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Ravenalora

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  1. I typed in healer to look for a follower who can heal you and....they were all female! There's nothing wrong with girls- but my female character wants an Altmer husband, and I love the followers that heal you. I WISH he could have the high elf voice type but that's not including marriage dialog, so I guess anything except the male dunmer voice type would be alright. Also I'd love him to either use a sword a sword/shield or be tanky. My character is an archer/caster This would be so helpful. I know how to make followers but now how to set up spells and healing like that. Thanks!
  2. This might be in the wrong section, but is there a mod that adds slightly more dragons, or dragons in small groups- other than "the REAL dragon threat'? That onw's a bit overkill for me. I tried searching, but I thought I'd ask if there was another one that wasn't so.... ambitious :)
  3. I actually fixed it through the CK- when you load up your file, it will tell you in the data window what master files you have, and you can remove them (Carefully) which is what I did, and everything works fine. I'll have to see if others who load it get the warning about Apachii now. I think it's fixed though! Thanks for yalls help!
  4. I see it as a master file.....but I don't know how to remove it ....
  5. I know, I keep making topics I feel like. My question is odd. I just uploaded a file to the nexus Saturday. Every time I opened it in CK to work on it, I'd tick Skyrim- Patch- Dragonborn- Harthfire- My problem is, Apachiihair 's file was RIGHT under the last skyrim master file. Apparently I ticked that as a master file at one point in my editing and now I believe people are reporting that they need Apachiihair to use my mod- which uses no assets at all from Apachii. I'm trying to figure out how to remove that stipulation from my mod, how to remove the need for Apachii's file. You know, without rebuilding my whole mod from scratch. I REALLY don't want to do that.... Did that make sense? Can someone help me?
  6. I never thought of the firewood thing!!! Thanks SO MUCH you've been extremely helpful! Like, Seriously. I might update some things in the house a little later. I used a lot of collision walls in this house and they seem to work but the 'making a havoc item static' and the 'make items storage' might change that when I get around to updating it. Elianora's stuff is always so detailed and pretty. I tried to add enough clutter without it being too stuffed with things. If you find any problems in the house could you let me know :) Thanks!
  7. Thanks for your help! I uploaded the mod! I do not know how to make it so I can have the "upload using NMM" button though....It's zipped in a RAR file- which Nexus took, but I think I have to put it in some different format for nexus to actually upload it with mod manager?
  8. IT WORKS! And...Oh my goodness you're right. I didn't even think about that! ....you know what that means? I'm going back in CK to change some of my displays now to make them look better, more polished- and not moving! Thanks so much for that tid bit! I'll try to upload this thing tonight :) I just want to make sure it's ok first!
  9. Thank you SO MUCH for this. I did do that, almost exactly how you said and It didn't work. BUT the fact you went and checked it out is really special. Thanks. I'll try again with the farm door. I used the TelVanni door. Maybe my yellow markers were not right. I had them pointing the right way and setting on top of the ground.... However I used the 'ash spell' static display- but maybe I should use a more 'solid not animated static'? I'll go experiment again! Hopefully if I can get it to work you'll see my house on the nexus :P
  10. So I see a few mods with teleporter doors that aren't actually doors. For example, one of the college of whiterhold's remakes has teleporter shinies to all the major holds of skyrim. How does one make one of these in their mod? I'm trying to make a shiny teleporter to Whiterun. I tried just changing the model of a door- and setting the markers to link up from my mod house to whiterun- but in game, when I approach my new altered modeled door, nothing happens even though there are yellow door markers where they should be, linked like normal door markers. Is it because I changed the model of the door? If so- how can I make something other than a door- a teleport door or load door?
  11. Thanks so much for all your help! I figured it out! and haven't lost anymore progress!!
  12. Thanks! I'm just hoping it actually saves. I didn't delete anything from NMM this time and some how when I loaded it back up- my progress had been lost. I'll test this, and then make sure everything saved. So- Delete the old RAR shouldn't bother my esp ' progress. Then use the updated esp to make a new RAR file- Does that sound about right?
  13. Well the creation kit file is in my data folder- because that's where the kit saves it....but I couldn't figure out how to enable it so the game would read it. There's not a 'files' button on the skyrim special edition launcher...unless I'm totally missing it. so I thought I had to use some other way to get the game to read the plugin...am I wrong? is there another way?
  14. Ok- this is probably something easy to figure out, but I can't find the answer anywhere. I'm making a house on the creation kit. I've figured out how to make my mod the 'active plugin' allowing me to save my progress without starting a new plugin file (yes...I did that for a while XD) But now I cannot see my progress in game. First I built the house and worked on the exterior. I activated it through NMM fine (I compressed it into a RAR file on my desktop and loaded it up in NMM that way) I'm not sure if that's the proper way but it worked. Now I modified some stuff today, tweeked the exterior and added stuff to the interior. How do I see my changes in game? (I made the mistake of disabling the plugin in NMM then deleting it THEN realized the file was deleted from my data folder and thus creation kit- so had to redo everything >.< I don't want to do that again.
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