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triptherift

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Everything posted by triptherift

  1. Has anyone been able to get this version to work correctly with NMM? I updated the game paths, but NMM won't load the activated plugins, because the GOG version has them at "Skyrim Special Edition GOG". NMM appears to be hard coded to "Skyrim Special Edition". So I have to manually transfer over any mods every single time. I know there is a discord server for NMM, but it is incredibly unfriendly. You cannot even look at any threads for help, let alone post in them. This is SE all over again, sigh...
  2. Just the latest shot fired in the console wars. xbox needed this deal to have a chance against PS5. The other people sniffing around to buy them would have been FAR worse IMO.
  3. Since I do character designs, I ended up making my own. These things are sensitive to how your game is setup. What looks amazing in my game won't necessarily look the same in yours. Find one that is reasonably close to a overall look you like with your game setup, and then for characters, tweak the SSS and skin specular values. The rotating sliders in the ENB GUI allow you to see the results in real-time as you adjust. My current favorite preset is basically Snapdragon settings but with some custom shaders pulled from Re-Engaged. Works for me.
  4. In response to post #84096628. #84101643, #84101928 are all replies on the same post. Oh please. Changing a few scaling factors in an existing skeleton, and making a new one like these guys have are worlds apart in complexity.
  5. It's not that complicated. Just edit the texture path in Nifskope. You should NEVER try to edit a custom NPC in the CK, as you will lose the custom slider settings and morphs and make something really ugly.
  6. It was kind of cool having my oldskool GF mods I had made in the past on Nexus for awhile lol. Thanks guys, and congrats to GF for getting their site back up.
  7. The new thumbs are working fine for me, but the images themselves are now broken. They open an empty window when you click on them (Firefox). NM, issue just fixed itself.
  8. The shadows are too harsh. The shadows on a NPCs neck reminds me of watching Rorschach's face on The Watchmen. Used to be you could fix that with an enb preset, but I haven't found one that helps - most make it worse. Best place to check on ini settings is here
  9. how to do this i never tuched the CK and love to convert few armor mods (for personal) use over to my game. really miss them i do yes. What part about those very simple instructions do you not understand? And @ducky, I would call out those mod authors if I found something like that. The SE esp format adds new forms.
  10. That is because in the old game it was set to 1 by default. Probably still is in the new one if they are toggling it off. In the old game you had to add the line manually and set it to 0 to disable the npcs from using navmeshes, same as they are doing now. By disabling the use of navmeshes, the ai can go anywhere, but I've noticed they get stuck on things.
  11. Has anyone else seen this in their skyrim.ini: [Actor] bUseNavMeshForMovement=0 I haven't touched the ini settings at all as far as I know, it appears to be what the game generated. I started to poke around because the npcs are getting stuck on things and just keep walking in place and not being able to go anywhere, which are classic navmesh issues. This line was set to 1 in the old game.
  12. Really dude? You didn't happen to notice a bunch of people in this thread looking for an answer? Why the drama?
  13. The old Creation kit needed some files in the directory data\sound\voice\processing FonixData.cdf temp_resampled_audio.wav May be the issue here or something related.
  14. You should uncheck the "has tangents" and "has normals" flags for body parts. They aren't needed at all in this game for body and head mesh parts (brows, eyes, hair, mouth in the facegen do need those though). I haven't tried any bbp/tbbp stuff yet - I'm still a little nervous about how backward compatible meshes, skeletons and textures really are. Sometimes they work for me and sometimes they don't, and I'm using the recommended porting methods. I'm hoping we get some conversion tools to update everything to the new formats. After the spell, did you get a message like this after setting 60 bones per partition? "Reduced xxx vertices to 4 bone influences (maximum number of bones per vertex was 6)"
  15. It's a flaw in Nifmerge. It strips out the "Has Tangents" flag from the meshes that need it (everything but the head). Check the box again and the old merges work perfect.
  16. The meshes are backward compatible, but Nifmerge likes to strip the "Has Tangents" flag when you do the merge on things like eyes, hair, brows, etc (heads don't need that setting). So you get invisible meshes in SSE, where they would display in OldRim. Just go back in and check the box and they work fine.
  17. Can you PLEASE make it convert facegens by any chance? Running a custom vertex sculpt from Racemenu or ECE through the CK to convert it just destroys the altered geometry, which makes it a less than worthless tool. The fugly NPCs are just depressing to go back to.
  18. My experience is totally different. OldRim ENBs would kill my frame rate but these aren't hurting it at all. My only gripe is it takes FOREVER for the game to start with enb enabled in SE. First time I tried one I thought I had an ILS. I noticed a big improvement over vanilla, the shadow gradients look a lot better. Stops that damn black face shadow on NPCs.
  19. There is an extractor on Nexus SSE called BAE that extracts the meshes fine. I can open them in Nifskope with no errors.
  20. OK, so I'm sure all of you that have tried to port your favorite follower over to SSE have noticed that they have missing face parts, including mouths, eyes, brows and hair. Running the esp through the CK and generating a new facegen will fix the issues, but will turn your follower into a standard Skyrim horse face - not acceptable. The reason it does that is because the altered geometry in the mesh isn't being transferred, it just uses a default preset geometry for the face. The reason the problem exists in the first place is because of a nasty little habit built into early versions of Nifmerge. It is stripping out an essential flag in the merge process - one that gets ignored in the old Skyrim, but is essential in SSE. I'm going to show you how to reset the flag and fix the issue. First, you will need the latest SSE version of NifSkope from here I'm assuming you are already familiar with the program and facegen meshes in general - no, I'm not going to teach that here. In this first shot I zero in on the problem, a missing vector flag: That's it. Has it been tested? Yes. Does it work? Yes. Any downsides? Yes. If you open up the esp in the CK and you just have the loose files in the directories, when you exit the CK it will overwrite the fixed facegen with its own and you will break the mod. If you need to open the esp, just use the latest SSEEdit instead from here. It's a better solution than the CK anyway, but you WILL need to let the CK do it's thing to update the esp file with new settings at least initially BEFORE you play with it in SSSEdit. Just make sure to pull your facegens out somewhere safe FIRST before you do that part. FWIW, SSE has a new simplified format for the facegen mesh. They combined some Nodes - where there were 12, there are now 10. Until some type of morph tool comes along, this is the only solution I know of. It may be a long wait for that. EDIT: There is now a tool here that automates the conversion process All credits for the flag setting catch goes to idioticidiot, just passing along the knowledge for others. Note to moderators, you may want to sticky this to save a lot of people the current grief cycle.
  21. Yes, because there was a restructuring of the nif file - old version of the facegen had 12 nodes, new version has 10. No way around it at the moment. You can make something that is backwards compatible with your fix, but it needs to come with a warning that if people load your esp in the ck, they will break your mod, so don't do it. It could be months or years before we get a fix for that.
  22. It has a few other bad habits as well that I've learned to work around, thanks for the new find m8
  23. Hell it even does that in mid-day sun, the gradients are terrible. If you remove the normals from a mesh, it does this same thing. The direct light goes into a black hole, because it doesn't know which way to reflect. The head and body meshes have no normals for whatever reason. Never seen that in a game I've modded before.
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