-
Posts
31 -
Joined
-
Last visited
Everything posted by angelmeats
-
You'll need to extract them from the /Data/Skyrim-textures.bsa. To do that, there are a couple of programs out there. I've found the most reliable to be the built-in tool included in the FOMM (Fallout mod manager). That lets you browse and sort by folder name and extract one or multiple files at a time. That's for vanilla files. The other option is to make a retex of an existing skin texture mod.
-
1) In the category Form Lists, find the High Elf Head Parts. Add your race to that. Alternately, create copies of the high elf eye Head Parts and rename them to your race. Then create a Form List for your race and in the new head parts, select your form list as the one that they can be used on. The first method is easier. The second method is probably better for compatibility. 2) Open up a skin texture in Photoshop or GIMP. Alter away. Save them to a new folder, a la /textures/actors/character/yourrace/. Skins are generally made up of 4 files. The regular graphic, the normal map (_msn), the specular map (_s), and a sort of under layer (_sk). For the most part, you should be able to use the msn, s, and sk from an existing mod or from the vanilla files, depending on what you're doing. To save a dds, you'll need the proper plugin. GIMP: http://code.google.com/p/gimp-dds/ Photoshop: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Save with DXT5 compression. If there's funky artifacts, save with no compression. Remember to check "save mipmaps". That's a general overview but once you get in there and start playing, it'll make more sense.
-
Yep. You need the RaceCompatibility esm and a race controller script. Use this: http://skyrim.nexusmods.com/mods/10165
-
I'm trying to turn an animal companion into a mount via dialogue option. It seems that adding the script to the dialogue effectively overrides all other dialogue and turns them into a mount as soon as they've joined you. I can still get the other dialogue options - wait, follow, trade, favor - but only while sitting on the companion. It's cute and all but not what i'm going for. I'm wondering if there might be a workaround where i could swap out the race temporarily when the "give me a ride" option is chosen and then have them revert back when the rider dismounts. Or maybe swap the faction. Part of my script adds them to the PlayerHorseFaction so that might work too. Any insight is appreciated.
-
Working on Goblins, but I need some ck help
angelmeats replied to ashkingwulfharth's topic in Skyrim's Skyrim LE
Looks like you messed with the skeleton. Find out what the path for the falmer skeleton is and navigate to that in Race > Your Goblin > Body Data tab > first field that generally points to the skeleton. My guess is it's something like /meshes/actors/falmer/skeleton.nif. -
Mods to make Skyrim play better on a craptop?
angelmeats replied to Deleted2993601User's topic in Skyrim's Skyrim LE
Simple Borderless Window does wonders: http://skyrim.nexusmods.com/mods/4 Texture optimizer. This gave me a huge performance increase with really no discernible loss of quality: http://skyrim.nexusmods.com/mods/12801 -
The message is correct, it should be 1 channel. If you use the skyrim audio converter tool, you can select a radio button for "1". This thing: http://skyrim.nexusmods.com/mods/8303
-
There is this : http://skyrim.nexusmods.com/mods/16097 although it looks like it takes a little work...
-
Lucky you - i was just trying to find some info on triggering actors in quests and came across the answer to the very question you're asking. http://forums.bethsoft.com/topic/1347417-dialogue-troubles/page__p__20346206#entry20346206
-
How can i delete a Character out of my Mod
angelmeats replied to XxtremeX's topic in Skyrim's Skyrim LE
Open your esp with TESVSnip and delete the duplicate. -
You can "register" as a khajiit. Use the generic race controller and create a custom race controller for your race. In the script, add your race to "new khajiit". Other races/chars/npcs in-game will now see you as a khajiit. Everything you need is here: http://skyrim.nexusmods.com/downloads/file.php?id=10165 I'm currently working on a very similar mod to yours. I did this for my race and it seems to be working fine. Your screens look great, btw. I was a big fan of Tabaxi in Oblivion. This looks like a fantastic re-creation and improvement.
-
Forgive me if any of this has been covered in the preceding pages... This is doable but there is a mod that not only fulfills the skip-the-opening-scene request but adds some neat stuff as well. http://skyrim.nexusmods.com/downloads/file.php?id=9557 I *think* this is a "known issue" and a fix for it is going to happen at some point. Or maybe i dreamt that. This one activates for me. On multiple characters, even. http://skyrim.nexusmods.com/downloads/file.php?id=10035 I spotted several items on your list that could be done pretty easily. I will see what i can do.
