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SigynLaufeyson

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    http://nooberella.com
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    Morrowind

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  1. Thanks goes to Abot on this one! I asked the same question on Reddit a few months back because I couldn't get the case to work either. I never noticed there were 3 files lol. I'm glad writing it up helped!
  2. Here's a screenshot: http://i.imgur.com/HUBD4wH.png It doesn't matter what view options I choose. As I said, if I move my mouse around, the cursor changes and allows me to select vertex, edge or face but I can't see the actual mesh. I also cannot move the render window at all when the Navmesh bar is open. Whatever angle the render window is at when I hit CTRL+E, that's where it stays until I close the Navmesh toolbar. In the screenshot I had selected the rug before I opened the Navmesh toolbar. The selection remained, regardless of what I clicked on, until I closed the toolbar. Oddly, I could still select parts of the invisible navmesh though.
  3. I've been working on this for the better part of two days and it's driving me crazy. In the CK, I bring up the navmesh toolbar. The render window appears to freeze and no navmeshes appear. If I move my mouse around in the render window, the cursor changes so the navmesh is there, I just can't see it. This happens in every cell, every time. I used the CK on the same computer a two years ago and had no problem with navmeshes back then. I have uninstalled the CK and reinstalled (making sure the CK's ini files were gone before reinstall). I finally figured out that I had to remove the ENB stuff (I don't use an ENB except for what's in the STEP install): enbseries.ini, d3d9.dll & enblocal.ini. That appears to have fixed my black screen of death issue and my inability to preview NPC heads but still no navmeshes. I've watched many videos on navmeshes in the last 2 days and none seem to address this problem. I'm sure I'm missing something stupid but I'm too stupid to figure out what. Any help is much appreciated!! Here's my setup, just in case: i7-3770K CPU @ 3.5GHz Nvidia GeForce GTX680 (driver updated last night) 32GB RAM Resolution: 2560 x 1440 Windows 8.1 Enterprise Skyrim Legendary Edition
  4. That's part of why I was posting this, I need suggestions on what to convert those stat boosts to that would seem more normal in Skyrim. Right now I've just done some conversions from the previous games to this one but each iteration of the game kind of gets, well, continually dumbed down so they do seem a tad weird and in some cases OP. Keep in mind that some of the beverages from the previous games were novelty items or quest items, not meant for regular consumption. I don't intend to flood Skyrim with drinks like the Daedric Lava Whiskey, for example. There was only one bottle of that in Oblivion and only if you bought one of the DLC houses. It was novelty and my intention is to keep it and the other novelties rare and / or very expensive. :) Thanks for the suggestion! I was trying to stay away from metallic looking inks though. One of the mods that created unique appearances for the Riften Specials turned the flagons into wine bottles with lovely, fancy gold and silver labels. They were a bit out of place along side some of the other texture mods I use so I wanted to create something a bit less fancy. I am having a hard time with the Black Briar ones because I have a replacer that has really nice labels....but kind of bland bottles. The original bottles were yellow and dark blue, I think maybe Bethesda was going for the yellow & black of a bee but decided against a totally black bottle. Personally I'm not loving the blue but I feel like I have a lot of maroon in use. I think I'll give it a shot though since that's an easy change :) I did forget to mention that all the textures are 1k. The screenshots are taken in the creation kit in a testing cell I built. I made a bunch of changes and corrections today. I'm reloading the CK now to see how they turned out since it doesn't update
  5. Thanks for the suggestion! I posted it on r/skyrimmods earlier today. :) The bottles aren't transparent. Getting transparency right on bottles that contain a liquid is tough to do without altering the mesh. I'm glad I'm still good at spotting errors in my work :) I'm usually my own worst critic. Honestly I could be a lot harsher on myself but my skill level isn't high enough to compete with the standards in my head LOL.
