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Cyphe

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  1. As far as I know, eyebrows in Skyrim consist of a texture that is applied to a planar "overlay"-like mesh which conforms to the player's head shape via morph(s). Because of this, the range of your possibilites to modify eyebrows is limited to what you can do by painting/texturing. You can paint thick bushy eyebrows or really thin and angled ones, however they will always look flatly painted onto your character's face since the eyebrow mesh is just a planar one. However: I think it's possible to create actual 3D eyebrows. One way that I'm quite certain would work is to model the eyebrows in your 3d application of choice, make them into a helmet, circlet or other equippable object in the Creation Kit and then equip them on your character in-game. But by going this route the eyebrows will be considered armor/clothing, which really isn't immersive at all (unless that doesn't matter to you, then go for it!) Another possibility would be for you to try and add your modeled eyebrows in the Creation Kit as Headpart objects. You could use one of the eyebrow headpart forms and modify it so that it uses your eyebrow mesh (that would make it a replacer for that vanilla eyebrow. I don't really know what making a completely new headpart would entail so that the game would actually make use of it). Since you said you don't have that much experience, here's a short breakdown of the first and easier method: 1) If you want actual 3d eyebrows, you either need a mesh that you'll have to fit to the Skyrim head mesh OR you'll have to model your very own eyebrows (also fitted to the Skyrim head mesh). Check out Nightasy's tutorials on YouTube, he explains how to do things with Skyrim armor in 3ds Max and it'll be the same process for your eyebrows. (Move them to where you want them on the head mesh, skin them to the head mesh, set the body slot you want them to use and then export them - Nightasy explains this exact process using armor. His tutorials are awesome.) 2) Once you got your eyebrows done and exported, you make them into a clothing/armor object in the Creation Kit. The basic steps for this would be the same as for adding any other equippable object, so I'm sure there's lots of tutorials for this step. 3) Once you also got this done, save your mod and load it in-game. Add your newly created eyebrow object (most likely using the console) 4) equip the thing 5) ...profit? or be disappointed because something, somewhere went terribly wrong. But if that's the case, don't worry. It happens to every modder at some point and it can be fixed. I'm by no means an expert modder, but you're welcome to ask me stuff and I'll do my best to help you.
  2. Oh, you "bypassed" installing Steam, hm? I think "bypassing" DRM isn't exactly legal.
  3. I *think* this was the Blacktalon Armor for UNP, which was taken down since it (allegedly?) contained stolen meshes (the author claims he made them himself and claims he even offered to show his sculpts, but I don't know what's true and what's not so I won't make any statements about that)
  4. Have you had BOSS or LOOT sort your load order? If yes, then your load order shouldn't be the problem. You could check your mods and see whether any are missing a master file or are incompatible with each other (yes, that's probably gonna be tedious, but it's something you can do on your own, it only requires you to read your mods' descriptions.)
  5. If you added the Outskirts mod, saved some time after that, then removed the mod and saved again, it could be that the mod is still "stuck" in the save file without being active, for example by keeping scripts running. You might want to try and clean your save using a save file cleaner (can be found on the Skyrim Nexus). However, if the Khajiit are just standing around like they do in your picture, they are about to leave, just get temporarily stuck for some reason. I've encountered this a few times, they kept standing around until I fast traveled away and came back, then they were gone. No idea as to why, most of the time they up and leave as supposed to.
  6. As far as I know, you can just copy all the mod archives from your old computer's NMM folder, move them over to your new computer (on a USB drive or whatever floats your boat), paste them anywhere and then, in your new NMM, just choose to add a new mod from an archive (first symbol on the left side toolbar). You'll have to locate your pasted mod archives and choose them one by one. NMM will then add them into the manager. Maybe there is a faster method, but that should work in any case :)
  7. Anyone correct me if I'm wrong, but if you completely re-installed Skyrim, did not mod it (at all!) and this still occurs, it pretty much has to be a vanilla problem, no?
  8. I think infinite loading screens were found to be caused by memory allocation problems, and SSME as well as Safety Load were brought up as fixes to that specific problem. You might want to try one of those (or both), they can be found on the Skyrim Nexus.
  9. CTDs can have a multitude of reasons, so it's not easy to determine what your specific problem is. The most common issues are load order problems (use LOOT to fix that), memory allocation problems (use SSME to fix that) or missing master files (meaning you have a mod installed and active which depends on another mod you don't have installed). Having all your mods up to date is good - double check the requirements of each, make sure nothing is missing. Have LOOT sort your load order so that nothing conflicts; it will tell you if there are severe incompatibilities. Use SSME to prevent memory allocation problems, even if it turns out you don't have them, you can only benefit from it.
  10. You can't use just the texture as it was fitted to the mesh of that other sword. However, you can use the sword from that mod as a Dawnbreaker replacer. In the Creation Kit, you need to find the weapon form of Dawnbreaker and swap the model with the one from the other sword. You also need to do this for the 1stPerson model (use the Creation Kit's search function to find the forms). That way, the model and texture will be those of the other sword, but the enchantment and every other value will stay the same. Save your changes as a plugin and there you go.
  11. When working with skin textures, you want to set your BSLightingShaderProperty as a Skin Tint with: - Shader Flags 1: Specular, Skinned, Receive Shadows, Cast Shadows, Model Space Normals, FaceGen RGB Tint, Own Emit, Remappable Textures, ZBuffer Test - Shader Flags 2: ZBuffer Write, Vertex Colors, Envmap Light Fade, Soft Lighting This way, the skin tone you pick for your character during creation is like a colour overlay to the diffuse map.
  12. Alright, let's figure this out step by step. What exactly do you mean when you say "the torso is missing completely"? a) Is there no texture (like your topic title would indicate) or b) is the body deformed and does the torso part "stretch" into the ground or something similar to this? a) would mean that you just have to reinstall the UNP textures as something went wrong there. b), however, would be a skeleton problem, but if it is, don't get upset, you can fix this. If you can't figure out which mod/files cause problems and it seems totally hopeless, don't go desperate over trying to salvage the wreck, there's no point to it, reinstall the game and start again, but this time, you will know what you're doing and can do it right :) Here's what I would do concerning skeleton and body mod: - Start off by installing Realistic Ragdolls and XMPS(E) skeleton after that. - This is your base, you can install UNP on top of that, just make sure not to overwrite the XMPS skeleton unless you really want to do that for a reason. - If you want a realistic first person camera mod, I'd avise using http://www.nexusmods.com/skyrim/mods/57859/? since it's an SKSE plugin that does not need any skeleton specialties. You can use it right away without worrying about skeleton troubles. Using Nexus Mod Manager to install mods and LOOT as a load order manager will save you a lot of trouble. I hope I could help you!
  13. This. When you use an XPMS(E) skeleton, you need to install Realistic Ragdolls before it, otherwise you get un-liftable bodies as described. However, the mod that Nero1n proposes up there is good to fix the problem without reinstalling anything, so you might want to go with that one.
  14. This might sound stupid, but did you check in the Skyrim Launcher whether your .esp was really activated?
  15. Ok, if you uninstall all eye replacer mods so that your vampire has the vanilla vampire eyes and they are not glowing, then you need to edit your Skyrim.ini: add Dawnguard.bsa to sResourceArchiveList and sResourceArchiveList2 under [Archive]. It should then look like this: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, Dawnguard.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Dawnguard.bsa That's what fixed the no-glow-problem for me; I hope it will also fix yours :)
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