-
There's your issue. Use navetsea's textures for V3 and it should sort itself out. Sometimes, there will still be a tiny line if the outfit on the npc is a CBBEv2-based one.
-
That *does* look like a skeleton mesh issue. It could also be the body mesh. Considering it's shooting straight out of the hips, though, my money is on skeleton.
-
how to access textures from steam
angelmeats replied to RaktoastTheSandwichTopper's topic in Skyrim's Skyrim LE
Use this: http://skyrim.nexusmods.com/downloads/file.php?id=4804 Simple, clean, easy-to-use. Unpack, as mentioned above, Skyrim - textures.bsa. Navigate to the thing you want to edit. Open the .dds in Photoshop. You will probably need this: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop (you'll definitely need it to save your file as a .dds). -
Question about body models and textures
angelmeats replied to kingtitan's topic in Skyrim's Skyrim LE
This is a good one to start with. http://skyrim.nexusmods.com/downloads/file.php?id=5968 From there, just follow the directions for where to place the meshes and textures. If you'd like your males to also use unique meshes and textures (rather than only the ladies), i highly recommend using the version of Unique Bodies from here: http://skyrim.nexusmods.com/downloads/file.php?id=6667 -
For UNP bodies, these are pretty tame: http://skyrim.nexusmods.com/downloads/file.php?id=7305
-
That's actually a very cool way to introduce custom races as NPCs. You should release that when you're done. For what it's worth, i fixed my lip sync issues again. I went back to an earlier version of ECE and loaded that before my ludicrously-customized-unique-bodies (it's a mostly-working armor-by-race thing i've been working on, using Unique Bodies as the foundation). In my mod, i went through every skin texture and every Race entry and made sure that the "FaceGen" boxes were checked. Beyond that, i can't think of anything i've done that would have otherwise affected head parts. Right now, i have no greyfaces and no lip issues and noone is missing any body parts or anything, so i'm pretty happy. I have found that trying to mess with custom races can cause issues. I'm running Ygnord and Yaksha, on different saves. I tried adding Yaksha to my armor mod but ended up reverting and removing that race. Every time i thought i'd fixed one issue, another would appear.
-
ECE definitely references other races. If you start a new game, you'll see some very different (more anime style, like you said) presets for all the "human" races. Using Morph Race in the Body Data tab will almost certainly conflict with ECE. There's got to be a workaround for that... I was doing some more tinkering of my own and managed to reintroduce the lip sync issue. So i need to fix that again. I'll try to take notes this time. :)
-
I also use Unique Bodies and Enhanced Character Edit and had this exact issue. In my version, it's fixed completely. I'm just having a little trouble backtracking and figuring out exactly what i altered in either of those mods (because i have modified both of them quite a lot). I know that when i load Enhanced last, after Unique, everything is golden. The only reason this might be of interest to you is that i also smooshed the Yaksha (another custom race mod) into my Unique Bodies...which means i have more than one custom race running, if you include the Ygnord. AND, all issues i had with grey faces seems to have been completely resolved by using Enhanced at the end of my load order. Thinking about it now, i think i unchecked the facegen box from the races in Unique Bodies and kept it checked in Enhanced, letting that do the presets. I know for certain that Enhanced Character Edit does something with the face morphs and, most likely, with the Phoneme mapping (the bit that animates the mouth movement). You might try combining your mod with Enhanced, using TESVSnip? Apologies. This probably isn't helping much. I should have documented the steps I took.
-
I'll try to double check my head part and presets listings and see if i forgot anything. The trouble might actually be the Morph. Are you using any other mods that affect npcs/heads/bodies? If so, load the custom race esp after everything.
-
Try going into Actor > Presets and making sure they have a head part selected. I had this same issue the other day and found that i had to manually reassign the head.
-
In theory, you'd want to open the CK, go to Race, go to DarkElf, and play with two things: Face Data and Tinting. You should be able to get your DarkER Elf without touching the actual skin files. The only thing you might want to check is how that'll affect NPCs. For that, you want to look at the Dark Elf's Presets, which is in Actor. Specifically, the Character Gen Parts tab. Good luck!
-
That is a bug. If you have any mods that affect smithing in any way, you'll want to update them. Or go into the CK and edit the Actor Values on Smithing for each .esp to match 1.5's new stats. If you don't have any smithy mods (or new craftable items, etc), then nevermind...
-
Aha. I did not. o.o I have a couple modified esp's to go and re-modify...