-
Posts
33 -
Joined
-
Last visited
Everything posted by Vic88
-
LE Save Only When Sleeping (Like in FO4 survival)
Vic88 replied to PapaVinny's topic in Skyrim's Mod Ideas
I haven't tried it, but I'm pretty sure this is what you are looking for: http://www.nexusmods.com/skyrim/mods/70760/? -
Actually, some time ago there was a mod that added both Garrus and Tali as voiced followers, but it was obviously taken down from most sites because it included copyrighted content (voice files and Garrus' player model from ME3). You may still be able to find it somewhere if you search for it, though. Now, on to your request: as far as I know Tali's assets from said mod were not ripped (apart from the voice), but rather came from another mod that has quarian inspired armors (Tali Armors: http://www.nexusmods.com/skyrim/mods/15160/). So I guess a "Quarian" race can be created by using retextured humans alongside that mod (but without the 3-fingered hands and feet they have in ME). Turians are a different story, because they would require a new head model made from scratch with new custom-built morphs (which can be made, but are REALLY difficult), not to mention their unique body shape. So, while technically possible, it is highly unlikely. The follower mod opted to port Garrus' model straight from ME3, and it lacked any facial morph because it was basically a human NPC wearing a turian "costume". There is also a Liara follower mod somewhere in LL, and the assets for that one were apparenty created by the mod author from scratch and not ported, so it may not be illegal, and it should be possible to use it as a base for a playable asari race.
-
Well, to be honest, it IS kind of a noob question, but hey, we've all been there before. :happy: Now, 0SA and 0Sex should run fine as long as Skyrim itself runs fine. So, if you have a stable framerate (for example, 30 FPS is enough) and the game runs more or less smooth, there should be no problem. There may be some issues if the scripting engine is really overloaded, but you would need a LOT of script-intensive mods to cause it (and you would notice because the whole game would have bugs and errors). PS: Some advice for the future: "quad CPU" doesn't provide enough info, because both an i3 and an i7 would fit that description, and they are most certainly NOT the same. Hope this helps.
-
[LE] Bodyslide - how do I get back the vanilla armor?
Vic88 replied to Llares's topic in Skyrim's Skyrim LE
Hmm. I must be mistaken then. There is only one explanation that I can think of: the mod actually replaces vanilla gear the "traditional way" (placing the new models as loose files in the same paths as vanilla files inside the compressed .BSA's are). Is your "Overwrite" folder empty? Because due to the way MO and Bodyslide work together, new meshes generated by Bodyslide are moved to the Overwrite folder, and so even if you uninstall Bodyslide and Remodeled Armor, the new meshes remain. That is the only explanation I can think of, if the mod is really uninstalled. -
[LE] Bodyslide - how do I get back the vanilla armor?
Vic88 replied to Llares's topic in Skyrim's Skyrim LE
If I remember correctly, the "Vanilla Replacer" option included in Remodeled Armor doesn't replace vanilla meshes or textures but rather uses an .esp plugin to "redirect" vanilla gear to use its own separate meshes instead, so if you did uninstall it correctly, vanilla armors should be back. Is the mod's plugin still in your load order? -
If the CTD only happens when PatchusMaximus is activated, but is not a missing master, then you may be right. There could be some kind of incompatibility between those mods (or others) that causes bugs with the patcher and corrupts the .esp file. It has happened to me before (after editing plugins with TES5Edit, not with the patcher, but the effect was the same), but I could never figure out what was the actual cause. I'd say you try deactivating those plugins one at a time and regenerating the patch, that way you can find out which mod (or mod combination) causes this issue.
-
If I remember correctly, PatchusMaximus.esp is the one that has to be generated with an executable, right? Have you tried generating it again with your current load order? That may fix it.
-
The only Windows 10 issue that I know of is the fact that due to some driver incompatibilities between Windows 10 and DirectX 9, the game is unable to use more than 4 GB of video memory, no matter how much of it is available (Available video memory is usually VRAM + some of the RAM), so if you have 4GB of VRAM or more and a lot of RAM, you won't benefit from that extra memory. It is not that much of an issue unless you want to have 4K textures on EVERYTHING, which would probably make the game run out of memory pretty easily. Apart from that, everything works fine on my end with W10. Can't speak for NMM as I don't use it though, but Mod Organizer has no issues.