  6. I told myself I would NOT mod this game until i finally finished it. I tell myself a lot of things.... I started out updating a few textures for booze bottles (ie Spirits) that no one had done. Previously I was using several different mods to do the same thing but a few beverages were never added by anyone and the appearances were rather varied. Then I redid the bottles from Unique Treasures since they're apart of another mod I use. It kind of snowballed from there and collided with an issue that annoys me: permanently vacant property. I have a running list of places that become vacant (or remain so) during quest lines. From an economic standpoint, vacant property is never a good thing. From a game standpoint, the world feels static, as though I move from set-piece to set-piece rather than moving through a vibrant, living world. To rectify both issues I decided to begin by turning the house formerly occupied by Silus and his Mythic Dawn museum into something else....The Spirits of Nirn beverage store. Not a tavern, just a place to buy rare and unusual drinks, along with the common. I realized that not everyone kills Silus' so I thought I should make one mod (the Spirits of Skyrim) for the booze and one mod that relies on it for the Spirits of Nirn shop. Yes the names are a bit confusing / confused. I came up with the Spirits of Nirn before I thought to separate out the booze from the house. The Spirits of Skryim currently alters all the alcohol beverages in the game, including all DLC (not exceptions on that). Each has a unique appearance. From there I decided to add in beverages from previous games as well as a selection of beverages from TES Online. I also added one beverage that's mentioned in game but doesn't appear anywhere: Old Gold 200 Mead. I could use some help converting potion effects, monetary values, etc. Here are some pics to break up the massive wall of text :) http://i.imgur.com/GaIQAqE.png These are all the in-game beverages. The blue bottle is the Holy Water. Jessica's Wine is to the far right, I haven't done it yet. The back row are the generic wines. Rather than Alto Wine version 1 & 2 and "wine" version 1 & 2, they are now Alto Wine, Tenor Wine, Wine & Cheap Wine. :) The text on the Surilie Brothers wine is too light so I'll have to fix that. http://i.imgur.com/PbwcHbD.png The beverages brewed in places in-game. I think the Black Briar Mead (yellow) need to have more contrast on the label and the Black Briar Reserve is a bit dark. The ash on the Ashfire Mead could also use a bit of gray or some darkening I think...maybe?? http://i.imgur.com/xQaZOT9.png Beer! I did this for an existing mod initially but decided to add it to mine too. http://i.imgur.com/zgNy5rN.png Here are a bunch of meads. The back row features Four Eye Grog from TES Online (the normal map is messed up atm), Rosethorn Mead from Oblivion (messed up normal map), and Old Gold 200 mead (mentioned in the Winking Skeever). I renamed "ale" to Son of a Horker Ale and "nord mead" to Nordic Mead. Not terribly imaginative but I never said I was very creative. The Riften Specials are now mead bottles rather than generic flagons. I used a mod that made them into wine bottles but I thought they seemed a bit large. The textures on the mead bottles were originally created for those wine bottles though so if anyone wants them, just ask. They are no longer listed under potions because I thought that was weird. http://i.imgur.com/X5iKuk3.png Here is the first set of entirely new-to-Skyrim beverages: Ancient Dagoth Brandy, Vintage Brandy & Telvanni Bug Musk from Morrowind. Daedric Lava Whiskey is from one of the DLC for Oblivion. Clan Mother's Cordial is from TES Online. ___________________________________________________ I'M TAKING ALL VALUES AND DATA FROM UESP.COM FOR PREVIOUS GAMES & AND A TES ONLINE BLOG FOR CURRENT VALUES FOR THOSE DRINKS. TES ONLINE DRINKS DO NOT HAVE SET SELL VALUES. I don't think any 'historic' drinks should decrease in value but I'm not sure if using the "auto-calculate" price in the CK is always the best option either. I provide the auto value for comparison. Ancient Dagoth Brandy Original Effects: Damage Intelligence 20 pts for 60 seconds & Damage Willpower 20 pts for 60 seconds. Sell price then & atm: $1,500 (auto: $522)NEW Effects: Damage Magicka 20 pts for 60 seconds & Damage Magicka Regen 20 pts for 60 seconds Vintage Brandy Original Effects: Damage Agility 30pts for 360 seconds & Fortify Strength 30 pts for 360 secondsSell price then & atm: $500 (auto: $6,078)NEW effects: Damage Stamina 30 pts for 360 seconds, Fortify 1-Hand & Fortify 2-Hand 30 pts for 360 seconds Telvanni Bug Musk Original Effects: Fortify Personality 40pts for 60 secondsSell price then & atm: $100 (auto: $207)NEW Effects: Fortify Personality / Speecraft 40 pts for 60 seconds. Rosethorn Mead Original Effects: Drain Intelligence & Drainwillpower 5pts for 60 seconds and Fortify Strength & Fortify Endurance 5 pts for 60 secondsNEW effects: Damage Magicka & Lingering Damage Magicka 5 pts for 60 seconds and Fortify Stamina & Fortify Carryweight 5 pts for 60 secondsSell Price then $5, atm $20, auto $531 - In my mind I assume Rosethorn mead is still being produced even if there was just one bottle in Oblivion Daedric Lava Whiskey Original Effects: Fire Damage 1 pt for 10 seconds on Self. Paralyze 10 seconds on self. Restore Health 20 pts for 20 seconds on self. Summon Dremora Lord