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Everything posted by Deleted2783630User
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I've created a custom race, using Racial Compatibility - compatibility with other mods improved. The new race is based on the Khajiit race; the race's Morph Race is set to KhajiitRace, the race has the keyword "ActorProxyKhajiit", and the quest that runs RegisterCustomRaceScript has its ProxyRace property set to KhajiitRace. I've also created the form list containing my custom race and its corresponding vampire race. I'm trying to add one of the (human) hairs from the Apachii hair mod to my custom race. I duplicated one pair of the ApachiiHairXXX and ApachiiHairLineXXX head parts, changing their valid races drop downs to my custom race form list. In-game I only see the Khajiit hair choices for my custom race, including the Khajiit hairstyles added by the Apachii mod, and not the hair style I duplicated. My intent is to change the hairstyles available to my custom race without altering what hairstyles are available to the Khajiit. What have I missed here?
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Is there an alternate Mod site to the Nexus?
Deleted2783630User replied to Dragonfire12's topic in Skyrim's Skyrim LE
You could give TES Alliance a try. -
I'm relatively new to Skyrim modding, having come from Oblivion modding, so I haven't done anything to my female bodies or clothing yet. Not to give away which mod I'd leaning towards, I'm not looking for skimpiness but I am looking for curves. But after doing research for the "perfect" female body/clothing/armour mod combination the choice between CBBE and UNP is looking like the choice between the Imperial Legion and the Stormcloaks. :armscrossed: I'm very keen on sticking with Vanilla for now. Frankly, part of the reason I've been turned off from both mods is the behaviour of some of their users. CBBE: Hundreds of posts on hothtrooper's Immersive Armours mod asking for CBBE conversions, even though it says right in the mod's description that hothtrooper will not make such conversions himself due to how much work that would be (the UNP conversions for Immersive Armors weren't done by hothtrooper himself either). UNP: Lots of users who love to assert their moral superiority for not liking giant breasts. As for the technical aspects, If I use a body mod I'd want conversions for all Vanilla+DLC armours and clothings, like EVE HGEC for Oblivion. As far as I can tell, this doesn't exist yet for CBBE. We might see it for CBBE now that Bodyslide 2 is released, but I'd give it a year from now at least. I have no idea what UNP has, other than the Immersive Armour conversions. I have no time to do any conversions myself. Hell, even Oblivion's EVE mod missed a few outfits.
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This is in the Steam version of Oblivion. I'm trying to use a texture replacer for the crosshair (texture path is Textures\Menus\misc\hud_reticle.dds), yet I still see the default crosshair in-game. Everything is installed with Wrye Bash's installer manager. I've read about archiveinvalidation bugs so I'ved investigated that. BSA Redirection is checked inside Wrye Bash. The created and modified dates of Oblivion - Textures - Compressed.bsa are at the year 2006, while the crosshair texture has a created year of 2013 and modified year of 2011. In my Oblivion.ini file SArchiveList is set to "ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa". I do not seem to have a ArchiveInvalidation.txt file (is it just supposed to be in my main Oblivion install directory?). Active Mod Files: Thanks for any help.
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I'm attempting edit some clothes, but I'm getting warped textures around the legs in-game. For comparison, this is what the leg textures should look like: This is with a Khajiit, the body is HGEC-based, and I'm using the Khajiit texture fix that came with the Eve mod which is merged into my Bashed Patch. In Blender I had deleted most of the lower body mesh so that just the visible leg parts are left. Update Weird. I went back into my Blender file; deleted, reimported, and re-trimmed my lower body mesh; and reexported. The legs show fine now in-game. I wonder what happened.
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This just started tonight. In the tutorial dungeon, after the Emperor and co. leave and I get attacked by rats, trying to block causes the game to crash, where an error dialog box pops up. It's hard to read the dialog box because Oblivion itself still seems to be still open - though frozen - and keeps my computer locked up until I get Task Manager open to kill it. Active Mod Files: In case it's relevant, this happens with an Orc character, and I was blocking with my fists. Fundament, nGCD, TRAP, and Birthsigns Expanded are the most recent mods I've installed, though I haven't changed their INI files.
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The only conversions I've seen of the Losing My Religion clothes and armours are for DMRA, which isn't quite what I'm looking for.* :whistling: Anything for the "classic" HGEC body? I suppose since HGEC has more cup sizes than we'll ever have clothing mods for, I'll admit my preference for one of the E-cup torsos.
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Mephitis Race by SithDagger
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Daggerfall was built around fast traveling. The map was even searchable. :wink: But yeah, I guess there'd be a case for there being too many caves, etc. I don't have Skyrim yet, but I know that Oblivion has way more caves than I'd ever want to plunder.
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So I'm working on my 100% completion playthrough and I've finally maxed my attributes without even having finished the main quest or any of the faction quests besides the Arena. I blame Oblivion XP and Martigen for letting me do this (those and me doing a 100% completion playthrough). So I'd like to pick up an uncapper so that I can use up those extra attribute points Oblivion XP has lying around. My options seem to be -Elys- Uncapper and AV Uncapper. AV Uncapper is newer and more up-to-date sounding, but I'm not sure how "complete" it is. Or how complete Elys's mod is, for that matter. Your thoughts? Also, starting to use one of these mods for an existing character wouldn't mess anything up, right?
