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nightscrawl

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Everything posted by nightscrawl

  1. Don't import by right-clicking the asset. With the texture open, use the import/export on the top-left of the window. Also https://discord.gg/wzJG7Mq
  2. I've noticed that when some modders (Gamwich is an example) provide different performance options for their textures, one option will be for half-size normals. That is, 2k diffuse with 1k normals. Is the diffuse more important for overall quality of the visual? I typically use 2k everything, but am looking to eek out a few more fps on my aging system and was wondering if I could scale down some of my 2k normals for a performance increase without too much loss in quality. Perhaps I might be able to use some 4k diffuse as well, or increase my grass density, or some other performance-heavy things that I skimp out on, since I will have freed up more VRAM by doing that.
  3. You don't have to use Vortex, you know. Nexus Mod Manager still works and is updated, it's just not the new shiny officially supported by Nexus Mods. https://www.nexusmods.com/site/mods/4/?tab=files
  4. You don't "install" Frosty in the same way that you install another program. It's just a folder that you extract somewhere. So delete the folder you extracted. In addition, delete the ModData folder that Frosty creates in the DAI game older. Then Frosty is gone.
  5. You can load the esp and edit their default clothing/gear, which is currently none. - In the Creation Kit, load up the mod and any required masters. - Use the search to look for the NPC and double-click to open the Actor window. - Go to the Inventory tab. Now, you can do one of two things here. 1 You can add items to their inventory, which they will automatically use (usually the case for weapons), or 2 you can set their default outfit to whatever gear and they will appear to be wearing it. Now, I don't know if this only confers the appearance of the gear, so they don't, for example, get whatever armor rating bonus, or that is setting their default gear with all bonuses. To add items to the inventory, right-click in the space, hit "new," and a new object will appear. Change the object with the dropdown menu. To set the default outfit, just use the dropdown menu.
  6. It does. Make sure you're using the current version and that you're importing the daimod itself, not a zip file. Again, just because someone else or you might be having issues, doesn't mean that the program doesn't work. Also, if you previously merged using the DAIMM, be sure to delete the patchmodmanagermerge folder that was created. You can get more help in the Frosty or DAI Modding Discord. https://discord.gg/t4bSe35 https://discord.gg/wzJG7Mq
  7. It's definitely a good idea to save before major events, not only in case there is some issue, but also so you can replay it if you wish. If you need to back a bit farther so you can start Cassandra's romance quest again, that will not overwrite your current saves. All hard saves, with the exception of the temporary Quick Save and the Automatic Saves, are independent from one another. My suggestion would be to load in the game at your current save, wherever that is in the game, and make a hard save. Then you are free to go back to an earlier time and replay that portion of the game. When you want to return to your current save and continue on, just load that last hard save your made. I do this all time time when testing mods, taking screenshots, or just because I too want to rewatch a favorite romance scene :tongue:.
  8. The DAIMM works fine. Just because some other user had issues with their particular setup doesn't mean you will as well. Aside from that, Frosty now supports loading daimods, so you can just use those.
  9. It's not a texture so much as rocks and other snowy surfaces are sort of painted white. If you want rocks and other things to use your own snow textures, use Better Dynamic Snow: https://www.nexusmods.com/skyrimspecialedition/mods/9121 That said, if your concern is that the edges look pixelated, there's nothing to do about that. The snow uses the normal map to gauge what part of the surface to coat with snow, which can be pixelated.
  10. Here you go. Check out his other vids as well; he has a whole playlist on modding Skyrim. Enjoy, and welcome to the black hole that is Skyrim modding!
  11. I'll keep this in mind. That said, I don't make super involved mods that are likely to throw a bunch of errors -- I primarily make small personal things that don't get released. In addition, most of the time when I open the CK it's just to look at something, or play around to see if I can figure out how to do something, not get involved in detailed mod-making.
  12. Yes, those work. The only texture mods that need to be ported are for landscape. Those technically work, as in they load and won't break the game, but they don't look proper because they need an alpha channel.
  13. I can't help with your mod request -- good luck with that! -- but I do have a small suggestion. Edit the start of your post to say something like, "I am looking for help to create a mod similar to Skooming Skyrim, but with more depth," then launch into your ideas and so forth. People don't want to read an involved post only to find out that they can't help or have no interest. Maybe provide a link to Skooming Skyrim, since not everyone will have heard of it or know it is an Oldrim mod, not an SSE mod (I had to use Google as a SSE Nexus search turned up nothing).
  14. It doesn't need to be ported; you can just use the textures. Those are just normals and they work fine in SSE. And before anyone jumps in with "but BC7!" -- re-saving them in BC7 will do nothing without the uncompressed source files. If they have already been compressed as DXT1 or 5, then that information is lost forever. If the ones on there are already uncompressed, you definitely can get a few more mbs of VRAM by saving them as BC7, but it's not necessary in order to be able to use them in SSE (which is the OP's concern).