for 60 seconds.NEW effects: Fire Storm 1pt for 10 seconds. Paralyze 10 seconds on self. Regenerate Health 20pts for 20 seconds. Summon Dremora Merchant for 60 seconds. (the merchant seemed like a reasonable compromise unless I missed a "summon dremora" spell in the CK)Sell price: then $1. atm $660 (random), auto $605 Four Eye Grog Original Effects (as of current patch): restores 46 points of health for 35 minutesNEW effects: Fortify Health 46 points for 210 seconds (=3.5 minutes rather than 35 minutes) & Damage Stamina 30 points for 210 seconds (because it is booze)It doesn't have a price online as it's made if you have the provisioning recipe for it. You can sell it in guild banks & such I guess. I set the Skyrim price at $15 but it auto prices at $531 Clan Mother's Cordial Original Effects: Restore Magicka 169 points for 35 minutesNEW effects: Restore Magicka 169 points for 210 seconds (=3.5 minutes instead of 35 minutes)It doesn't have a price online as it's made if you have the provisioning recipe for it. You can sell it in guild banks & such I guess. I have it set to auto-calculate which is $2,411! Suggestions are appreciated on all that data. :) __________________________________________________________________________ SPIRITS TO ADD LIST The following list may or may not make it into the mod. I'm not very good at designing labels so it's time consuming work. Converting the TESO beverages to Skyrim values is a pain too especially w/o any kind sell price. The duration for the effects is very long which would seem unbalancing in single-player Skryim. Also TESO beverages don't seem to have ANY negative side effects which has been rather standard for alcoholic beverages in all the other games. From TES Online: Falkreath Rosy MeadYsgramor's Harbinger Lager (I'll probably shorten the name, that's awkward to say)Colovian Amber AleCheydinnhal SherryRiften RyeBravil MeadSkingrad MuscatSurilie Brothers White MerlotSurilie Brothers v399Surilie Brothers v415Psijic Ambrosia (no idea what to convert the 50% exp boost to)Imperial Stout Since the stand alone beverage mod will be released independently from the Spirits of Nirn beverage store, I will be adding drinks to various vendors. The Telvanni Bug Musk, for example, will be sold only by the apothecary in Tel Mithryn. ----------------------------------------------------- OK, I'm stopping now since I'm beginning to lose track of my own train of thought. Any suggestions, tips, critiques are appreciated. If I skipped a drink from a previous single=player title, let me know. I'm hoping to release this (not the store, just the booze) late next week depending on feedback and the number of drinks I end up adding.
  7. Wow, talk about weird synchronicity, I was just going to message you about some textures. I LOVE Legacy of the Dragonborn - so much that I will probably play the game again just so I can play with the final version. I wrote that very lengthy critique of the museum not long ago. I would love to help out. I've been working on a mod of my own and was trying to decide whether or not to buy a Blue Yeti mic to try my hand at voice acting a few roles in mine. I'm a 40 year old American woman with a fairly unique voice so I could easily do an imperial. I think I may now be, ahem, "forced" to use your request as the excuse to just buy the mic LOL. In any event, at the very least I can beta test it. I know a bit about the CK. Years ago I did some modeling and texturing for The Sims 2 but evidently my skill set is as woefully outdated as my old tools (Milkshape & UVMapper Pro). I can't for the life of me figure out how to get my old .obj into Skyrim with their UV Maps intact. So until I learn Blender, I can only manage to do some texturing. BTW, I'll message you with pics of the updated textures for the Unique Treasures drink bottles. I tried to fix the UV maps for some of the other Unique Treasures so I could put better textures on them but that's when I discovered that re-mapping a mesh in my old tool is pointless since NIFskope won't read the map correctly. grrrrrrr I finally learned, today, why I was having a hell of a time fixing textures for the Gemstones mod so I'm going to finish that over the next few days. You can have the textures for any/all of them if they meet with your approval.
  8. I recommend Skyrim Immersive Creatures (SIC), Deadly Dragons, and Animallica for creature encounters. SIC has a great "events" feature that adds things like random goblin tribal wars and other creatures that battle each other rather than just everything attacking you. Animallica adds a ton of new wildlife to make the world that much more alive. Birds of Skyrim adds a variety of, um, birds - including the pheasants you see hanging up everywhere but never in the wild. Skyrim Flora Overhaul makes the natural world much more immersive and beautiful. Legacy of the Dragonborn is a huge mod that features a museum as its centerpiece. It combines numerous other mods so you have to pay attention when you're out and about in the world and gives many items a purpose beyond being just 'another thing you'll never use but can't part with.' When all is said and done there are well over 1,500 items / artifacts to store in the museum (more if you get the additional mods it supports). There are fully scripted quests, voice acted dialogue and so much more that makes it one of the best mods I've ever played and it keeps getting better!