- 1 reply
-
- windows 10
- technical
-
(and 6 more)
Tagged with:
-
Need a little help with converting my finished mods to esp
Vic88 replied to pierreluimeme's topic in Skyrim's Skyrim LE
Are you sure your .esp is ticked in Mod Organizer's Load Order (The plugin list on the right)? By default MO doesn't load new .esp's untill you activate them by placing a tick on their corresponding box, and unactivated plugins are invisible to the game. Vanillla Skyrim, on the other hand, keeps a separate load order and plugin list from MO, and it does load all the .esp files it can find unless you deactivate them through the launcher and its load order editor. Maybe that's your problem. -
Need a little help with converting my finished mods to esp
Vic88 replied to pierreluimeme's topic in Skyrim's Skyrim LE
I don't really understand what you are asking. You say you have a mod that includes models and textures, but you want to turn it into an .esp plugin? That makes no sense. ESP files only contain game logic data, nothing else. If you have a mod that includes meshes and/or textures, you have to include them with the mod. You might be mistaking them for .bsa files. BSA's are skyrim-specific compressed files that the game can open and browse on runtime, and can contain meshes, textures and similar files so they do not need to be included as loose files. If you meant BSA, you would need to pack your mod assets into a BSA. As far as I know there is indeed an option in the CK to do so, but I don't know where it is. As for the .esp plugin, BSA files are only loaded by the game if there is an active .esp plugin, so if your mod includes an .esp file already, then you only have to give the BSA the same file name as the ESP. If your mod doesn't include an ESP file (it only replaces vanilla meshes/textures), then you have to create a dummy (empty) .esp file so the BSA gets loaded. EDIT: Wait a second. From wat you have said, I understand you have made a mod that replaces some vanilla static model with another. The usual way to do this is to put the new model in the same folder the vanilla model is located, but in loose files (because vanilla assets are kept in BSA's). If the path is right, the new model should be loaded instead of the vanilla one, because loose files have priority over files inside BSA's. Maybe try making sure you got the file paths right and check meshes and textures are where they should and have the same name as vanilla ones? If I am correct in this assumption, the you do not need an .esp file, only the meshes and textures, which can be included as loose files with no issues. -
The .bsa file is a compressed file, (just like a .rar or .zip file would be), but made specifically for the game. If you want to extract the textures, there are two ways: The "simplest" one is really not that simple, and requires Mod Organizer and its archive managing feature to work, but if you use MO already, is is just a matter of clicking the right box. (Hence the "simplest") The other option is to proceed just like you would with any other compressed file: extract the contents of it and then moving the "textures" folder to your Data folder. It would require a BSA unpacking utility. There are some around. The one use I think is called BSABrowser. You could take a look at that one if you don't use Mod Organizer.
-
Well, my knowledge of ENB is limited, and I don't have access to my ENB config files at the moment, but I do know that the fact that you have Windows 10 means there is a tweak you should make. Windows 10 has some driver issues with DirectX 9 that limits the "available video memory" (which usually includes VRAM + Some of the RAM) to 4GB no matter what, so on the "VideoMemorySizeMB" or whatever it's called you have to put 4064 or less or else the game may crash when trying to go over said amount. It also means Skyrim won't be able to take advantage of all the RAM you have. This can only be fixed by Microsoft themselves and they won't do it because DX9 is outdated anyway. That's all the advice I can give. Maybe taking a look at the STEP guide for ENB may help you out.
-
Don't use the CK. Use TES5edit to edit the original plugin instead. Copy the Werewolf Claws spell as a new record into the follower .esp, make the changes you want, then go to the spell list of the follower NPC record and add your modified version of the claws spell. Done. As for "why" is it not working, it's because of the CK. More specifically, the fact that the CK is incapable of having plugins with other ESP's as masters. It can only process ESM master files. So, as you are trying to create a new ESP with the follower mod ESP as a master, it just breaks. If you insist on using the CK and making your edit through a new plugin instead of editing the follower mod itself, you would have to turn the mod into an ESM file so the CK doesn't fail miserably at doing what it's supposed to do. My advice for the future is to avoid using CK as much as possible. It's just broken and creates lots of errors like these. In my opinion, it should only be used for NPC creating and facial appearance editing (because FaceGen data must be regenerated and only the CK can do that) and for anything related to scripts (same reason).
