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spadesage

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About spadesage

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    Skyrim (Heavily Modded)
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    Mesh-Editing in 3dsMax

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  1. It's on my list of animations to fix: unfortunately since my horse model uses an altered (more realistic) skeleton, until someone shares the knowledge of creating skeleton.hkx files (or asks for my horse assets to create it for me), I can't do much with animation changes, since animations are tied to the .hkx, rendering a skeleton.nif change practically useless. Sadly, I've not heard from anyone who may have such knowledge, so I'm stuck trying to figure it out myself. I am making -some- progress though.
  2. No problem! And thank you, that is very kind of you. :) Glad to have helped!
  3. The glow is supposed to be transparent when viewed in Nifskope (see the Blackbow; it also has a largely transparent glow, with white where the glow will appear- just as yours has). But I did take another look: turns out the problem was more a matter of clipping than anything else. So I edited the scale (by +.0001), and now it definitely works: https://drive.google.com/file/d/0B8sPnebI0EDlZEpFNjRjWHhFamM/edit?usp=sharing I couldn't get the glow to appear on both sides with the same TriShape, so I duplicated the Glow branch and altered it's Y-coordinate to work on the inner part of the crossbow. If you dislike having glow on the outer-facing part of the crossbow, remove the Glow branch on top; if you don't want glow on the inwards-facing piece, remove the lower Glow branch. It's a very neat effect, all pulsating and orange. I like it. :)
  4. It is indeed related to the grass: more grass, more lag. It has something to do with how the grass is created by the game or something (possibly that grass doesn't have the ability to background-load and renders in "real-time"? I really haven't any idea, I just know grass is a frame-rate killer). You can try inserting the line "iMinGrassSize=60" under the "Grass" section of your Skyrim.ini (the range seems to start with 20 being the highest quality, and I think 100 turns it off, not sure- I use 60 myself as it's a nice balance between grass overload and Fallout-desert).
  5. You were missing a few flags- it works now: https://drive.google.com/file/d/0B8sPnebI0EDlZ1pIR3JEcjZzSGM/edit?usp=sharing You'll still need to make the .esp to get the weapon in-game, though (for testing I just swapped it with the regular crossbow). I edited the texture paths so that all of them (even the unaltered dwarven crossbow normal and specular maps) point to the following path: textures\An3Micu\weapons\dbcrossbow\ (it's more organized that way- plus it makes it easier for the modder to find his work) ;) By the way, in Nifskope, if you go to "Render- Settings" you can add the Skyrim data folder and any other folders that are set up the same way (as in the inside has the same basic layout-- \textures\etcetc...) to the texture paths for Nifskope. That way, whenever you select a texture from any of those paths, Nifskope will automatically shorten it to "\textures\yourpathhere\filename.dds": this makes it more compatible for potential mod-users (should you wish to publish your mod), since we don't all have the same directories (for example, mine's "D:\SteamLibrary\SteamApps\common\Skyrim\Data"-- so if I were to use your original texture paths the weapon would not work).
  6. Ah, I think I've figured out what it might be: is the BSEffectShaderProperty linked to the glow effect's NiTriShape? With that type of glow effect, the glow is applied over the entire NiTriShape (aka "object")-- you'll notice on the Blackbow that its glow is attached to an object made up of 2 thin strips: those same strips are merely clones of "BowMesh2" that are placed in the same spot--- this allows that part of the bow to still have a regular texture and glow at the same time.
  7. In regards to possible problems, other than the items-in-trees bit (don't forget about bird perches: there are some places on trees where a "furniture" marker for birds is placed-- wherever such markers are located, it's possible to see a bird/ butterfly/ other miscellaneous flying ambient creature "perch" in what may now become mid-air), I can't see any game-breaking errors occurring. Oh! I almost forgot about the Spriggans (be sure to leave the trees that they come out of, as you'll still have the Spriggan, but not the tree-- it looks rather odd). Just checked the textures (well, a texture) to see how well the regular tree textures are compressed (as sometimes the basegame textures can be compressed further than they are now), but it looks like they're done correctly. Also, are you positive the problem is the trees? Because