  9. Ok, so 5-minutes-with-Google-later and yes, it was indeed vertex coloring. Thank you again, that's one less nagging issue! :)
  10. Nope. Thank You!! Now I have to figure out how to do that but it is awesome to have a place to start!
  11. <EDIT: Resolved!! Thank you!!> I decided to tackle an issue in Skyrim that bothers the heck out of me: the vast amount of eternally vacant properties. My first step was the Mythic Dawn museum which is constantly empty if you kill Silus to get Mehrune's Razor. Since I just finished retexturing several beverage bottles from a handful of other mods, I decided to turn Silus' place into the "Spirits of Nirn" beverage shop complete with drinks from other TES titles.* Everything has gone fairly well until I decided to use one of the poison bottles for the Ancient Dagoth Brandy from Morrowind.** In the picture I attached, all the mead bottles look exactly as I expected but the bottles on the top, 3 bottles of the Dagoth Brandy, are brown. The texture itself is actually dark gray. I can find no hint of brown being applied anywhere in Nifskope, at least in the fields that I understand. Technically I like the brown but that's not the issue. I want to know how / where it's being applied to the bottle. I've seen this "rogue color data" before, on soul gems. I gave up on trying to 'fix' that issue in a mod that used the soul gem meshes for other things. I hated how repurposed soul gem meshes had a purple/blue cast especially when one, for example, was being used as quartz (the plain white variety). I never did figure it out. In both cases, the bottle & the soul gems, the color is NOT coming from the texture, the cube map, the specular map, the emissive color or the specular color. The only place that I, in my limited understanding of Nifksope, can think could be causing the issue is a field called "texture set / Ref <BSShaderTextureSet>." I have no idea what that field sets or what all the value are or do. I'm sure someone has to know where that data is coming from and how to change/remove it. Any help would be VASTLY appreciated. I hate not being able to figure out something so seemingly trivial. I'd kill to find a real 'manual' on that tool as it relates, specifically, to Skyrim. Is there one I haven't found yet?? * FYI: Four Eye Grog is from TES Online, Rosethorn Mead is from Oblivion (from one of the DLCs I think), & Old Gold 200 is mentioned by NPCs in the Winking Skeever in Solitude. ** I didn't say it was going to be super lore accurate, just, um "lore inspired"
  12. As you play through the game, a LOT of houses/buildings become 'abandoned.' Places like Calixto's House of Curiosities & the Arentino House in Windhelm, Nepo's House & the actual 'Abandoned House' in Markarth, the Mythic Dawn museum (depending on how you play that quest of course), etc. It would be great if I could find / finance NPCs to move into those places and, if appropriate, run them. I've use the CK to renovate some of them for my own use, but let's face it, how many houses does the Dragonborn actually need? Additionally, you meet the occasional NPC, like the girl in the Bunkhouse in Riften, who is 'stuck' in her situation because of the death of family members. I think it would be far more immersive to be able to offer such people a 'loan' to move into one of the newly vacant buildings. I realize this could really only be done with properties that become vacant as the result of a quest but there are a LOT of empty properties because of quests. Calixto's could be made into an interesting quest-base museum like the museum from Shivering Isles where you quested to fill it. Or, you could also just bring some of the weirder items you collect (like Pelagiu's hip bone) to the new owner for display. I would be happy to do the renovation part in the CK but have no idea how to do the scripting parts.
  13. You may be looking for this mod then: http://skyrim.nexusmods.com/mods/26851/? It adds apple trees, blueberry bushes and a host of other plants including Elves Ear & Frost Mirriam.
  14. It kind of bothers me that in a land torn by civil war, there is only one orphanage but lots of orphans. I know there are mods that allow you to adopt multiple children, but the kids creep me out and the last thing the dragonborn wants to deal with is more fighting brats after weeks of adventuring (the 2 I have is way more than enough). However, it would be nice if I could buy a building & choose a follower (or a hirable set of NPCs) to run the place. That way every time I see some poor kid w/o a home I can take him to the nearest orphanage. Sadly a project like this is way beyond my meager skills with the CK but I'd be happy to test, offer moral support, bake cookies.... :)
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