-
Skeletons and Bodies: Explanation Requested
Vic88 replied to Lestroisrois's topic in Skyrim's Skyrim LE
Yep, you got it right. The only thing I would add to your coment is the fact that, while body replacers such as CBBE, UNP and their derivatives most of the times have a "vanilla" version (as in, for the vanilla skeleton), the "standard" for body replacers is for them to have non-vanilla bone weights (namely breast bones and the like), and thus require any skeleton with those bones (XPMSE being the most convenient because is actively supported and includes compatibility for nearly EVERYTHING). -
Skeletons and Bodies: Explanation Requested
Vic88 replied to Lestroisrois's topic in Skyrim's Skyrim LE
Yes, you are. XPMSE is the updated version of XP32. I think there were some important changes from XP32 version 1.93 (the last one) to XPMSE 2.0 (it is at 3.8 by now), and that's why it was released with a different "brand", but don't quote me on that. Anyway, there shouldn't be any problem. Any XP32 compatible mod will work with XPMSE just fine. -
Skeletons and Bodies: Explanation Requested
Vic88 replied to Lestroisrois's topic in Skyrim's Skyrim LE
Well, as you said, they are different and separate things, while at the same time they are related. So, animation 101: The skeleton contains the bones used in the animations (as in, moved to "animate" the bodies or whatever) . So, you have things like "left forearm", "right foot", and so on. The meshes then are weighted to the bones where it makes sense, so the left forearm in the body or armor is weighted to the left forearm so it moves when the corresponding bone moves (and that's how you animate any character). That's pretty straightforward. The "body" refers to the actual body 3d model, and the difference between them is usually the shape and/or the UV map. So you have different bodies with different shapes and UV's (so their textures are not cross-compatible) like UNP and CBBE, and you have bodies with different shapes but the same UV (so the textures are compatible). For example, any UNP derivative body such as SevenBase can use UNP-compatible textures. Now, on to the relation between them. The thing is, whenever a body or armor is weighted to a bone that is not present in the skeleton, issues happen. Back in Oblivion the part of the model with the missing weight would stretch into infinity whenever said model was loaded. In Skyrim, it simply causes the game to crash. So, whenever a body replacer "requires" a certain skeleton, is because the body is weighted to a bone absent from the vanilla skeleton (such as breast bones, belly bones, wing bones...), and thus would make the game crash without said custom skeleton. So, meshes rigged to the vanilla skeleton will work with any skeleton, but meshes rigged to custom skeleton requires that skeleton or another one with the same bones. Now, for example, the XPMSE skeleton (as the XP32 one is currently outdated) unifies the different skeletons by combining their bones into one single skeleton, so by installing that one you are guaranteed compatibility with any model or animation that requires custom non-vanilla bones. Hope this is clear enough. -
Need Assistance with Bodyslide and CBBE. Any Help Appreciated.
Vic88 replied to SwimmerMan01's topic in Skyrim's Skyrim LE
The CBBE mod file is a compressed file with several folders inside (because it's prepared for install with a mod manager). You have to extract the content of some the folders to the game's Data folder (it should be in the same place as the game's main executable) using 7zip or a similar program. You should copy the contents of "00 Required (Slim)" and othe folder "00 Default" inside "08 Face Pack" to the Data folder, so inside of Data you have "meshes" and "textures" folders. Then run the game and check if the vanilla body and textures have been replaced with the CBBE one. -
Need Assistance with Bodyslide and CBBE. Any Help Appreciated.
Vic88 replied to SwimmerMan01's topic in Skyrim's Skyrim LE
First and foremost, I have no experience with iOS/Bootcamp whatsoever, so if the problems does come from that, I can't help. I will answer as if this problem had happened on a Windows PC. You don't actually have to do anything with Bodyslide for CBBE to function. CBBE just adds new models and textures that override the vanilla ones, and just like any vanilla asset replacer, it only requires its files to be placed in the appropiate paths inside the game's Data folder. The game should use the loose files instead of the vanilla ones inside the compressed BSA files. That's it. If you have installed the main CBBE mod (and seems like you have done it through NMM or MO, judging by the installer window), and there wasn't any error, the mod should be working. If the game fails to load CBBE files and instead loads the vanilla models and textures, then either a) CBBE files are NOT in the Data folder, or b) the files are there, but the game doesn't recognize them. As for a), Mod Organizer (and I think NMM does it too) keeps mods in separate folders and "moves" them to the game folder just before the game loads (I'm not sure how it works, but no files are actually moved). Are you sure the mod is activated in your mod manager? Maybe it is not active and thus not loaded to the game folder. If it is indeed active, then you can try doing a manual install to the game directory so you know for sure the files are where they should. For b), maybe it's an "Archive Invalidation" issue. It was common in Oblivion and Fallout titles, where you had to do some things in order to get the game to "invalidate" vanilla files and use modded files instead, but I've never had that happen with Skyrim (or even heard of it), so I can't help you with that. About Bodyslide, I think you are mistaken about what it is for. Bodyslide is a tool that allows you to customize the base CBBE body to your liking and save that modified body overwriting the base CBBE files. The "new" body then is loaded just like the original CBBE body would. Same goes for armors. As for the GamePath issue, that has happened to me sometimes (but not the xrc file error, though). You have to go to CalienteTools\BodySlide, open "Config.xml", remove the"<!-- " at the beginning and end of the "<GameDataPath></GameDataPath>" fragment, and copy your path to the game's Data folder inside (in my case it would be like this:) <GameDataPath>D:\Steam\steamapps\common\Skyrim\Data\</GameDataPath> Hope this is of help. -
That would work, but I would recomend you to reinstall Skyrim and start from scratch using Mod Organizer, and then install all the mods you want (including XPMSE). By doing so, you would be keeping a completely vanilla game folder (except for SKSE, but it is essential), and the way MO works would give yo control over which exact files override others (although mods are kept in separate folders so it doesn't really overwrite/modify the actual files). Honestly, your load order and modlist looks like a mess (maybe it's just me, or maybe it's the way NMM lists them). Deinstalling and then reinstalling Skyrim from scratch with only the mods you really want does wonders to the stability of the game whenever it starts to give problems, or at least that is what my experience has been, specially since I changed to Mod Organizer.
