of my Plugins.txt file, and refreshed that backup every time I added a mod with an esp. As info, I'm handling my FO4 mods manually for now- NMM 0.60.2 bricked my 240-mod Skyrim installation so now I no longer trust it. Managing my FO4 mods manually isn't much of a hassle because so few of them have esp's due to the lack of a CK. I reinstalled NMM 0.56 to maintain my Skyrim once I fixed the damage NMM had caused and I'm going to wait until after the FO4 CK drops and the real flood of esp mods starts to flow before I switch back to the newer versions of NMM. After the Bethesda update this week, sure enough, Plugins.txt had been reset (all the esp entries removed). So I replaced it with my backup containing my esp entries and launched the game. Imagine my surprise when none of my esp mods worked- Plugins.txt had been reset again! Eventually, I deduced that Bethesda must have set the game launcher to reset Plugins.txt every time it is launched! So this time after I restored Plugins.txt from my backup, I set it to read-only and now everything is fine. Whenever I want to add a mod that has an esp file, I remove the read-only status, edit the file to add the esp name, then save it and set it back to read-only so the launcher can't blow it up again.
  23. What is the matter with you? :sick:
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