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Everything posted by LostBoyLazarus
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Truthfully, I hid the mod because I needed to do some updates but never found the time (no, not hosted elsewhere). I haven't been playing Skyrim either which doesn't help. I can't remember without checking why the update was required; I'll have to look soon - it wasn't game breaking but was enough to irk me. I'll make it public (with a disclaimer) now. Thanks for your interest!
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Did you even Google? :wink: The first two links that pop up provide your answer: https://steamcommunity.com/app/72850/discussions/0/2132869574276998664/ | https://staticdelivery.nexusmods.com/mods/110/images/33914-3-1364239627.jpg, or https://forums.nexusmods.com/index.php?/topic/1545318-kneel-down-with-sword-animationpose/ Apparently, if you use this, you'll get the pose you want (rather than just a kneel animation) if you do it with a sword drawn. The animations were made for Oldrim, so you'll need to run them through something like Cathedral Assets Optimizer first. Edit: I also found this. People said it has the option to make a character kneel and can be converted to SSE (read the comments in the link for instructions if you don't know how to do it.) Cheers.
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SSE REQUEST: Small Addition to Whiterun Market
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
Request closed. I did it myself. Thanks. -
^This. Any public port will require the original author's permission or risk being taken down. I've never used the mod, but a quick Google search threw this up. Looking at the files, they're a match for the original mod so if anyone wanted to try it out, you might be in luck. https://www.patreon.com/posts/familiar-faces-35202526 | https://www.patreon.com/file?h=35202526&i=5300238
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Done: https://www.nexusmods.com/skyrimspecialedition/mods/48382
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I could see that working just as well :) Its immersive, lore-friendly and - for the most part - trouble free. (You'd have to find an alternative for those merchants that change their roles, i.e Heimskr if he gets arrested.)
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Done: https://www.nexusmod...tion/mods/48382 I recently started playing a new character and decided that I wanted to purchase an Amulet of Arkay. I'm nearly 30 hours into the game now and have yet to come across a merchant that is selling one. I've found the odd amulet here and there but no where is reliable and no one had one for Arkay. I realise that amulets can be found as loot, but for the sake of immersion, I would like to purchase mine through legit means. As such, I'd like to request a merchant NPC be added to Whiterun that sells amulets to the divines. I'm hopeful this is simple enough? I'm sure if you choose to help me and create this mod, you will make these decisions yourself, but if you're open to ideas: - The merchant should be a male nord or imperial. - The merchant should use monk robes or similar. Thinking along the lines of Danica Pure-Spring. - The merchant should be located on or near to the bench to the left of the Talos shrine in Whiterun. - The merchant can either remain there 24/7 or could have an AI package to visit the Temple of Kynareth, the Hall of the Dead and/or the marketplace. - The merchant could sell other items as long as they fit within the scope of the mod (i.e religion/gods). Thank you for your consideration.
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SSE Alternate Start - Live Another Life - SSE
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
Solitary, one week bump. -
I'm looking for someone who can create an additional start for the Alternate Start - Live Another Life - SSE mod please. I want to add an extension to the existing "I'm a patron at a local inn" line of starting options. For RP purposes, I'd like to have the option to start in the New Gnisis Cornerclub in Windhelm. Currently, you can only choose Candlehearth Hall which doesn't fit with a Dark Elf RP that uses mods to expand on the racism found in Windhelm. As always, I'm willing to donate towards the creation of this mini mod. I did look at the included "ASLAL - City Guard Extension Example" to try and do it myself but I couldn't figure it out hence I'm turning once more to the community. Thanks.
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SSE REQUEST: Small Addition to Whiterun Market
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
Request still outstanding. -
Request fulfilled privately. Thanks.
