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MrStoob

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Everything posted by MrStoob

  1. Cool. Thanks again.
  2. Some of the more desirable game key rewards have been out of stock for a while now. Any plans to re-new? Thanks.
  3. I've always just uploaded mods for no other reason than because I liked what I'd made, and thought others might too. The DP system is pure gravy for the likes of me, and appreciated.
  4. Kind of related, but is the download cap increase thingy for those who don't use AdBlock type software still in place after the initial design relaunch? Pure curiosity.
  5. 16:9 isn't standard yet?
  6. An alternative is to re-slot the item to another number, which can be done in nifSkope and an accompanying esp to register the new slots.
  7. I'd made a camp in the wilderness (around the hot springs) and deleted a fallen tree and a rock that were in the way, but xEdit complains about the references. Do these errors cause issues? Thanks.
  8. I've no idea how MO works or organises but could you zip up your preferred hkx's as though it's a mod and install them that way?
  9. I did see another thread about crashing recommend placing hair mods after RaceMenu - I see KSHairDos is before.
  10. White River Cottage is a nice player home, just outside Riverwood. Crafting stations, beds for followers, beds for kids, small pool area, storage, etc. and quite a 'homely' aesthetic.
  11. Do you have SKSE installed? You can tweak the ini for that as well to assist with memory buffering, and it's required for ENB.
  12. There's a mod that has an in-game book with lists of all the vanilla potions that can be created. Other than that, each ingredient has 4 effects, and it's the cross-over of effects that makes more complex potions. So if an ingredient can fortify 2h and fire resistance, combine with another ingredient that does 2h and health fortification, and also something that also fortifies health and fire resistance, you'll have a '2h, flame resistance, health fortification potion'. Just look at your ingredient effects and you can work it out. :)
  13. Dunno if looking in GECK at how they did it for FONV would help - in that, if followers went down they'd just remain unconscious until the fight was over.
  14. I seem to recall I had something similar which was fixed when I updated my skeleton. According the FNIS, I'm using 'XPMS2HDT Skeleton' (hkx) for males.
  15. If you get a response on batch editing nif paths, PM me lol.
  16. Usually, it's due to too many hair assets for the vanilla in-game memory manager to handle. Have you tried using the Safety Load mod? That usually sorts it.
  17. The download icon can be elusive to spot. If you Google search specifically for 'Skyrim Enbdev' it should take you to the list of versions, click on the one you want, then right at the bottom there's an easily missed icon to click to start the download. It's like a box with a down arrow into it. Here's v0.319. Just scroll all the way to the bottom, and icon is next to where it says 'download'. v0.319
  18. The meshes folder for YgNord is empty, so it's using default assets. Mods generally don't update that folder automatically, so you'll need to copy them over by hand. Copy the files: ...\skyrim\data\meshes\actors\character\character assets\ femalebody_0.nif femalebody_1.nif femalehands_0.nif femalehands_1.nif femalefeet_0.nif femalefeet_1.nif And paste to: ...\skyrim\data\meshes\actors\character\ygnord\ You'll need to copy over the textures for YgNord as well, they're located at: For default females: ...\skyrim\data\textures\actors\character\female For female YgNord: ...\skyrim\data\textures\actors\character\enhanced\female After all that, you can put the default assets back to whatever you prefer and the YgNord race will use only the files in its own folder.
  19. For getting the basics of how the CK works, a good place to start would be the CK's wiki tutorials: https://www.creationkit.com/index.php?title=Main_Page Can't really help on the technicalities of creating new models, but most seem to use a combo of things like Blender, 3ds, nifSkope, etc. But as I suggest, getting a handle on the quirks of CK and creating 'something' is probably your first 'task'.
  20. When I get VRAM texture issues they usually go black - purple if they're missing.
  21. Try setting the child's weight to 0, then disable and enable. 'setnpcweight 0'
  22. I am also having this problem. Does anyone know of a solution? You have a mod that is dependent on another mod. In NMM, it should appear as orange or red in the plug-ins list. Orange if the required mod is present but inactive, Red if it's missing entirely. De-activating the offending esp should do the trick.
  23. Ah. I've no personal experience of how MO handles that kind of thing, but normally there should be files like 'hdtPhysicsExtensions.dll' and 'hdtPhysicsExtensionsDefaultBBP.dll' in Skyrim's folder: ...\Skyrim\Data\SKSE\Plugins
  24. The joys of ECE character creation. The basic method I use: 1. Create your character in-game, and save to slot 24 in ECE's options, then the spf command - don't load up another character after these steps until you've finished the creation, or it can mess with the tri meshes. 2. Run CK with skyrim.esm and update.esm and create the character, applying the *.npc data. 3. Load up CharacterMakingExtender.esp and EnhancedCharacterEdit.esp along with your own esp. 4. Do not save the mod while those esp's are loaded up or you'll create dependencies you don't need. 5. Go to the tab 'Character Gen Morphs' on the NPC's actor screen, click 'Reset All', then select nose type '32'. 6. Your character should look correct now, and you can alt+F4 to output the facegendata and do what you need for textures on the head mesh (nifskope). 7. Close the mod without saving (you can re-load safely for anything else you need to do to AI/inventory/etc, as long as you don't make any changes to the NPC's appearance).
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