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ShimoOkami

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  1. Are you trying to load a plugin you made for SSE? I doubt you can load form 44 plugins in original CK
  2. I don't think you can edit an .esm directly in the CK. You can make an .esp for your change by loading Enderal.esm in the CK but not making anything the active file. CK should promt you to name your new .esp when saving
  3. That looks like a wrist gap and not a seam. This happens when the hand/gauntlet mesh and body/armor mesh don't match. A seam would be when your textures are for the right body but don't blend with each other and the difference in color means you can see where the transition is. Generally how armors work is they have exposed skin included in their mesh and the whole thing gets swapped when you change armor. So if you have CBBE but are wearing armor made for the vanilla body you will have a vanilla body as long as you wear that armor. But the location of the split between the hand mesh and the torso/limbs mesh can be different between mods and vanilla. So if you have a different hand mesh than body mesh you will either get wrist clipping or wrist gap. This happens with ankles too but those often get hidden by boots You can fix this for yourself using Nifskope but either your body or hand will change from your ss
  4. Blender 2.49 and its associated nifscripts work fine. I use them. You can use Blender 2.7x though I have not used it successfully myself yet as a I ran into an error I couldn't fix. Blender 2.7 export: https://beyondskyrim.org/exporting-blender-2-7-skyrim/ Blender 2.7 exporting rigged meshes: https://beyondskyrim.org/rigging-from-blender-2-7-to-skyrim/ Nifskope 2.0 versions don't seem to like some of the changes needed for getting a Blender 2.49 export ready for Skyrim. Nifskope 1.2 works
  5. My comment was from a long time ago, but I believe I thought you meant an ENB preset because that's what you seemed to be referring to when you talked about how many there were and how people like to claim theirs has little effect on performance. Anyways, I'm not too familiar with how ENB works, but I do believe it has the potential to do things other than make stuff look pretty. Any development on the sort of thing you want from ENB would probably have to come from Boris though. You're probably a lot better off posting on the ENB dev forums because they probably know what they're talking about. On the other hand, lot of things could probably be stripped down through more normal means. Replacing meshes and textures, including the ones for fancy effects, with lower quality ones can improve performance by a lot. You could also remove a lot of rocks and trees entirely since those don't really do anything. There's probably stuff you can do to reduce the load on the script engine as well, but that really isn't something I know much about. Thing is, the vast majority of people aren't interested in lower quality things and it's still a lot of work to make them. It's not difficult, but it's boring and time-consuming. If this is for yourself, it's probably a good idea to look around for whatever performance mods you can find and learn how to do things yourself since there probably won't be many people willing to help you out. At least not directly. People are usually willing to answer questions.
  6. There's not much in the way of dragon transformations other than the recently released Animated Dragon Wings. As for shout overhauls, I'd recommend taking a look at Individualized Shout Cooldowns.
  7. I actually love working with white because it gives you a ton of color options. Blue is always the go-to color for a pure-looking white, and I think ice blue would work well here since one of the components of the phial seems to be snow. I kinda imagined the White Phial to have a slight iridescent shine, so I think a bit of green and purple in the texture and maybe a bluish specular color would look nice. That's just me though, it's totally up to you. I'd offer to help, but I honestly lack the motivation and drive to finish any sort of project right now.
  8. Try setting bAllowLoadGrass to 0 in all three .ini files. There's some more info on this issue here if you want/need it.
  9. I'm pretty sure your problem is due to missing vetex weights since the .obj format doesn't support them. You'll have to export in a different format that does support rigging and Nifskope can import. I can't reccomend anything though since I just export as .nif directly from Blender.
  10. You can install an additional version of Blender simply by installing it to a different location than your existing one. There's a tutorial on installing Blender 2.49 for use in modding here. The link to the Nexus package is broken, but here's an updated link. I downloaded the components separately since I like knowing exactly what I'm installing. Nifskope has been updated beyond what the package contains, but I hear .obj export is broken in the most recent version. I don't ever use that format though.
  11. No problem. I was pretty close to tearing my own hair out before I finally figured it out, haha. I'm actually a girl, but "ma'am" makes me feel old so whatever.
  12. I honestly don't know what a w-array is, but the problem you're having is probably due to the biped slot in the .nif being incorrect. Basically, the CK gets upset if the .nif's biped slot isn't one used by Skyrim or is different from what you set in the armor addon. If you don't know how to change it, take a look at this.
  13. No problem. Let me know if it works.
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