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nightscrawl

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Everything posted by nightscrawl

  1. I think there is a mod somewhere that makes the crafting materials in the Black Emporium cost 0 gold, but I don't remember what it is... You'd have to search around for it on the Nexus.
  2. Witcher is a rare exception to this because CDPR specifically allows Witcher assets to be used for modding. Some other devs have given limited allowance as well.
  3. Here is a tutorial. To answer some of your questions... To uninstall a mod, you simply remove it from the folder you're using to merge and marge again. Tick the box for "Force rescan of Patch." The Mod Manager takes advantage of the patching system and basically tricks the game by creating a new patch with your selected mods. You will find this patch under C:\Program Files (x86)\Origin Games\Dragon Age Inquisition\Update\Patch_ModManagerMerge To start fresh, you can just delete the Patch_ModManagerMerge folder. Be aware that you won't be able to load a save made with the Mod Manager if you do this because part of the process has the game thinking it's patch 13, while the official patch is 12. Any modded save thinks it's version 13, so won't load. To get around this, if you don't want to have any mods, you can create a "blank" patch, which is merging with no mods. I can't answer your questions on cosmetic mods since I don't use any of the larger ones, just my own couple of simple mods that I created.
  4. How much "real" medicine is practiced in the Elder Scrolls games/lore? It seems to me that, because of the existence of healing magic, this real facet of medicine would have developed differently in a setting with such magic.
  5. The OP did emphasize that it is to be lore friendly. I like the idea; reminds me of the barber shop in World of Warcraft.
  6. In Oldrim, what you want was handled very well by RaceMenu which was used by pretty much everyone, so there wasn't a need for other mods. But RaceMenu is not yet available for SSE. You may try Enhanced Character Edit for SSE, which also has more color options. However you said that you're happy with your character's face otherwise, so these mods may not be exactly what you want.
  7. For a free program, you can use Gimp to view/create dds. Any image program, even Microsoft Paint, will allow you to see the pixel dimensions of the image you open with it. Ideally, you would open the default image you're going to be replacing and see what size that is and then just edit your new image accordingly. And yes, your new image will need to be in those dimensions, just like the default image is: 1024, 2048, 4096, etc.
  8. SMIM has some of it's own textures, so you want to ensure that you're only seeing the textures from the packs you want to look at. Most major texture packs don't have meshes, like Noble Skyrim, Skyrim 2017, and others; they are textures only, so you don't have to worry about that mesh issue. You can test however you want. I happen to think it's better with as few mods as possible to avoid any other problems.
  9. One thing that you need is a tool to view dds files outside of the game, whether that is Photoshop with the NVIDIA plugin, or Gimp, or something else. After that, you can simply look at the images and decide for yourself whether you like them, or not. Some textures look better in the game itself, so it's really the best to see it in the game. Let's say that, like me, you really dislike the Noble Skyrim stone street in Whiterun. You can just browse the folder and remove that image. Similarly, if you like most of Noble Skyrim's Whiterun, but some other pack's stone street, you can just move that image over. It takes a lot of experimentation and downloading a bunch of different texture packs to see what you may or may not like. I would suggest working on this -- a potentially large project -- on a save with as few mods as possible so you know what you're looking at and don't have to worry about meshes and whatnot. Don't use SMIM or whatever else, just the textures you're trying to test. You may also want to use a lighting mod, and whatever ENB or ReShade you like, since that also affects texture appearance. Then just go around and look at stuff. Let's say you like most of Noble Skyrim, but dislike the farmhouse textures (Riverwood, etc). You can download other texture packs and see whether you like those instead. After you're done experimenting and have your hodgepodge collection, you can zip them up and install with NMM for convenience.
  10. I don't even know if it's possible to mod MP. That said, it's generally regarded as something that is not done. Players rightly fear the banhammer or other punishment from the developer. Yes, I do know that MEA is essentially dead, but it's still a risk.
  11. You can't mod DAI with NMM. It's not built like Skyrim or DAO where you can just drop files in a folder and have them work. You need to use the Mod Manager from the DAITools Suite Loader. Here is a tutorial on getting it all working.
  12. Since Racemenu isn't yet available for SSE, did you try using Enhanced Character Edit? (I don't know what the skin color options are.)
  13. But here's the thing. A great many mods are made by editing default assets, whether that is making armor mashups or retextures. An armor like Talos Housecarl takes from Dawnguard armor (lamellar scales, gambeson) and mage apprentice robes (belt), and possibly other bits I don't recognize, while also adding unique textures on top of all that. While it's a wonderful armor and very well done, it still builds on assets Bethesda created. Should that person be allowed to sell that as a full mod and make money from it? I don't think they should. Now, I think this is different from some armor and weapon mods that have been created completely from scratch. But there is a further problem even with this. How is Bethesda supposed to differentiate between mods that are truly unique and mods that aren't? They would have to have large teams of people whose sole job it is to review mod content before allowing them for sale. There also might be problems with copyright violations in using assets from other games. CDPR might allow Witcher assets to be used for free mods, but I highly doubt they would want modders profiting from them. And then there are the mods that change the game itself by doing extensive edits in the Creation Kit, the Creation which is provided by Bethesda, for free. I don't care how buggy and annoying the Creation Kit is. Without it, we wouldn't have nearly the amount of mods that we have. Player-made tools can be great (I use them to mod both Dragon Age: Inquisition and Mass Effect Andromeda), but they will never come close to the kinds of things that are possible with official toolsets. Should people expect to take a tool given by Bethesda for free and use it for their own profit? I don't think they should. The previous iteration of paid mods also ran into problems with mod theft. To be frank, it's a logistic and legal nightmare, so it makes sense that Bethesda would just have a blanket, across-the-board ban on selling mods. The Creation Club is much more controlled, so Bethesda has direct overview of every item that will be up for sale. I don't have a problem with the Creation Club and the mod authors that are able to profit from working within that system. Good for them, I say. Despite my previous words, I don't have an issue with mod authors making money from their mods in a general sense. But I do understand, in a practical sense, why Bethesda has a problem with it.
