Jump to content

BloodyStigmata

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by BloodyStigmata

  1. Maybe an optional file without spouse support, because Apocrypha doesn't seem like a great place to raise a family, lol Serious answers 1. Maybe some flying serpentine dragons patrolling the skies around the house -- periodically landing on towers and what not. Sounds cool, dunno if it's practical. 2. A shrine to Hermeus Mora? 3. Displays for artifacts and uniques and what not in the trophy room, along with things like the paragons, dragon claws, ect 4. Maybe make the Black Book a large apocrypha dungeon with a boss fight in order to claim the house as a prize.
  2. After you've merged your mods, open them up in the CK and take some notes on which items/things you need to test -- write down any form ID's you need to. When you're dealing with leveled lists, make sure you know what items are being distributed to what lists, where those lists are being distributed and what levels various NPCs/items are appearing. Again, keep note of form ID's. Also make sure you rebuild your bashed patch any time you make changes.
  3. My pizza's usually always need mushrooms, pepperoni & black olives -- bacon if I want to be extra.
  4. I spent more time on it than I care to admit, so now you can tell me how much you hate it. Watcha think?
  5. I'm currently using Zebsirious - Tamrielic Races of Skyrim and the mod is fairly solid, but it lacks compatible textures for certain races. Currently it has CBBE compatible textures for Snow Elves, Maormer & Dwemer but it does not have any for the Kothringi or the Lilmothiit. The current Kothringi textures are also fairly dated for both genders. I was wondering if anyone who had the know-how and was willing could make some compatible textures for the two races? I was thinking of a sort of metallic silvery skin for the Kothringi in particular, but both races just need compatibility textures.
  6. Yeah it was the plugin. The ArmorAddon only had the body ticked. Figures it would be something simple. Thank you!
  7. You need to download the version of Amorous Adventures that requires Flower Girls. Aside from appropriate bodies, that's all you need. I can't remember if you need to install FNIS and run the patcher or not, but nine times out of ten I do whenever I'm installing any animation mod.
  8. I converted the Misfit Mage outfit from Oldrim for personal use, but I'm having issues with the corset. For some reason when I equip it in game, I get a wrist gap and my shins disappear. Here's the pics so you can see for yourself. NSFW warning: https://imgur.com/a/lLdjs This is the only piece I'm having issues with. I didn't touch the body at all when conforming it to shape, so I dunno what the issue is.
  9. WARNING: Lots of text. So RDO for SSE works just fine and all, but there's an issue that, more than anything, I'm trying to understand. You see, when I played it on Oldrim, there were several companions added to the game that you could recruit which had some of the newly supported voice types. They appeared in the game like normal and everything was dandy. Now, I've been playing with RDO for SSE for a few months now and have just now finally noticed that they weren't appearing in my game at all. Confused, I opened up the CK and looked through the mod to discover that all of them were indeed still there, and that all of them were placed directly in The Winking Skeever. After discovering this, my first thought was that the reason I wasn't seeing them was because, somehow, their AI data had them wandering out from their initial placement towards where they do their daily routines, perhaps getting lost in Skyrim along the way -- that is until I stopped to consider that one of those companions was supposed to be living in Solitude, and I had never once seen them in all the time I've played Special Edition. Just to be sure, I started a new game, choosing to start at The Winking Skeever itself. Just as I suspected, they weren't there, and they weren't on their way out of the city. My question is -- how the hell can they be placed in the game, but phase out of existence once you turn the game on? According to the CK, they are placed in the Winking Skeever, they each have their AI packages working, and nothing else in the mod is using their info or disabling them. It's not a big deal -- I can just delete their placements in the Winking Skeever and place them where their AI packages say they should go, and they work just fine after that, but that's not point here. I want to understand how this works for future reference. I opened up the patches that came with it in TESVEdit and couldn't see anything referencing those companions so I don't think they're at fault. But I need a second, expert opinion.
  10. So, hear me out. I'm a Power Rangers/sentai fan. Yeah, I'm a geek. The show is really bad, I know, but they're cheesy fun and I have a lot of childhood memories with that show. Plus, giant transforming robots will always be cool. Anywho, I looked on the Fallout 4 nexus and noticed there was a surprising lack of sentai mods. That's something I figured would have been done to death already, but not for this game apparently. So I thought might see what it would take to try and implement something myself, but golly, that's way beyond me. So instead I thought I'd take shot in the dark and see if anyone would want to tackle some sort of sentai/power rangers mod, and while I was thinking of what to ask for I came up with this idea; Magna Defender Power Armor & Weapon. http://www.followingthenerd.com/site/wp-content/uploads/Magna_Defender1.jpg http://vignette2.wikia.nocookie.net/galaxyofchaos/images/8/83/Prlg-rg-magna_defender2.jpg/revision/latest?cb=20130729144241 https://vignette.wikia.nocookie.net/powerrangers/images/c/c3/Lost-galaxy-magna-defender.png/revision/latest?cb=20140312093141 Anyone remember this guy? He was from the Lost Galaxy season, the dark knight-esque character that had the sword that could transform into the blaster. He's one of my favorite rangers. Anyway, this idea came to me because A) You can never have too many badass Power Armor mods B) Magna Defender is one of the few rangers who actually has a full suit of body armor. C) Also dat cape. I don't know if there's a mod on the nexus that adds a cape with working physics to power armor, but it could be fun trying to figure it out. D) Creating a melee weapon that can somehow turn into a blaster I think would be an idea we can all get behind. Also, I was wondering if you think this even possible, but would it be doable to add a feature to the armor where when you wear it, it replaces the battle music with the Magna Defender theme song? This is an idea I've had for other kinds of mods before, but wanted professional opinion on.
