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DarkRudra

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Everything posted by DarkRudra

  1. There are a few mesh replacers for hands. I'll leave it to you to decide how realistic they are... For females only: https://www.nexusmods.com/skyrim/mods/49285 https://www.nexusmods.com/skyrim/mods/69584 https://www.nexusmods.com/skyrim/mods/30179 https://www.nexusmods.com/skyrim/mods/57083 For everybody, including beast races: https://www.nexusmods.com/skyrim/mods/44792 For textures, there are these: https://www.nexusmods.com/skyrim/mods/4789? https://www.nexusmods.com/skyrim/mods/1293? https://www.nexusmods.com/skyrim/mods/3433? (male only) That's all I could find a quick search for the terms "hand" and "hands" - I'm kinda surprised there aren't more of them. The various body replacer mods - either texture or mesh - also usually include hand elements, too, of course. Maybe that's why we don't see more of them.
  2. Why not just use one of the buildable houses, but without building any of the interior objects? As an example, build Lakeview Manor and the three wings for it, but then don't use the inside construction benches and instead furnish it by placing tables, etc, with Positioner instead of the workbenches in the house. You don't even need to use one of the Hearthfire houses, there are mods that add new houses using a similar system that would work too. Or you could get one of those mods that lets you create a custom building from scratch, like Woodcutter or Atronach Crossing, and plan the layout yourself to some degree.
  3. It should be fine. There are some mods that can do similar mid-game, like Wet and Cold. It might take a few in-game days for it to populate through the leveled lists, so it might not show up immediately.
  4. Amiella Outfit CBBEv3M That's the original, I think. There are various retextures and body conversions out there.
  5. Not quite the same thing, but Transmogrification - Copy Armor Stats is the closest to that I'm aware of. It's not having 2 sets equipped at once, but it allows you to copy stats from one set to another. Basically making your cosmetic purposes armor have the stats of your dragonbone armor (or whatever). Also similar is In-Game Equipment State Edit - Edit Copy Rename SlotMask.
  6. It's at http://skse.silverlock.org/ Get the SE build.
  7. The stuff you're missing is added by Mfg Console. You have disabled that somehow - make sure it's installed, enabled, and not being overwritten by any other console mods in your load order.
  8. It's in this one: https://www.nexusmods.com/skyrim/mods/5577
  9. Just find mods you want to use and see if they require any of the DLC add-ons - Dawnguard, Dragonborn, or Hearthfires. If they do, it should be listed on the mod's description page under Requirements. If a mod says it requires "Legendary Edition" that means it requires all three of those.
  10. My Google-Fu tells me it is called "Droxian Velvet," but there's no public release of it. I agree that the dresses in Apachii Divine Elegance Store are very close - it was my first thought on seeing the picture, really.
  11. You can't start variable/property/etc names with a digit. Instead of "00CV2_MorningSunMessage" use "CV2_MorningSunMessage" and so on. https://www.creationkit.com/index.php?title=Identifier_Reference
  12. Okay, get into xEdit with your full load order as you've done there. Pull up Worldspace under Skyrim.esm and look at the record with the form id 0000003C. You should see several columns, each represent the mods that contain a copy of this record. Find the "FULL - Name" line near the top. You'll see that most entries say "Skyrim" on this line. Use the scrollbar at the bottom to skip over to the very last column - that one will almost certainly say "Himmelsrand" instead of "Skyrim." Right click on that one, click Edit, then change the value to "Skyrim". Now, chances are that file you just edited might be a patch you made when setting up your load order - it could be a Smash Patch or a xEdit Merge Patch. If it is such a file, then scroll back through the list of columns and look for any other entries that use "Himmelsrand." Change those too, so that if you ever have to rebuild your Patch, you don't need to go through this again.
  13. https://www.nexusmods.com/skyrim/mods/40905 https://www.nexusmods.com/skyrim/mods/51883 https://www.nexusmods.com/skyrim/mods/55780/ https://steamcommunity.com/sharedfiles/filedetails/?id=105394017 Those are what I could find in a quick Google search. The third one has the guitar as an axe, the others are greatswords. They all have different models, so there's some variety there. The last is technically a lute rather than a guitar, but I included it because it kinda looks like a wild electric guitar.
