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DragonKnightBob

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Everything posted by DragonKnightBob

  1. Hi All, Slowly putting together my mods and noticed a pretty glaring incompatibility between Companion Jasmine and Morrowind Rebirth, and I couldn't find a patch. The way I have it right now, it is least-intrusive to have Jasmine load first, and with this, her house floats in mid air. I tried creating a compatibility patch, where I'd just lower her house into the ground; nothing too crazy, but when I load it up, everything I've touched is duplicated. For instance, if I lower the door frame with the stepping stones attached into the ground, I get one at the height I want, and a second one floating where the original mod puts it. This is really frustrating, and I don't understand what I'm doing wrong. Currently I'm just manually lowering Jasmine's house into the ground in her own mod, and flying blind as to where the Rebirth ground will be. very trial and error, but no duplication issue. I know this has to have happened before; any pro's available to help a noob out? Goal is to release the patch eventually so everyone can use the two mods together. Thanks!
  2. Having the same problem; I think it has something to do with either Adash city of magic, or Younger Hotter NPCs, not sure which. If I figure it out I'll let you know what my solution was. EDIT: Solved it. Open up your bashed patch in TESEDIT and wait til it loads up all the masters before it. Go to race, find Argonian and Argonian female. Remove them both. Presto! Still don't know if that'll have any effects for the race balancing project or other mods that affect Argonians, but for the time being all appears to be well.
  3. I have 915 hours in Oblivion with one character on my fully modded setup. Currently for staying power, definitely got to give it to Oblivion, though when Skyrim gets more mods for it I'll have to swing.
  4. I appreciate the help :P so don't worry about missing DR6. It seems like most people who have these issues just downgrade to DR5 so they can have their eyecandy, while I'm stubborn. I never actually used DR5; I got in on the oblivion modding train late, so I ended up going straight to 6. If I can't get your suggestion to work with the renaming of the skeletonbeast.nif, I may try downgrading to DR5 and switching skeletons altogether; then I'll be able to run a whole new wing of mods that require a more advanced rig. I'll try switching the beast skeleton around tonight and see what happens. Thanks! EDIT: Yeah, unfortunately the switch of the skeleton just caused the game to crash on load. I think I'm going to have to downgrade to DR5 unless someone else knows of a DR6 compatible skeleton.
  5. Hello all, I've been having some small issues with mesh/texture tearing in my game, and I have yet to figure out a way to fix it. Most of these aren't that irritating, but yesterday I ran into one that's driving me up the wall. If anyone has solved one or both of these problems, I'd appreciate the help. Article #1 - Clannfear heads. Their heads stretch infinitely in whatever direction they're looking (Which is usually at me). This problem is described as being an issue with MMM, where the fix is suggested to delete the clannfear skeleton.nif, and the game will be forced to use the old one. However, when I did so, about 1/4 of all the clannfears in my game are now headless. Not that irritating, but still. Article #2 - The Sundered Keep - Admiral Duvalier's coat. Apparently it's rigged to the tail bone of your skeleton, which I don't have because I'm a Breton, and so it flies crazily around and looks terrible. I'm using the DR6 replacement skeleton that you get when you install that mod. Does anyone know of a skeleton that adds a tail bone to everyone, while still being compatible with DR6? Thanks in advance to anyone who can help me.
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