  15. In your CreationKit.ini Put "bBlockMessageBoxes=1" (without quotes) under the "[MESSAGES]" section. That will get rid of the popups. Bless you! I am using the most recent version of the 64 CK and haven't experienced this. When the warning pops up, the CK is totally inaccessible until I take care of it. There is a separate warning box, yes, but that's not what I'm referring to. I'm referring to the warning popups that, er, pop up when you load up the CK. SkiaMK's solution worked, so I'm happy. It's nice to be able to start it loading and then do something else while waiting.
  16. When I first started playing with the CK back during Oldrim days, I watched a guide and the person said to just hit "yes to all" to all of the numerous errors that pop up. It's especially frustrating if you're loading all of the DLC as masters because there are so many. Is this really this only thing to do?
  17. It is actually clear where the line is, both with Nexus terms and with the standards generally accepted by the community at large. Don't upload something that isn't yours unless you have permission to do so. It doesn't matter if the mod has been abandoned; those cases suck, but the mod belongs to its creator. That some of those mods you mention remain is only a result of them not being reported. Nexus moderators are not omniscient; things need to be reported to be removed. Before SKSE64 was released for SSE and SkyUI officially ported over by its author, there were dozens of unauthorized ports uploaded to the SSE Nexus. Because that is a well-known mod, and the author's wishes about ports were widely known, it was usually swiftly reported and those ports were taken down, but sometimes they remained for a few days. You can port something for your own use, but that's it unless you have author permission to upload.
  18. The majority of straight texture mods will work for SSE except landscape textures. Meshes need to be converted. Esps need to be resaved. Landscape textures need an alpha channel. Bsas need to be repacked. But normal non-landscape textures are fine. For example, the majority of the Book of Silence armor and weapon textures can be used in SSE with no other action needed. (For BoS specifically, you must convert any meshes and resave any esps, but that only applies to a few sets.)
  19. I can't answer your landscape question. However, I'll point out that lighting mods like ELFX and RLO primarily handle lighting in indoor situations: inside buildings, dungeons, etc. Weather mods are what affect the appearance of lighting and such outside, which includes nighttime. You might also think about playing with your ENB settings, or just trying a different ENB altogether.
  20. You know you have to download and install the new SKSE version, right? It's not clear from your post that you actually updated SKSE for the new Skyrim update. Update Skyrim. Update SKSE. Play. Some mods might have to be updated, so check your SKSE mods. Also, make sure that you're updating SKSE correctly. For example, don't just dump the new version of SKSE in the game folder on top of the old one, because then you will have two game version dlls, one for 1.5.80 and one for 1.5.97.
  21. Thanks. That mod was pointed out to me elsewhere. I have already started the play and like using Alternate Start Live Another Life. I was hoping there was some mod I could use on this current play in addition to LAL, but it's nice knowing that mod is there for the future.
  22. I have a two part question. The first part involves deleting things from the game. Several months back, I made an edit of Honeyside to remove the mounted heads; that type of decoration just isn't my thing. I've read that actually deleting records from the game is bad, so what I did was to move all of the heads outside the bounds of the house so they aren't seen. in addition, when I tried deleting them, there were problems once I loaded into the game (see post). That seemed to work fine and I never had any issues with the house in my previous play. Was there some alternative method I could/should have used? Here's an old post I made about my Honeyside issue. https://forums.nexusmods.com/index.php?/topic/5988303-need-help-with-house-editing/?hl=%2Bhoneyside&do=findComment&comment=54435258 The second part involves editing Creation Club mods, and more specifically the newish player home in Whiterun Hold. I watched a thorough video review and am considering buying it. And yes, I did look through all of the numerous other Whiterun homes, none of which were appealing for one reason or other. The main thing that I dislike are the children's beds. I do not adopt children in Skyrim and would prefer those beds not exist, taking up space. Can I make a mod to edit the home in the CK? Would that be accomplished by loading that as a master? If the answer to the above is, "Yes," would I have to do the same moving trick as I did with Honeyside, or can I just delete those things from the house?
  23. https://www.nexusmods.com/skyrimspecialedition/mods/21814 is very festive and cute.
  24. No one broke anything. This is a risk that all modders, regardless of game, take when modding and playing games that are currently being updated. To your problem. It seems to me that you are asking two things here: (1) how to roll back your Skyrim SE installation, and (2) how to unbork your current installation. 1 The only way you can roll back is if you had previously made a backup. Or I suppose you might find one online, uploaded by another player. There isn't an official way to do this. 2 My suggestion would be to make a backup of your mods and then reinstall the game. SKSE has already been updated for this current update, so you can go ahead and reinstall all of your mods and play the game as you had been. After that, I suggest you take the steps that have been suggested in this thread of turning off automatic updates and optionally playing in offline mode.
  25. I'm using Alternate Start and would like to avoid the Alduin content altogether. I just want to play as some normal dude, not a chosen one. With the mod, as long as I stay away from Helgen, those Dragonborn/Alduin quest stages will essentially remain in limbo, which is completely doable and I'm fine with (though I unfortunately lose a travel route and buying Breezehome). From my past plays of the game, I know that starting the Alduin quest is a factor in completing the civil war because of Whiterun's involvement and the peace conference at High Hrothgar. This is correct, yes? There is no built in way to complete the civil war without becoming Dragonborn? So that leaves the inevitable question: Is there a mod to do this?
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