  14. Did the fix described above fix it for you? If not, check any mods that add people to the White Phial or alter those already there. IIRC, vanilla Skyrim only has two people in the building, but I know at least one follower mod uses it to place a new NPC.
  15. Jaxonz Positioner has an option to make light sources visible. Cobb Positioner might have it too, I'm unsure. Anyway, that combined with mfg console, might allow you to check the references for those. I'm not sure if that would actually work, I've never tried it. That wouldn't help with idle markers, though. Do you have any mods that followers to the Huntsman or alter inn interiors? Either those might be a culprit. The only way to know for sure, that I know of, to track down the mod responsible for adding the idle markers would be to load all your mods in TES5Edit and check to see which ones edit stuff in the Huntsmen's cell.
  16. There's a bunch that will let you craft copies of uniques. Just search for "craft unique" and you'll see several. I think Complete Crafting Overhaul has an option for it, too.
  17. That could be neat. Daily might be a bit much, but maybe the time period could be configurable. Possibly give it an option for leveled loot or something too?
  18. I think it should be possible, though it might need some new scripts. Depends on how that Companions quest works, I guess. I'd certainly like to see this made - I'm kind of tired of the Bee & Barb being overfilled with extra followers. I imagine you could do it based on factions somehow. Maybe display all the members of the PotentialFollowerFaction or whatever it's called. Set up a formlist containing all the vanilla/DLC followers and use that as a cross reference to exclude them. It would probably be a good idea make a patch to add Interesting NPC characters to that, since moving them might break 3DNPC quests. The only part I'm unsure about is finding and disabling the references that put the followers in their original locations - I'm not sure if there's a way to do that dynamically (or it might be very easy for all I know). I've actually seen a mod that can randomly place followers in a dungeon when you enter or in overworld encounters. It's not quite up to spec with this idea - it included vanilla followers, only females, could place them behind walls, didn't disable the original locations (and was an Estrus addon, of all things). But it is another proof of concept of the idea.
  19. There are actually a few bundles out there, but you have to look for them. They're usually covering smaller mod types like a compilation of weapons or such. A lot of the bigger mods can't be bundled without a lot of work due to compatibility issues. The more ambitious bundles usually run afoul of the permissions issue before very long, though.
  20. The "not contiguous" error usually means you have Merge Plugins loading other mods in the middle of the list of mods you want to merge. When you start up Merge Plugins and it shows you the big list of esm & esp files with check boxes, you should make sure the only mods with a check next to them are the ones you want to merge and their required masters. Also that the required masters, if you're not planning to include those in the merge, are listed before all the mods you will be merging.
  21. Here's a few from my mod list: Pirates of the North Pirates of Skyrim Northern Encounters Qaxe's Questorium LC Become Lord of Utgard The Scarlett Underwater Treasure Seapoint Settlement Andromeda (a follower mod) Andromeda - Standing Stones (puts at least one new location on the shoreline at the same location as Seapoint Settlement) More Bandit Camps Quest: Sea Of Ghosts by ThirteenOranges (I assume - saw this listed as an incompatibility on The Scarlett and figured so based on the name)
  22. If you want to get rid of the ugly dead shrubs, just get Insignificant Object Remover and it'll do that for you.
  23. I've seen some of that happening in my game, too. I think it's related to DynDOLOD, but I haven't had a chance to test that. For me, it's usually around the entrance to Windhelm - that whole bridge area is covered in the long distance texture. One reddit thread suggests it might be related to using Optimized Vanilla Textures or the similar Performance Textures.
  24. I recently happened across a few mods discussing this and found the solution. You need to edit the Skyrim/Data/SKSE/Plugins/nioverride.ini that comes with Racemenu to enable face paints to get access to the glow bits. The description page for this freckles/scars mod discusses what needs to be changed. Apparently this can cause crashes when characters are decapitated, though, so that's where the glitches you mentioned come in. From what I can gather, the glitch can also trigger a crash when an NPC is decapitated if they use Racemenu's overlays. ...and now I realize why some of the warpaint mods I downloaded weren't appearing the game. Huh.
  25. No, not really. The shape and textures of their faces are stored in facegen files, which have to be regenerated in the Creation Kit when the faces are changed. You might be able to change some minor things like hair color, but any significant changes to the faces are going to mean creating new facegen.
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