usually frame-rate problems are caused by the grass: grass= #1 frame-killer. To test this (just in case you didn't know), in your computer's "documents" library is a "my games" folder. Inside of that should be a folder for Skyrim: you want to open the file labelled "Skyrim.ini" and find the section [GRASS]. Add the following line: "iMinGrassSize=80" (sans quotes of course). This will thin out the amount of grass that's rendered, and should have a huge impact on frame-rate (the value might go higher, but my guess is that '100' would disable grass entirely). You can find other helpful tips to improve performance here as well: http://www.geforce.com/whats-new/guides/the-elder-scrolls-v-skyrim-tweak-guide (the guide has nothing involving Nvidia graphics cards/ settings; it's a general guide made for anyone who wishes to improve performance of Skyrim on the PC).
  8. BSLightingShaderProperty: change from "Default" to "Glow Shader". Under "Property Flags 2" (under BSLightingShaderProperty) make sure the Glow Map box is checked. Also check the location of the glow texture in the linked "BSShaderTextureSet": I believe glow maps must be placed in the 3rd slot (possibly the 6th, depending on the "type" of glow-- Daedric Armor glow uses slot 6).
  9. As long as your mod comes after USKP, you should be fine. Whenever there's a "conflict" between mods, the lowest on the list (last mod loaded in the conflict) "wins" and overwrites previous changes (it does this on a case-by-case level for each conflict: i.e. if USKP moves a tree + makes other edits to the same cell, but you've deleted said tree, the other edits that USKP made to the cell will still be in effect). ...Hopefully that makes sense. :)
  10. Anyone? I cracked the neck's weight code, but the hair transparency and anteater/alien face persist. I would very much appreciate some help here...
  11. 1st, do you have any .esp files sitting inside the "Data" folder (Skyrim- Data)? The .esp files for mods need to be placed alongside the "Skyrim.esm" file, just like the DLC .esm files are. Having the .esp files in anything but the Data folder (sub-folders are a no-no: the game does not check inside of sub-folders to see if you have any extra modded content .esp files in them) will cause the game not to recognise their existence.
  12. Could be that the version of Realvision is outdated (if you're using a more current version of ENB, it might not be working the same way). This is because whenever Boris releases a new binary for ENB, there are usually changes to what/ how certain effects work, and sometimes new effects (like mist in the most recent release) change the way a preset looks entirely. For example, using the "ultimate" edition of Saraan Suum with the most recent binary works beautifully, but using an older version of the same preset produces much different results (the days are dark as vanilla night, fires have a much more restricted bloom, etc.). The only other possibility is that not all of the ENB effects are being utilized by your computer: this is most commonly due to users (like myself) running the game on Windows 8 (well, I think more specifically it's Windows 8.1). There's a .dll in a zip floating around somewhere that fixes this; "Optimus Fix" for Windows 8, or something similar (you'll find it via Google somewhere on a forum-looking post that explains what it is and what it does). The same problem affects a number of people using the "A-something" graphics cards (there's some common graphics card aside from Nvidia that starts with an "a", but the name escapes me at the moment).
  13. Realistically, you don't need a frame rate much higher than 20-30. Granted, things run a bit more smoothly when getting ~45 fps, but anything higher than 60 is a bad thing: without a frame-limiter (which caps your fps at 60 anyways), those higher frame-rates actually speed up game time, like an acceleration button that cannot be controlled. Without ENB effects active, my frame-rate was clocked at around 150-170, when in reality it was capped at 60. With the ENB effects enabled, my frame-rate drops to around 14-30 fps. I notice no significant visual differences, other than the occasional "hiccup" when moving to a new (not previously explored) exterior cell (which is caused by the large quantity of grass introduced by SFO, and not directly linked to frame-rate anyways).
  14. CoT, RLO, and most other lighting mods tend to look really bad when paired with ENB. Depending on the ENB you are using, it is most likely that the settings exacerbate certain lighting features and "lessen" others. I had the same super-dark interior issue with RLO and ENB running. I currently use Saraan Suum ENB with ELFX --ELFX might have a few light placements/ changes I dislike, but overall, it looks great- and was intended to be used with my current ENB.
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