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Wrapien

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  1. Download the Nemesis Unlimited Behavior Engine from https://github.com/ShikyoKira/Project-New-Reign---Nemesis-Main/releases and install using Vortex. Then install the Nemesis PCEA mod from Nexus https://www.nexusmods.com/skyrimspecialedition/mods/31667 if you want it. I then add the Nemesis Unlimited Behavior Engine to the Vortex Dashboard using the "Add Tool" button. Run Nemesis every time you add or remove a mod that contains animations. Run "Update Engine" first and then "Launch Unlimited Behavior Engine". Nemesis will create a dummy FNIS plugin so you will not get a FNIS error. You can ignore most of what I posted above about moving folders and renaming folders. Nemesis can find the animations as long as they are in the SkyrimVR\Data\meshes\actors\character\animations folder.
  2. Anyone know what generates this file and is it something to be concerned about? It has one line in it: Files c04°392cd4663 and cf03.nif
  3. I have a follower that is CBBE with a patch to give her a UNP Skinny body. But the armor (also CBBE) does not match the body. Is there a guideline or CBBE preset that I can use in Outfit Studio to modify the armor to the correct shape?
  4. Did Skyrim VR add new console commands or are they the same as the SSE console commands? I wish I could toggle the virtual keyboard on/off so I could type console commands without taking my headset off and putting it back on.
  5. I wish someone could make a mod to add a bathing area to the Hearthfire homes. Not a massive swimming pool like some mods do but just a bathing area in the cellar using the nook left for the vampire casket. If it could be done in a way that could be shifted over via a patch to accommodate Hearthfire Extended, that would be excellent.
  6. An update to UIExtensions for VR needs to add at least the ability to pull up the virtual keyboard to enter the text required by other parts of the UIExtensions SE. It would also need to enable the controllers pointer instead of the mouse pointer used in SSE. Using the controllers joystick is not very efficient in cases where a lot of items are in an inventory menu. These abilities already exist in Skyrim VR since they are used during character creation to enter a name. Maybe we can get other mods that rely on UIExtensions to work if these changes were incorporated in a VR version of the UIExtensions.
  7. Completely erased Skyrim VR from my PC and started over. Now everything works... Another weird VR problem...
  8. I have noticed that a lot of menus in SkyUI-VR (MCM) that say press A to select or B to cancel but when I press the button, nothing happens. Instead, Trigger R or L or Grip might do it. Is there a common practice in the MCM menus for controller functions or does each mod author select whatever they think will work.... Or is there an .ini somewhere that initializes the different mods to use a common setting? Followup: There is a config.txt file in the skyui folders that has settings for the keyboard and for a gamepad controller but nothing for the Oculus Touch or the Vive controller. SkyrimVR has .json files for each so that is why the controllers work normally in Skyrim VR but SkyUI-VR is evidently not completely set up for VR. I hope they are working on a fully integrated version of SkyUI-VR with virtual keyboard support and the full Oculus Touch and Vive controller support including being able to use pointers....
  9. Prospector - Add "unknown' ore locations throughout Skyrim in locations that are not on the common path of most quests (mountain sides, bottom of lakes, stream beds, seldom explored caves). These ore locations should be harder to find and look smaller than the normal ones we are used to. You would need an assayer kit to be able to identify what the ore is. Maybe with reagents that can be made. Each time a reagent is applied, there would be a random chance for a particular ore to be revealed. The probabilities are that more common ores will appear but there is a significant chance that are rarer ore may be discovered. Since it is random, the ore location and type of ore will differ in each play through. It may even be possible to find rare ores and the fabled Aetherium might be found somewhere as well. Of course, Aetherium would not be identified as such until after the quest to discover the Aetherium Forge is finished. It may be labeled as a magical shard until the forge is used. Maybe the quest could then add additional recipes for armor and weapons. Alas, I do not have the talents to create such a mod but would enjoy playing it....
  10. It looks like there is a lot of interest in this topic considering the number of views. Has anyone been helped by this?
  11. What I have found so far: Make sure that you go to Vortex settings an uncheck "Run FNIS on Deployment Event (if necessary)". This will keep the "FNIS not Installed" errror from coming up. Add Nemesis to the Vortex tools and run it every time you add a mod that has animation files. Nemesis will check automatically for two animation files: XPMSE and Sexy Moves so do not uninstall them. For any other animations in the Animations folder, I copied the folders into the animations/Nemesis_PCEA folder and put a number in front of the folder name. i.e. 1Pretty Female Idles SSE. Then I run Nemesis and it processes all the animations I have done this to. Nemesis will alert you about any .hkx files that are 32 bit files. If anyone finds anything else useful, please post it here.
  12. I have installed Nemesis Unlimited Behavior Engine but I am not sure exactly how to add animations to it. Evidently, Vortex does not automatically place the animations in the SkyrimVR\Data\meshes\actors\character\animations\Nemesis_PCEA folder. It seems I have to move the new animation folder from the SkyrimVR\Data\meshes\actors\character\animations folder to the Nemesis folder and add a number to the front of the name of the animation folder. Does anyone else use Nemesis for Skyrim VR that is more familiar with what I have to do? The instructions on line are not very clear. Evidently, programmers are not very good at writing step by step procedures. They assume you can read their minds. :laugh:
  13. You have to use regedit to add an installed path key for Skyrim Special Edition that points to Skyrim VR. Assuming you do not also have Skyrim SE installed: 1. Right click the Windows "Start" button and select "Run". 2. Enter regedit in the Open field and press OK. 3. Navigate to "HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks". 4. Right click on "Bethesda Softworks" and select New > Key 5. Rename the new key "Skyrim Special Edition" 6. Select the "Skyrim Special Edition" key. 7. Right click a blank area and a New selector will appear. 8. Add a new string value and name it "Installed Path". 9. Right click on "Installed Path" and select "Modify..." 10. Copy the path to your Skyrim VR game folder (C:\Program Files (x86)\Steam\steamapps\common\SkyrimVR) in the "Value Data" field and hit OK. 11. Close the Registry Editor 12. Install Creation Kit using the Bathesda.net Launcher. If you have Skyrim Special Edition installed as well as Slyrim VR, just modify the Installed Path value under the Skyrim Special Edition key to point to the Skyrim VR folder. You will have to change this value back to use Creation Kit again in Skyrim Special Edition. If you had the Creation Kit installed for Skyrim Special Edition, you will have to uninstall it and install it again when you change it to Skyrim VR.
  14. How about adding something to the cave and dungeon immersion.... Why do barrels contain food when there are only draugr or ghosts around. I think that food would at least be rotten by the time I get there.... Barrels should only contain non-perishables in those dungeons. I guess I am also curious as to how only four apples/potatoes/etc can fit in a barrel....
  15. I need a mod that will stop dogs from barking while in stealth. Especially Barnabas.
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