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sa547

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Posts posted by sa547

  1. I tried the Nifskope method, but I warn you, it does NOT work in that it only caused the armor/clothing mesh to be completely ruined, like parts of the mesh going into several directions.

     

    Instead, the current version of Outfit Studio does allow you to remove unneeded TBBP bones safely and cleanly, thus making conversions to SSE much better.

  2. 502 error while trying to download certain mods:

     

    https://www.nexusmods.com/skyrim/mods/49015

    https://www.nexusmods.com/skyrim/mods/39870

    https://www.nexusmods.com/skyrim/mods/101900

     

    Pinging 185.180.13.131 with 32 bytes of data:

    Request timed out.
    Reply from 185.180.13.131: bytes=32 time=167ms TTL=55
    Request timed out.
    Reply from 185.180.13.131: bytes=32 time=167ms TTL=55
    Ping statistics for 185.180.13.131:
    Packets: Sent = 4, Received = 2, Lost = 2 (50% loss),
    Approximate round trip times in milli-seconds:
    Minimum = 167ms, Maximum = 167ms, Average = 167ms
  3.  

     

    This is why I use a bashed patch for the TWEAK options.

    Too many actors in one place can cause things to start flying etc.

     

    Intriguing. I gotta try this since I'm getting sick and tired of watching horses fly and fortunately I have a copy of Wrye Bash.

  4. Been trying to get meshes of corals show up in the CK worldspace editor as grass and painted as a landscape texture instead of handplaced models (and doing so would take a lot of time trying to cover much of the Sea of Ghosts), but it seems that I'm missing something as they don't show up, even if they loaded intact in the preview window.

     

    Yes I tried everything: opened the models with NIFskope and taking the NIF characteristics of grassrocks and trying to apply them to the new models, adjusted the density and frequency of the models, but to no avail.

  5. Sorry if I necro'd this thread, but I feel that those two words can be quite ambiguous. Fans of this saga (and other works of fiction) tend to have their own personal set of standards rather than a unified "official" set of rules and standards of what constitutes as "lore".

     

    Of course, it's a complete violation of "lore" if anachronisms are introduced such as electronics or assault rifles, unless it's for comedic effect or for unusual screenshots. But what about characters, especially followers? Or houses? I find it rather frustrating to try classifying my mods through those "rules", it's becoming frustrating no matter how much I try to put backstory and explanation behind those mods, that I don't bother using the "lore-friendly" tag because end-users, just as I said earlier, have their own stronger definition of "lore" because of mods and more than what Beth defines as "holy writ": their "lore" can be a dark, bloody, cold, and dirty Skyrim. Or a Skyrim with vivid colors, clear skies, and characters in the pink of health.

  6. I'm completely tired of hundrets of FemaleEvenToned followers and the ever same dialogue lines. I'm also tired of half naked killing machines and followers that seem to live on another planet but not in Tamriel. So I'm trying to make a mod with my own visions of people that I want to have around in good and bad times, people, that can become real friends and interact with each other. It would be great if all the well developed followers like Vilja, Inigo, Anna NPCs, Arissa, Aurlyn or else could interact with another - for that reason Anna made up to ten fully voiced followers and I try to do it similar. It's lot of time consuming work but I think more fun to be with smart people in Skyrim's wilderness than with brainless puppets..

     

    Because end-user demographics, and making a simple female follower has become easier if only for the sake of achieving Hot Files.

     

    I try to add some backstory instead of merely introducing characters into the game without a purpose and a reason of existing.

  7. Yeah, reddit and youtube must be full of Siths at the moment.

     

    /r/Fallout is literally fuming red, short of revolt and possibly a consumer class-action suit. Not so much in /r/skyrimmods.

  8. The FX processors were seen as a laughingstock in regards to gaming performance and power savings, causing a migration to the Intel lineup and forcing AMD to reconsider its processor design, so producing the Ryzen. Did you bought that FX processor from the bargain bin?

     

    I personally run a heavily modded game using a rather dated Athlon II X2 processor and an RX470, which of course I get a processor bottleneck penalty, so I'm looking at the upcoming budget Ryzen R3 series.

  9. In response to post #24732589. #24732864, #24732894, #24733544 are all replies on the same post.


    akkalat85 wrote:
    WightMage wrote: .... But we can totes worry about that after a couple bottles of champagne. xD
    akkalat85 wrote: Haha, certainly. One day at a time :)
    Verstrahlt wrote: agreed, it's just a small success but doubts are sown by valve and bethy!


    > everyone who stood together to shout down the paywall

    This is very good imagery. Talos would have been proud. :lol:
  10. In response to post #24731789. #24731909, #24732094, #24732139, #24732229 are all replies on the same post.


    nonemployee wrote:
    Riprock wrote: Impossible to avoid ruffling feathers going the other way, I'm afraid. Omelet and eggs however, in my opinion. We can't go back but we can go forward :)
    Avastgard wrote: I feel bad for the modders who took the time to make these updates only to have them removed days later. After this, we may never see SkyUI v. 5.
    CelticPaladin wrote: If I received the death threats those people did I'd give modding a middle finger and go straight back into IT.
    phantompally76 wrote: Those versions of Isoku's mods still belong to Valve. LEGALLY they can tell him he can't put them on here.

    I'm not at all sure they'd be bold enough to try that though.

    On the other hand, would he be bold enough to update them here?


    It's unfortunate that on Reddit one of the members of the SkyUI team used the wrong approach and language, hence he sort of wrecked the mod's public image.
  11. You can remove master file dependency from a plugin with Tes5Edit. But, you'll need those master files present to load up the plugin you're editing.

     

    When you open Tes5Edit, just check on the plugin you're going to edit. Once it's done loading, right click on the plugin you want to edit and select "Clean Masters" and it'll remove any master files the plugin doesn't need to run. But if the plugin makes any references to that master file, you'll have to delete them before you can remove the plugins dependency to that esm.

     

    Sorry for reanimating up this thread, but I'd like to say much thanks for that little tip on how to do just that. :)

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