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RS13

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  1. Background: So, I have the appearance edit mod and the glowing eyes for all mod.  But they don't seem to give glowing eyes to Astarion.  Or at least, they do not give him glowing eyes when he has his default head. (All other heads will never match his body color.)

    Currently, I'm trying to reverse engineer a solution.  I've compared the glowing eyes files to the default game files and it looks like they're changed it so that default heads from Humans, elves, etc. use the tiefling eye meshes.  I thought I could that with Astarion, but that information doesn't seem to be contained in his file.  Indeed, his head seems to contain roughly 10% as many lines as a tav head.

    Anyone know where I should look?  Thanks.

  2. This should be simple. I want to drag an archive--input loader 2.0--from my downloads (it's on github not nexus) into Vortex and have the files from it wind up in my Cyberpunk directory.  But instead Vortex tells me it doesn't recognize the files--even though it's super freaking simple layout Engine, r6 and red4ext, like a 100 other mods on the nexus.  OK, that's fine, I'll install the three folders in seperate mods. Oh, ok, the same text pops up so long as the readme and license are in the red4ext folder. No problem, delete them and manually install. But wait, once Vortex realizes that I'm installing input loader's red4ext folder IT CREATES OTHER FILES AND INSTALLS THEM!? Just put the DAMN FILES WHERE I TELL YOU, VORTEX.

  3. I have nudity, skimpy/sexy and sexual content blocked.  And yet I'm still seeing mods with those tags.  For instance, I'm seeing an SSE mod called "Luna - a latina preset" that is tagged with all three.  Please fix.

  4. Typically the rule is not to uninstall mods that your savegame depends on, but mods that it doesn't depend on are safe. For instance, let's say you use a custom head or face mod. If you remove that mod, the game will likely crash on load b/c it will try to load an asset that doesn't exist. Same with classes, if you try to load a game where you're a custom class, but you've removed the mod that adds that class, it's likely crash o'clock. Armors and Spells are likely more lenient. If you remove a spell mod and a character has that spell, then they just won't have it any more. It's a little tricky, but try it and eventually you'll get a feel for what can and can't be uninstalled.

     

    But if I had to give you two pieces of advice:
    1. Add mods *slowly.* Add one, maaaybe two mods that you really want to play with, then play with them for a couple of hours to be sure it's stable before adding more.

    2. Make backups: Every time I add a mod, I make a (non-quick) save titled "last before {mod name}" If the mod screws stuff up, I know exactly where I can go back to.

  5. Larian "FIxed" Freecast by... completely breaking it. Instead of never requiring a reset--and being exploitable, but at least usable honestly if you're willing to just turn it off--it now never resets despite them saying that it properly resets on long rest. Can someone make this damn thing work as intended?

  6. Larian "FIxed" Freecast by... completely breaking it. Instead of never requiring a reset--and being exploitable, but at least usable honestly if you're willing to just turn it off--it now never resets despite them saying that it properly resets on long rest. Can someone make this damn thing work as intended?

  7. Custom Skill Framework recently updated to 2.0 but that version is not compatible with SE. And at least oine mod (Molag's Will) requires the CSF to run. I'd like to request an SE/NG version. Parapets's mods have almost fully open permissions (just don't reuse the name/branding) so if any SKSE wiz wants to take a crack at it, it would be much appreciated.

  8. Happily Emmie After is a nice thought, but good lord is waaaaay to long. All I want is click ask Emmie if she wants to return to Buddy and "poof" quest over, happy puppies.

     

    And yes, I know there's a mod to simplify it, but since I have NEVER had the mod work without bugs it doesn't much help. E.g., in my current playthrough, Emmie refuses to follow me and so can't meet up with Buddy. Which is why I want one button happy pups. If anyone can make such an add on, I'd be grateful.

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