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Everything posted by Skinjack
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Yeah, problem with any mod list I create is it's going to have a bunch of MERGE_ mods that I made with Zedit and I can't be sure that they won't be the cause of interfering either. Guess I need to build a list of which mods each merge contains first to see if they could be messing with that area. But thank you for the suggestion. I was wondering how to do that in Wrye Bash. I know enough about it to rebuild a patch and that's pretty much it. At least it will give me a proper list I can start identifying possible culprits with. Really wish I had seen this issue when it first started, but I have no idea of when it did. Its hard to check for issues in all of Skyrim/Solstheim before you start a game in earnest. I'll see what I can do about a list after I get the MERGE_ mods broken down. EDIT: Just went into Wrye Bash to try this out, but I don't get a "List Mods" in the pop-up window when I right click. Did they change this recently? I just installed the newest version. EDIT 2: Never mind. I found it. Need to right click in the right area next time.
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I'm trying to figure out which mods alter the Heartwood Mill area. I can't get close to it without CTD'ing. I recently tried converting Gifts of the Outsider LE (which has an old house by the mill on Lake Honrich) for my game and was convinced I was doing a poor job converting, but I crash even after its removal whenever I try to go into that area. I can see the abandoned house marker on the map, so I actually think my conversion has been working, its just something else affecting that area. I can't think of anything in my load order that would do it. Any clues? Is there a way to find out without having to do the arduous half-your-mods then half again and again and again until you find the issue... I have quite a few mods (400+), so that is really not very appealing to me right now. My wife has much better uses for my time. Or so she says... Is there anything else I can do like lowering the graphics quality temporarily that might get me into the area? EDIT: I guess Farm Animals & Co affect that area, I've just never had an issue elsewhere in Skyrim with it. Will try disabling that for now to see if it works. Any other guesses? EDIT: Disabled Farm Animals & Co. That's not it. Lowered graphics quality with BethINI. That's not it. Something is being a resource hog in that area.
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Help with blackened views in 3DS Max and Nifskope
Skinjack replied to Skinjack's topic in Skyrim's Skyrim SE
So I just tried exporting from .fbx to an .obj and then importing again, this time selecting to rotate on the ZY axis. This worked, but now I'm curious if the original export should not have that clicked, or if the import needs it clicked. I don't know if I accidentally clicked on one or the other checked boxes. What does the import/export have when you do an .obj for Skyrim? Is the rotate on the YZ axis checked or not? -
Sorry if this isn't the right place to ask this. It's been about a year since I created anything new in Max, so I loaded it on my computer and created a simple sword. The only problem is that the swords looks black in most views. Yes, I do have the polygons facing out. You can fully see them when rotating the object in the perspective view, but that also shows black on most angles. I can only assume it is the cameras, lighting, or some setting I've forgotten to adjust since it has been a while and this is a new install I haven't customized yet. Anyone have a clue why it would be doing this? I've never had to mess with cameras or lighting before and I have over 100 weapons I've done for the game without issues. Also, when I turn this into a nif, the object doesn't show in nifskope, probably because its black. https://imgur.com/CdvMj2O I'd be very grateful if someone could let me know what I'm doing wrong or how to fix it. EDIT: I figured it out (I think). I had forgotten I am now separating the blade so I can include the blood decals on it, so when I was selecting the object on the handle and flipping the polygons I was only doing that for the handle apparently. I can at least see what I am doing now, so will check to see if it fixes my nifskope issues as well. Edit 2: Nope, still an issue in Nifskope. Anyone with more knowledge than me (not hard) want to take a look at the file or have a clue what might be going on so I can get this working? Edit 3: OK, this is getting annoying. I know I have a poor memory due to a stroke, but this is crazy. Every time I close my scene and then reopen it, my object rotates 90 degrees in the viewport on the X axis. I can fix it, fix the hierarchy, save it, and it does the same thing next time I open it. Why isn't it staying where I put it?
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I have that weapon textured with Photoshop (as well as about 100 more). I've just never released them because I was never happy with the textures. Too many spots where you can see the seams and textures mirroring. I've been using it the last year or so. https://imgur.com/m0x4rsJ I'm afraid I'm old school and never really learned good techniques. Hazard of adopting bad practices back in the Morrowind days. I still do textures by mirroring the uvw's, but I am re-doing my models so that they are better mapped by completely unwrapping the mesh instead of mirroring it. Doing the Substance Painter trial was my way to get used to the interface, or trying, before it ran out to see if it was something I could do. I don't have a problem getting semi-decent results for a newbie, I just can't get those results from Substance Painter to Skyrim without some weirdness going on. If you wanted to see the extent of my unusual weapons, I could send you a zip with all the renders.