  14. No, that doesn't suit my needs. I could have just done that myself if I wanted to remove mounted animal heads from the entire game, which is what that mod does. I don't care if some jarl has animal heads in his or her hall, or anywhere else Bethesda chose to place them in the default game. But as Honeyside is my own character's house, I wanted to remove them from that specific location.
  15. Thank you. So what, may I ask is the purpose of this thread as opposed to the link you suggested? Actually, I'd say that this [WIPz] is indeed the correct thread. The OP even says, "Reporting that mod X doesn't work is probably not very helpful, but reporting that ActorBase.GetCombatStyle() always returns an empty form would be helpful." That other thread is more for general SKSE discussion than anything else, which included the previous "the sky is falling!" posts before the alpha was released. You may want to post there anyway to cover all your bases.
  16. Skyrim Special Edition (these forums) does not have TESV.exe. It uses SkyrimSE.exe and SkyrimSELauncher.exe. Be sure that you're using the correct version of SKSE, which is SKSE64 alpha, not the one for regular Skyrim.
  17. Try to contact the author and get permission. If you can't get permission, then no port is possible. You can try converting it yourself, for your own personal use (no uploading to Nexus). Textures (.dds) don't need conversation. Meshes (.nif) should be converted using SSE Nif Optimizer. Any esp should be resaved in the 64-bit Creation Kit.
  18. That's my mod. Surprised to see it here. That is only an edit of the tint color information (with optional texture edit) to make it blue. I changed a few values in the code for his armor. That can't be ported to Skyrim because that would be stealing assets from Dragon Age: Inquisition. The closest thing that Skyrim has in appearance are the Dawnguard armors, which I suggest you check out. Here is one Dawnguard armor retex I highly recommend.
  19. My suggestion would be for you to just browse and try different things out. Keep in mind that any character you do this on should only be thought of as a temporary character, not your forever character. Installing and then uninstalling mods is normally not advisable since you can break your saves and cause problems, but if you don't care about the save, it's not an issue. Mods are very much about personal preference. People can tell you what they like, and what they think is the best, but that doesn't mean you will like it. One example I can give is with texture overhauls. There are some that are 4k, like Skyrim 2017, and those surely would tax your system. But you may not even like that overhaul and might instead prefer Noble Skyrim, which only goes up to 2k. Using Skyrim Flora Overhaul is a different look to using a separate grass mod + another tree mod. ELFX lighting is different from RLO lighting. Vivid Weathers is different from Climates of Tamriel. The examples are endless. Many Skyrim players have spent a lot time -- years even -- getting their mods how they like them and to suit their needs. But if you really want a guide to just do all of that for you, you can follow the SEPTIM Guide. I'm not a fan of using it, because of all those above reasons, but it is essentially what you want.
  20. As long as you have a previous save to go back to, your game should be fine. You can use BSA-Manager.
  21. I don't quite understand what this means in the context of your post. At any rate, you can use that mod, since they're just textures. Any meshes should be converted with SSE Nif Optimizer. The diffuse textures don't need any adjustment, but you should resave the normal maps (_msn) in uncompressed dds format. I'll explain more if you need, but I'd prefer to answer specific questions if you have them. If you don't want to mess with converting, you can use SkySight Skins, which has a body hair option, or Tempered Skins, which has two levels of hair to choose from. You can't have hair color with those mods, as you can with the Oldrim mod, but it's something.
  22. When you reinstalled the mod, did you load a save where you had her with you? That is, a save before you uninstalled the mod. If you were indoors, the default save settings have an auto-save right as you enter a new place. Did you try exiting to get her to automatically follow?
  23. People aren't necessarily defending it for console players. You think the console players want to spend more money, or have their system memory hogged by mods they won't purchase and use? (While they removed this for PC, I believe this is still the case for console.) Currently, the PS4 players are in the worst position for modding because of restrictions imposed by Sony and not anything to do with Bethesda or Zenimax. In light of that, I don't begrudge PS4 players spending money on these mods because they have no alternative. But it is totally unfair that those players will have to pay money for more mod variety when their Xbone counterparts can enjoy free mods, including ones like Frostfall (CC Survival Mode) and Campfire. That unfairness lies at the feet of Sony, not anyone else. But, in the end, while it will benefit PS4 players the most, Bethesda can't rely solely on them for the CC to make money and be a profitable investment. In order for that to happen, they MUST appeal to all of their players, even those who have access to free mods, and make CC products that will be unique and competitive. So far they haven't done that. I'd say that the most interesting CC bit for Skyrim are those fancy new arrows (and I don't even play an archer!). They need to do more and better.
  24. You can make it for yourself, to use as a personal mod, but you can't release it using those assets. When you upload a mod on the Nexus, you accept the terms and conditions, which are: You are not allowed to use assets from other games unless the developers grants permission to do so. CDPR allows use of Witcher assets, which is why there are so many Witcher armor mods and things. You can recreate something yourself, from scratch, like if you're duplicating a weapon from World of Warcraft or something, but you can't steal those assets from the games. Outside of those limited allowances, pretty much everything from other games is not allowed unless you have express permission.
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