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I bought a charm spell, but the charm effect doesn't show up in the spell maker. :ermm: The only mods I have that would effect spells are Supreme Magicka and a setting in my Bashed Patch that renames spells to sort by school and level. Update OK, so it did seem to be caused by Supreme Magicka, because the Charm effect showed up in the spell maker after I uninstalled it. Update 2 ...And it turns out that Supreme Magicka intentionally restricts Charm from the spell maker. :pinch:
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Custom class help (spellsword)
Deleted2783630User replied to Deleted2783630User's topic in Oblivion's Discussion
Eh, the spell shops in the Imperial City still don't have any decent Illusion or Alteration spells. There's a feather spell and some water breathing spells for Alteration, while Illusion only gets a frenzy spell (which is on touch, so it sounds useless). Update Well, I persevered with this class, and made it to Bravil to purchase some extra Illusion spells and take advantage of Enchanting and Spell Making Altars so that I don't have to visit every damn Mages Guild to get to a spell maker. I bought a charm spell, but the Charm effect doesn't show up in the spell maker so I'm unable to make a better version. -
Maybe a stickied megathread of these things? Anyway, my class will be a variant of the ever popular Spellsword, where I want to play as a quick and agile fighter that's enhanced by magic. My race and birthsign are picked mostly for role playing reasons and are dependent on my mods anyway, so I'm mainly interested in opinions on my skill choices. I'm using Supreme Magicka, so among other things the absorb spells are in Mysticism instead of Restoration. Blade Block - The obvious combat skills. Acrobatics Athletics - As I said, quick and agile. I'm using the Progress and Realistic Leveling mods so I'm not terribly concerned about gimping my character by making these major skills. Alteration - Replace armour and security (hopefully). Illusion - Replace sneak and speechcraft (hopefully). Restoration - The ever important healing, buffs, and elemental protections. I'm a bit worried about my starting spells though. I'll still need lockpicks until I can buy/make a decent unlock spell, while with Illusion I only start with a light spell and a calm-on-touch spell that is terrible for combat. I have the city fast travel markers disabled at the start so it's not like I can purchase all the other spells and get to the spell maker in half an hour real time either.
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how can you use eyes from other mods
Deleted2783630User replied to scyth666's topic in Oblivion's Discussion
Is there no way to select more than one eye or hair at a time to duplicate or add to a race? Race Balancing Project gives me hundreds of each to transfer. :wallbash: -
Well, "Then you can take my star / At now forgotten shrine of mine" could be Azura's shrine. And "Shattered by the black hunter chasing a prey" could be Hircine's shrine.
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Off the top of my head, first riddle must be talking about vampires and vampire dust. Second riddle seems to be talking about atronachs and their salts (fire, frost, and void).
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I think I can confirm that what's happening is that new enemies are being spawned inside dungeon sections I've previously visited and have returned to. Enemies don't seem to be spawning in the same section I'm in. And it does seem to happen with every dungeon. Which gets annoying, especially with bandit caves where Oblivion seems to have a knack for spawning one of Francesco's or Martigen's boss bandits when I'm trying to leave while weighted down with loot and with 50% damaged armour. :rolleyes: It's also weird because I've never seen this until this week. I can't tell what could have possibly messed with the spawn schedules.
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Actually, I think you can get the "swimming in the air" effect by going into water and then type tcl in the console.
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What seems to be happening is I "clear" one part of a dungeon, go to the next part, then when I enter the previous part again I see new enemies. Which is happening in every dungeon now for some reason. I've never seen this before. The only mods I use that should affect spawns is Francesco and Martigen, but I've used the two together before without seeing enemies spawn behind me. I also have the cell respawn time set to 5 days in my bashed patch. Active Mod Files:
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I'm going through Fatback Cave right now and I'm noticing goblins in areas I've already been through that I swear were not there before. :mad: They started appearing when I started travelling back and forth between Fatback Great Chamber and Fatback Deep Basins because there's an army of goblins near the entrance of Deep Basins and my pure mage can only take on one at a time.
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Make Cyrodiil subtly funnier
Deleted2783630User replied to Deleted2783630User's topic in Oblivion's Discussion
"Subtle" is probably the wrong word. And I'm not going for lore friendliness. It's just that most of the non-quest joke mods for Oblivion I've seen require some explicit player action. The Hilarity mod gives spells to the player to mess with the world (but not to anything else). Mods like motorcycles and most clothing addons are only usable by the player. For Skyrim though, there're swearing mudcrabs, laugh tracks, werechairs, and trolling trolls. The player doesn't have to do anything to make things funny, because the comedy/stupidity is already ingrained in the world. I guess I need to dip into the search form some more. -
I'm thinking of mods in the spirit of Skyrim's Swearing Mudcrabs mod. Mods that don't require an action on the player's part to make things funny. Not mods like Hilarity that gives the player spells and things that must be used. So, a mod that adds modern hip-hop clothing would not count unless it edits the leveled lists so that you'd encounter bandits wearing said hip-hop clothing.