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Graybark

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Everything posted by Graybark

  1. In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085, #47381190, #47381300, #47381380, #47381760, #47388285 are all replies on the same post. A few people posting +1 does not mean the name has community support. I trust Robin knows best what is and is not good for his business.
  2. That's how it works. You can modify the load order of the esps via NMM itself. The bsa archives load according to the esp load order. Loose files override everything.
  3. I would also say go for the Special Edition. It is future-proof.
  4. Why don't you simply edit the speed of your weapons? I know this is not what you're asking for but it is far simpler.
  5. The closest mod I can think of is Trade Routes: http://www.nexusmods.com/skyrim/mods/49369/?
  6. Gone? I see he was banned. What was the reason?
  7. Total Character Makeover, Pride of Valhalla, Ethereal Elven Overhaul, Tempered Skins for Males come to mind.
  8. Ever heard of ENB? http://enbdev.com/
  9. This is primarily the responsibility of the mod authors. Then, the mod users. Vote on it or contact the authors.
  10. SE does not use them. You can safely delete them.
  11. Hi, I've been working on this mod for a while now and finally got it right. Of course there are still some issues and it would be great if there people would help me 'porting' some popular mods to make it compatible with this one if there is interests. Anyway, here is an excerpt from the readme. Nexus link: Apachii Vanilla Hair Replacer FaceGen Data Uploaded Ethereal Elven Overhaul Bijin NPCs, Warmaidens, Wives This mod is not compatible with mods like Diversity, Total Character Makeover or other mods that add NPCs or alter vanilla NPCs' faces. Mods that do not rely on vanilla hairstyles should be fine. I am currently working on adding facegen data for popular mods like the ones just mentioned. Description This mod uses the three hair packs Apachii Hair, Apachii Hair Females, and Apachii Hair Males as a base and replaces the vanilla hairstyles in Skyrim. It does so by editing the esp file, and therefore the three mods by Apachii are required. This means that you will not see any of the vanilla styles in your game (except for the ones I missed or intentionally left out). This mod does not come with any meshes or textures on its own. This includes: all humans and elvesDremoraonly half of the male Orc stylesno male Redguard stylesno Khajiit, Argonians or Snow Elves More Detail For those interested in my reasoning for my choices, here is some information about how the vanilla game is set up. This applies to male and female unless stated otherwise. There are 8-9 styles for the Dunmer, and an additional 9 styles for all elves. The Dunmer styles are also used by all other mer. There are also around 20 Nord styles that are used by all 'humans'. Orcs have their own styles in vanilla; so do male Redguards (Redguards use human styles, as well). Female Redguards have two additional styles that are used by all humans, however (so no exclusive styles). Imperials have one extra style each (none are exclusive). Many (if not most) of the meshes for men and mer (and Dremora) are simple copies. There are very few models that are exclusive to men or mer. I am not even sure if the textures are any different. While working on this mod I endeavored to give each race an exclusive feel and so no female styles (except for two side shaves, one mohawk, and one dreadlock style) are shared among elves and humans. Orcs also share some of the human or elf styles because of lack of options. For males this was more difficult since there aren't as many total styles available. I still tried, though, and gave most of the 'upswept' styles to elves, for example. Because of this I gave female Redguards, Bretons, Altmer, Imperials, and female Bosmer additional, exclusive styles. These are not used by NPCs, however and are indicated by a '+' in the pictures. There are multiple reasons for not using a certain style. For one, I do not like it. Secondly, and this applies to long styles, especially the ones that go over the chest, they do not look good in a game without any hair physics. Thirdly, they make guys look like tools (this one is close to my heart). I know that KS Hairdos uses XPMSSE. Maybe something like this can be added to Apachii, as well.
  12. Can you show a screenshot?
  13. I don't know what to tell you except that when I redate the plugins via LOOT, the problem disappears. Just like the other guy said.
  14. I have it installed but I don't use it regularly. I only used it this time because when you check the time stamp in Windows 10, it does not give you the seconds (last modified: hour+minutes). Only Wrye Smash does. Well, apparently Mator Smash does use the time stamps in some way. I am saying this because the issue seems to be the time stamps. When I re-save a file, the issue is fixed. Another user also confirmed this issue on github. Using LOOT to redate the plugins seem to fix the issue with Mator Smash. Sorry, there does seem to be a problem.
  15. Sorry if there's something I missed but doesn't Skyrim have a new sorting system that does not go by time stamps? Wasn't that the whole point?
  16. It seems that your program looks at time stamps when sorting the load order. I have a few instances where it will not load a plugin if the time stamp of the master esp/esm is equal to or later than the dependent esp/esm. iNeed and iNeed - Extended are an example. Both plugins have an identical time stamp according to Wrye Smash, but are correctly loaded by Skyrim, LOOT and NMM. Something to consider. Looking forward to further updates :smile: Edit: This appears to be more complicated than I initially thought. I have the same problem with Enhanced Blood and its addon Reduced Wound size, which is set to one second later. So no idea why it is doing this. The load order in Mator Smash does not even resemble my load order. Strangely enough, saving iNeed - Extended does fix the problem with iNeed. Also, when I create a patch it won't let me open it in Explorer (Windows 10). It says "Directories invalid". I cannot locate the file. Running it as admin.
  17. Do you also post in the official forums? You might get even more attention and help over there.
  18. Is it ever correct for an ENCH reference to be directly referenced in a cell like in the Morrowloot SE version? SSEEdit lists this as an error. Can't give specifics right now because I just have my phone with me right now. There also seems to be a "default gauntlet" reference in the Master file. So is it possible that the enchantment is then applied to whatever that variable equipment is changed?
  19. Hi, I remember from my Oldrim installation that there was a conflict with the various Hroldan Nightgate and Sawmill Villages mods and some of Arthmoor's village mods. Unfortunately, I cannot recover this information. If I remember correctly it was something Arthmoor himself mentioned. Not sure at all, though. I am currently attempting to port these mods to SSE, and I was wondering if there was something I needed to be aware of. Also, is there any reason not to make an all-in-one version of Arthmoor's mods? If not, is it possible to merge them by oneself somehow? Thanks a lot! By the way, I am not saying that I wish to release a mod compilation of another author's mods. Just something I wish to do for myself. In case someone finds fault with this line of inquiry.
  20. In response to post #23745064. #26711514 is also a reply to the same post. The 2.4 version does indeed add very detailed crotches for females but it also includes an underwear version in the "Other" folder. You have to use the meshes and textures in this folder if you don't want that. 2.4 is safe to use.
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