  11. http://www.nexusmods.com/skyrim/mods/74094/? http://www.nexusmods.com/skyrim/mods/31279/? Thanks. I'll probably just port them over myself. EDIT: DIdn't see it was already on Special Edition.
  12. Sometimes you just need to punish yourself for your stupidity. You accidentally sold Wuuthrad? Seppuku. You opened a container that clearly said "empty?" Seppuku. You ate the Jarrin Root when Astrid specifically told you not to? Seppu... well, there's probably no need at that point.
  13. I need a mod that allows enemies to follow you through loading doors, the same way enemies did in Oblivion. If you can find it for special edition, that'd be great.
  14. I haven't been able to find many topics about this particular issue that mention any workarounds, so I'm asking myself. I was going to start editing the faces of vanilla companions in the CK, but I'm having an issue with lip color. Simply put, it's the only thing that doesn't stick when exporting the NPC's facegen data. Whether I created the faces in Skyrim itself using the race menu and imported them into the CK or created a new NPC from scratch it's the only thing the doesn't stick. I believe this is a known issue with the CK but I haven't seen any fixes for it. What do? Special Edition CK doesn't have this issue at all.
  15. Yeah scripting isn't my cup of tea. But the good news is I figured out an easier way. I just extracted the mesh from the BSA and used it to create an armor instead. That was whole helluva lot simpler than what I was trying to do.
  16. I want one of the companions I created in the CK to wear an Elder Scroll like Serana does. The scroll that she wears is listed as an ammo item. I made a duplicate of it. How would I go about making my companion equip the Elder Scroll? Adding it directly to the inventory doesn't seem to work.
  17. I'm trying to get one of my custom followers to equip an Elder Scroll on their back, like Serana does. Since the Elder Scroll she wears counts as unplayable ammunition, I made a duplicate with a different form ID, and now I'm trying to figure out how to force-equip it on one of my custom followers. It's in their inventory, but I can't get them to equip it in game. (I'm not worried about them using it since the character uses unarmed) The papyrus script "DefaultEquipItemOnLoad" only has options for weapons and armor, not ammo. Does anyone have a method I can use to get it working?
  18. So I've gone through the majority of Snow Elf race mods both on the Oldrim & Special Edition Nexus, and the one I eventually settled with was this one; http://www.nexusmods.com/skyrimspecialedition/mods/7880/? The problem I see with most of them is that, while body types are compatible, there are very few textures made for female snow elves that are compatible with either UNP or CBBE. And the very few that I have seen, while great, aren't quite the style I'm looking for. Currently for textures, for males I'm using the Tempered skins for SOS, and these look just fine. For females I'm using the ones located here; http://www.nexusmods.com/skyrim/mods/54059/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D54059&pUp=1 They're not bad, but in-game they're too similar to high-elf textures, appearing slightly more yellowish than pale or snow-like. I'm looking for something closer to vanilla snow elf male textures, or similar to textures in Tempered Skins, but for UNP females.
  19. CK has an option for ammo that says "is bolt," which marks it as a bolt. I could try that, and mark the slingshots as crossbows just to see what happens, but I don't know if that will change the animation. I'd also probably run into the same problem given that I have crossbows added to the leveled lists. There'd be nothing to stop NPCs from using my slingshot balls if they were stronger than their currently equipped bolt. That box makes it so that, when using that weapon, NPCs deplete their ammo supply. If unchecked, they have unlimmted ammo when using that weapon. Anyway, thanks for the help guys, but after some going over it a few more times I'm pretty sure there's nothing I can do about it. I CAN mitigate this occurrence, but not without causing other drawback. I think I'll just deal with it.
  20. Yeah that was the first thing I thought to do but it's the ammunition itself I don't want them using, not the slingshot weapons. My problem is I fire slingshot balls at them (custom ammo type that counts as an arrow), which then end up in their inventory like normal arrows do, and then they use that slingshot ammo with a normal bow. It's not really a huge deal, but definitely immersion breaking.
  21. I checked again and there's not. There's an option to make them playable, but turning that off would make it so that I couldn't use them either.
  22. That doesn't sound hard. Assuming this is just for personal use, just download the resources you want to use, make sure they're placed in your data folder properly, open up the CK, make a copy of the Bloodskall Blade with a different form ID, then replace the 3D model of the copy with the one you want to use. Should apply texture automatically and what not. Make other changes as are necessary. I'm pretty sure that would work.
  23. I recently ported m150's slingshot mod for personal use, and did some tinkering around with it to get it to work the way I like in game, and everything is working just fine, but there's one issue I can't seem to solve. All the different slingshot ball ammo types count as arrows, which wouldn't be a problem if not for the fact that, in using them on my opponents, NPCs will often forego their own arrows and use the slingshot balls I fired at them with their standard bows. Naturally, this leads to some pretty funky looking fight scenes, as the balls were made to work with the slingshots, not bows. I figured I'd set them to "player only," but it seems I can only do that with weapons themselves and not ammunition. Is there a way around this?
  24. I've been playing just fine without it, but I am really missing SkyUI & Take Notes right about now. I had some serious characters going for a while, but I decided to scrap them and start play-testing a bunch of mods to see what I want to use for when SKSE64 launches.
  25. I tried earlier today, after reading your post. Unfortunately, I'm just not very good at sculpting look-alikes. This was the best I could do. No eye-shape was able to satisfy me so to me the whole thing looks off. http://postimg.org/image/r3hsjblq9/
×
×
  • Create New...