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SSE REQUEST: Small Addition to Whiterun Market
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
No way, that is amazing! Kudos sent. Sorry to hear you're ill. Nothing serious I hope. -
SSE REQUEST: Small Addition to Whiterun Market
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
It doesn't have to be the statue from the linked mod; purely linked as an example of what I'd like to see :) I agree! Really hope someone takes up the call :) -
SSE REQUEST: Small Addition to Whiterun Market
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Mod Ideas
Single, solitary bump. Happy to donate for motivation. -
Wow, those look great albeit a higher resolution would be better :)
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Edit: Request closed. I did it myself. Thanks. 16/03/21: Request sadly still outstanding. Willing to make a PayPal donation for fulfilment. This mod adds a horse statue just inside the gates of Whiterun. I'd really like a mod for a statue to be in the centre of the market replacing the well. (Idea from the mod's comment section.) Hoping someone may take a moment to try please and thank you. https://www.nexusmods.com/skyrimspecialedition/mods/23527
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Maybe a tad :laugh:
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SSE Help With Returning Effects
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Creation Kit and Modders
I made a duplicate of the Breezehome cell and started there. Its possible that the smoke FX was added by the ELFX mod, which I was using as a master. I will probably just start from scratch without ELFX and get it right. -
SSE Help With Returning Effects
LostBoyLazarus replied to LostBoyLazarus's topic in Skyrim's Creation Kit and Modders
Firstly, thanks for the reply. I genuinely appreciate it. Now I'm more awake, maybe I can explain a bit better :) I'm trying to modify Breezehome to remove the firepit and replace it with a fireplace. I set masters as skyrim.esm, update.esm, dawnguard.esm, hearthfires.esm, dragonborn.esm and enhancedlightsandfx.esp. I chose to use ELFX because I wanted the dust/light ray things that are added to the roof gaps. When doing my changes, I needed to remove three objects: FXSmokeSmokeLg1x1, FXSmokeSmokeLg1x1 and FXSmokeWispsLg1x1Adjust. These three are all above the now, non-existent firepit. I remove them as I would any other object and save my mod. I close the CK and when I next boot up my mod in the CK, those objects files are back. As a test, I booted up just ELFX via the CK and moved those three objects to elsewhere in the cell (outside of the house). When loading up my mod again, the objects were where I placed them :wallbash: What is confusing me is that surely my mod - having deleted the objects - should take precedence and stop ELFX from adding these objects in? Any advice on that please? -
Looks like its been in the works for a few months: https://www.nexusmods.com/skyrimspecialedition/images/61979/ Edit: There's also this. Not exactly what you're looking for but its better than nothing. Its for Oldrim but can be ported easily enough.
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I'm (slowly) learning how to use the CK. I'm working with Breezehome to make some minor adjustments to the placement of objects - removing the firepit, adding a fireplace, relocating the chairs etc. On paper, its all working well, however when I close down CK and reload later, three FX objects that I deleted (smoke for the firepit) have returned! I've triple checked that I'm doing things by the book (as far as I can tell) yet every time I reload CK and check in-game, these three effects have returned and are continuing to function. I've tried replacing them with an object, moving them elsewhere in the cell, shrinking them etc but they keep coming back. Any ideas? PS: I hope that isn't too vague? I've been up for hours and really should get some sleep lol.
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Mod is here. Fulfilled by murrayj. Thank you so much!!
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read,import,convert,modify hkx from skyrim SE
LostBoyLazarus replied to podi1970's topic in Skyrim's Skyrim LE
I converted animation mods from Oldrim to SSE successfully using this. Examples include: https://www.nexusmods.com/skyrim/mods/19315?tab=description https://www.nexusmods.com/skyrim/mods/36252- 1 reply
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- readimport
- convert
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I'm completely in the dark here so I'm reaching out for help if at all possible. Some items that I add to my game via mods have a tiny image preview when viewed via the in-game inventory. While not the end of the world, it would be nice to be able to see them properly. I've tried to look into how to do this myself but the only thing I can find is this post. I'm not really sure what it means by a BSInvMarker node to the nif file in NifSkope[/b though]. Further, I asked on Steam and was told SkyUI could help but no further information was given. Is this something I can fix myself or would I need to have had the author do this before release? Thank you.