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TanyaSapien

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Everything posted by TanyaSapien

  1. Okay so, here's the problem I have. I'm trying to manually reshape the mask from the Cross Techmask mod to fit the heads from the Vulpine Race mod. Previously, I've used NifSkope to scale vertices on some dwemer goggles to make them match my modded race's head shape, and I followed the instructions, selecting the NiTriShape node and the function was there under Transform > Scale Vertices, but when I try to do the same with the cross techmask, selecting either NiNode or BSSubIndexTriShape I have no such option under Transform and trying to go into Transform > Edit only gives a whole mesh scalar, not a per-axis scalar. For clarification, a node titled "NiTriShape" doesn't appear to exist in the mask's mesh. I have no idea how to use Creation kit and I really don't want to climb that mountain just to reshape a single mask, so if there's some easy solution I'm missing, please somebody let me know.
  2. I liked biofuel before, it was a way for players to have a steady supply of fuel for various uses, but now at the same time as the game has added lots of new things that use fuel, it's removed one of the single largest ways to create fuel. IRL, biofuel is made using methanol and lye, AKA grain alcohol and tallow, when refined they produce biodiesel and glycol, AKA fuel and acid. This is much how biofuel worked in A16, and it stupefies me that they removed it. You can make lightbulbs and holodot sights, but you can't cook something people make in their woodsheds IRL? It makes no sense. I'd love for somebody to bring back biofuel in some capacity, because as it stands, I'm afraid to actually use any of the shiny powered traps and 4x4 trucks because I don't want to end up gutting every single old car and then reverting to a mad max style quest for the last few drops of gas while strip mining the entire desert for ever-depleting shale supplies.
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