-
You have an outdated skeleton (XPMS version 1.95). You should download and install the lastest version of the XPMSE skeleton (http://www.nexusmods.com/skyrim/mods/68000/?). That may solve your issues, as they are obviously skeleton-related. I can also see you have installed the loose scripts of Race Menu version 3.1 and Race Menu itself version 3.4.5. You should remove the loose scripts or at least update them to the newest version. Skyrim always loads files in BSA's first and then overrides them with the loose files, and RaceMenu comes with a BSA, so yo are overriding 3.4.5 scripts with 3.1 (older) ones, which will cause issues.
-
That sounds like something is scaling one of the breast bones (and making it bigger) but not the other one, thus causing the difference. Have you installed any mods that may have something to do with skeleton node scaling? The other option I can think of would be a problem with the weighting on the mesh, but I'm not sure it could cause that kind of issues.
-
You have to choose the HDT Rig. That is the default one. The other options are there for people that specifically need them for one reason or another, but the HDT is the default one and the one you should use. The fact that the mods you linked are made for HDT and there's and the option is called "HDT" should give it away.
-
Converting Garry's mod npc/player models into skyrim
Vic88 replied to PanickII's topic in Skyrim's Skyrim LE
Have you set up the texture folders in the Settings? NifSkope doesn't automatically find textures alongside the mesh files, but rather requires the BSShaderTextureSet paths to be relative to the folders set in the "Resources" tab in the Settings. So, as your texture path only reads "hair.dds", NifSkope is going to look for that texture in the root of the folders set in "Resources". If there aren't any folders set there, there is no way to find the textures. Try adding the Skyrim Data folder in Resources, moving the hair texture to inside the "textures" folder, and changing the BSShaderTextureSet to be "textures\hair.dds" . Also make sure the texture is saved in the correct dds format and is square (1024x1024 or any multiple of it). Incorrectly sized textures also fail to be read by NifSkope. Hope this helps. -
Yes, you can merge mods using TES5EDIT. There's even a script made specifically for that purpose, which you can find here: http://www.nexusmods.com/skyrim/mods/37981/?. As for which mods to merge, those that simply add armor, clothing and weapons (as you said you want to merge) are the easiest because the chance of conflict or errors is very low. Actually It is possible to merge any kind of mods together, but those that include quests and scripts will probably fail to work or have unspected results.
-
Copy a Race bonus to another existing race/character?
Vic88 replied to spotopolis's topic in Skyrim's Skyrim LE
Well, as I said before, my knoledge of the way the CK works is limited, but everything seems to be fine. I don't know why would it fail to work. Maybe someone with more CK experience can check it and find the mistake. Sorry about that. What I can help you with is with adding the perk. i don't know where have you gotten that FormID, but it is fails because of the "02" at the beginning. The only way for a mod to have its ID's starting with 02 is to be the second plugin loaded apart from Skyrim.esm (So it would be Skyrim.esm plus Update.esm (01) and you mod (02) , I guess). That's fine if you're working with the CK beacuse it only loads your plugin's masters unless you manually select others, but in the game chances are you have more plugins activated, so the index will be different. The best way to get the right one is to type in the console: help "Demon Perks" (With the quotes). The game will give you a PERK entry as a result, and its ID (xx00DF9D, with the xx depending on your load order and number of plugins loaded) is the one you have to use to add the perk. Then check if it actually works as intended, and if it does, it would be a matter of checking where's the error in the Spell and/or Magic Effect. If it doesn't, then the perk may actually be added by the Magic Effect and it's the actual perk that fails.