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Deleted42754825User

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Posts posted by Deleted42754825User

  1. Looking for a capable scripter for occasional work for my mods.

    Donation possible for delivered work, credit nor creator co-op will be given.

    If you prefer to team up, i am in that option too.

    My creator nick is iMaxx, doing mostly followers mods. You can see them right here: https://www.nexusmods.com/skyrimspecialedition/users/42754825?tab=user+files

    Have a nice day.

     

    if this is in wrong forum, any admin, please feel free to move it where it belongs. thank you.

  2. Nobody anything?

    Never mind. With previous update it was tint layers errors, now this. Hope, with next update it wont be anything else nor everything else.

    going to backup skyrim and creation kit for offline modding work, you never know.

  3. So, what is it all about.. xEdit errors with ammo group in dawnguard and dragonborn esm. it says Unused data in Data of each arrow and bolt file.

    anyone noticed this lately after Skyrim SE update?

    Even re-installed whole game, but same result. Maybe xEdit need an update? Suggestions please?

  4. @OldManBeard question is absolutely correct and you should always check that to avoid any issues with invisible stuff. For myself and from my experience I will add a few extra tips.

    Make sure convert nifs if they're from SkyrimLE with nifscope or nif optimiser tool. Drag and drop nif into nifskope, in Block list expand BSTriShape, click on BSDismemberSkinInstance and in Block details window expand Partitions. The number set must match the number of equip slot in Arma and Armo in CK. If there's no BSDismemberSkinInstance in nif loaded into nifscope, set equip slot in adequate default slot in Arma and Armo in CK. Also double check in Arma and Armo default race. In default race must be selected all races you plan your item to use...eg if is set only for vampire races, it wont be visible for other human races nor beasts..Remember one important thing. If you have any mod active witch uses same equip slot, that part wich is loaded in game as last in load order will win and load it. So if your mod will add piercing to slot 44 and it is above some mod which add something to same slot, you added piercing will be in game invisible. If you plan your mod to publish its always good if you mention in mod description any other than default slots used in your mod to avoid users negative responses in mod comments.

    One more important thing..Textures.. You have to check in nifscope their correct path assignation to nif. Get use to always check them as well. Drag and drop nif into nifscope, in Block list expand BSTriShape, expand BSLightingProperty, click on BSShaderTextureSet, in Block details window check textures for correct textures folders structure and textures path itself. If they do not match, you can change or correct path to them by clicking a little star left from displayed texture path in Block details window. Don't forget save any changes. Its ok if you're familiar with these things, but maybe for someone with similar problem, this will be one of ways how and what.

  5. If you want someone make a follower for you, you have to offer jslot or cme save. pack them and upload packed files with screenshots how they are look like. Those creations have to be your own otherwise you will have to have permission (even if you used someones work as a base for creating your characters) from original author. "just" npc file wont make character look in CK exact with character look you created.

    If you're able to create jslot or cme saves, you very close to do follower on your own in CK if you have enough knowledge how to merge these saves into CK and obviously how to create in CK rest of standalone follower and bring that follower into Skyrim.

  6. Maybe you already downloaded same mods on BethNet earlier. If so, you will have to disable, deactivate and delete them through BethNet in game mods option first. Other than that, not in my knowledge with problems activating Nexus mods plugins nor installing mods with mod manager. At least not with NMM. I think its not supported anymore, but I still use it for activating plugins after manual installs.

  7. while ago I've been working on mod for my personal use, where I brought into skyrim wasteland rollers..some kind of bikes..I used for them horse race and skeletons..They been working fine, but even the rollers had own sound, still I heard horse breathing as well.. I've also muted horse breathe but nothing changed.. So in game settings in CK for that particular mod esp I've deleted horse breathing sound. and saved that in esp. Solved. Not sure about arrows, but I think it should work that way as well.

  8. The easiest way for you is to download sse nif optimiser first and install it. Create new folder outside of Skyrim e.g. on your desktop. extract whole mod files into that folder. Launch nif optimiser and browse for your folder you previously created on your desktop, find in that folder subfolder "meshes" select that folder and click optimise. wait till is finished, close nif optimiser, open your folder and copy all files into your Skyrim Special Edition\Data folder including esp file. After that load your CK, click data, double click on update esm and the mod esp, make sure mod esp is active and load it. wait till finish, then click save. after that you do what you want to do. In any other way CK will crash if you try load esp which includes HDT.. usually skirts, high heels and so on. Before you want such mod load into 64bit CK you have to remove HDT dependancy from mod, usually with xEdit, save esp changes, copy esp to Skyrim SE and load it into 64bit CK.. have fun

  9. SKSE64 FIX

    Spread these steps! That's how you solve this nonsense. Show them!

     

    1. Start by pressing win+R, and then pasting: steam://nav/console

     

    2. A steam console should appear now, just paste the following line: download_depot 489830 489833 911281757511576655

     

    3. The v1.5.3 exe will downloaded to [...]steamapps/content/app_489830/depot_489833

     

    4. Just go to where the exe was downloaded and paste the old exe inside your root skyrim folder replacing the "new" one.

     

    This works

    Fantastic. thank you. works well.

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