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PoptartJuniper

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About PoptartJuniper

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    PoptartJuniper#2473
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    United States
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    Skyrim, Dragon's Dogma, Dragon Age: Inquisition, Sims4, Borderlands: GOTYE
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    Dragon's Dogma: Dark Arisen

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  1. I've been playing around with the Nightingale Hall to update it and give it some more personality. My issue is, I was adding some other Nightingale generic NPCs to liven it up, when I did some more digging about the Nightingales. I thought I had read Nightingales were the best thieves and were a secret sect, but there were other lore books saying the Nightingales were only a Trinity. I deleted out the extra NPCs because of the lore aspect, but I also realized that there is at the end of the thieves guild a GIANT Nocturnal statue where all the thieves live complete with banners! Is this just an oversight about the Nightingales, and now they aren't really that secret anymore? Do you think adding generic NPCs would work? Maybe if I make them just guild members but not necessarily Nightingales? I like to have my mods lore friendly, there weren't really nightingales in the other games that I remember so I can't even pull stuff from say Oblivion or Morrowind to fill in the hall. Any thoughts?
  2. I've had this problem with ice. I had to select each piece I wanted to move in the cell view window and manipulate it with the edit option from the cell view. I have a mod installed called nordic ice, and I haven't tried to remove that before running the CK. Not sure if that may be causing the trouble, though I think the issue started after a CK update.
  3. Hi, thanks again. The issue now is that although the flag change corrected the shadows, in game the lashes appear clumpy and too dark. Any ideas? Before http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20170106074807_1_zpsxtukj79k.jpg After http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161227203157_1_zpsml8dxvhf.jpg Before http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20170106074901_1_zpsv9akenas.jpg After http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161227211646_1_zpsz4tfktsk.jpg
  4. The issue is there regardless of mods loaded. I've compared all the flags between the SSE eyes and these eyes and they all match. The nifs have been run through the nifscan and through the nifoptimizer with the same results. I trust you have a correct NiAlphaProperty for BSTriShape? If not then try adding it with a flag of 4844 and threshold of 127. The new flag and threshold worked. Thank you. Everything was identical otherwise to the SSE eye nif. What is the difference with the flags and threshold? Is that something new with SSE or just more experience working with nifs?
  5. Still could use some direction if anyone knows what I am missing with these meshes.
  6. I'm working on converting an Oldrim Mod to SSE for eyelashes. They seem to be casting shadows very strangely and look terrible in game. Anyone know if there are flags in Nifscope I need to change for the nif's alpha-shader-number or anything else that causes these shadows to form or how to correct them? http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161217062054_1_zpswdcp9wx2.jpg An image from Inside of Breezehome near shadow casters. http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161216162022_1_zpsoysty60r.jpg Image from below outside during day http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161217061716_1_zpsgb1hi89i.jpg From the side at dusk http://i176.photobucket.com/albums/w187/io_121/Skyrim%20SSE/20161217061910_1_zpsu8uwg7wm.jpg Side view at night they almost look normal.
  7. Is this the only mod in your load order when you are testing? If not, position your mod last in your load order. It's possibly being overwritten by another mod that alters NPC's.
  8. That looks pretty cool! That said, there are some really wonderful tutorials on the wiki, on tes alliance, and on creation kit website for creating quests and npc interactions. They are very in depth and are great for beginners!
  9. Maybe some helpful information for you. http://afkmods.iguanadons.net/index.php?/topic/3676-skyrim-information-baked-into-saves/ Map Marker data. Specifically, if you alter a map marker, remove the name from it, then proceed to play, the map marker will permanently lose this information even after the mod is removed.So they need to revert to a save from before they added your mod if they don't like it. This is true with most mods and there's nothing you can do about it.
  10. So in case anyone else is having this trouble. Or would like to know. The disappearing model is an issue with modded armors and their priority getting confused when they share a body slot with another piece of armor. The solution is to save and then reload your game when equipping something new if the modded armor piece disappears. Thanks to this person! https://forums.nexusmods.com/index.php?/topic/3822705-skyrim-guide-about-biped-slots-and-the-priority/ They are my hero.
  11. Hi all, I am working on converting a gauntlet mesh to SSE. In game the gauntlets show up as they are supposed to and everything seems to be working fine, but then if I swap armors or change zones the gauntlets become invisible, and reappear after another load screen or sometimes at random. Any idea what's going on? I've checked SSEedit for any conflicts and haven't come across anything and it's currently loaded at the bottom of my load order for testing. I've ran the meshes through nifscan and resaved them in nifskope as well. Apologies if this has been asked and answered elsewhere.
  12. I can't seem to add an effect to a weapon after a swap. I have added the references to the effects to the text file and added the effects into the folder of the modded weapon, but I am missing a reference or something isn't referenced correctly. The effects don't appear in game. I am currently trying to add the effects of the caged fury to a model swap. Any tips or help is greatly appreciated. Apologies if this is a duplicate question.
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