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Thank you for the help. Between you and johnskyrim I think I have the blood decal mostly figured out. I guess I need to credit SoMuchMonster's tutorial, as well. Now I just need to get it written down accurately before I forget what I did. https://imgur.com/C2IIeKG And I need to figure out how to export in Substance Painter correctly. My in-game version looks nowhere near what the original in SP is. https://imgur.com/HLIXdN0
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Thanks for the pointers. I had already been advised to use LE models because there were less issues by mathy79. I have the model's blood "sock" already made in 3dsMax and I thought it would work this last time around when I imported it and added the nodes in nifskope, but no such luck. I even tried using a duplicate of the vanilla weapon I used to size it, replacing all the shape data, names, textures, etc with mine. It shows up in-game, just doesn't work properly with blood. Nifskope is the bane of my existence. :smile:
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I'm sorry if this has been asked before but I don't see any updated tutorials for this. Can anyone point me in the direction of a tutorial on how to add blood to SE weapons? Not LE because switching between the two is causing an issue where I CTD. I'm afraid I'm not terribly good in Nifskope and haven't used it in about 9 months, so if there are basic instructions out there (you know, idiot-proof) or if anyone can walk me through the process I would greatly appreciate it. I'm not sure if I need to optimize the meshes using nifoptimizer, etc, but where all the mods used to use a NiTriShape and there is now a BSTriShape in its place, which I have been told is just the sleeker SE node. Doesn't help me, because all my models are in LE format, although some have been updated for SE. I've just never had the time or understanding to add blood but now that I am learning Substance Painter I have the opportunity to do things right, so I am hoping someone can help me. I have a separate nif created for the blade and blood spatter applied (I hope), and Nifskope is where I am sure my issues lie. I just don't know how to fix it for SE.
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Nah, I found the culprit. At least so far. Pandorables NPC's got unloaded somehow. Maybe I accidentally hit the disable button in Vortex while navigating the page. But I still had all the patches for it running so... blackface. I am running a version of Inconsequential NPC's, that I think was properly converted. Right now I'm just exploring, but so far Whiterun looks good. Thanks for the response. If I run into more issues, I'll yell.
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While I was in SSEEdit poking around for something else, I looked for anything that changed the Non-Player Characters for those people and found nothing. What would be causing the black face if nothing seems to be overriding those people, at least in graphic mods that I can think of that would affect people's faces? Am I not looking in the right place?
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So, I did some looking around in SSEEdit. I didn't change anything because I really am not comfortable messing with records. I do see several mods overwriting others, with Relationshp Dialogue Overhaul (or one of its patches) being to the far right, so taking precedence. Based on how Vortex sorted them, that is to be expected. I think. What exactly would be controlling the follower's menu to interact with them when you talk to them? Uneducated guess is Dialog Topic>DialogueFollowerFollowTopic (or Wait, Dismiss). I'd really like a clue as to what I should be looking for.
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OK, since someone else un-necro'd this first... I'm having the same issue. Tried the various fixes and Lydia still won't talk after recruiting her. I do have Animations, which I have uninstalled, as well as any AFT related mods. I don't have Jaxonz Renamer. Any ideas? Tried resetAI. Anything else I can do? I guess I'm going to try removing RDO next. EDIT: Hmmm. RDO says it must be loaded after Bijin all in one, but its not. RDO is 71, Bijin is 175 in my load order. Is this still valid (I can't ask there since it has the forums disabled) or has it been updated for the most recent LOOT lists? I guess that could cause the issues they say RDO has with talking to Followers. And since I've never actually done it yet (still adjusting my list) do I simply drag RDO (and relevant patches) below Bijin if it does need to be there?
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So I'm just about finishing a rebuild with Vortex and I'm having a blackface issue with some of the people in Whiterun, like Alfhild Battle-born, Naglfar, Halldis, probably more. I'm running the Bijin All-in-One and those people I have seen so far look ok (up to Lydia). I'm also running pretty much all of Pandorable's mods, which affects Alfhild but not the others. Those are the only mods I am running I can see that are affecting NPC's appearances (as far as I can tell). What are some mods that could affect people like this in the Whiterun area? Because I am at a loss right now. Everything has been run with LOOT in the background in Vortex (I've even manually sorted), and anything that affects minor appearance changes like Quaint Eyes has been set with a rule to win conflicts. Any help is appreciated. Its not a game-breaking issue, but it IS annoying. EDIT: Oh, almost forgot, I am running QUASIPC to patch all the Bijin/Pandorable mods.
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How safe is it to campact ID's and esplify?
Skinjack replied to Skinjack's topic in Skyrim's Skyrim LE
Those come up as: [17] SkyUI_SE.esp Can be turned into ESL by adding ESL flag in TES4 header [74] RaceMenu.esp Can be turned into ESL by adding ESL flag in TES4 header [76] RaceMenuPlugin.esp Can be turned into ESL by adding ESL flag in TES4 header [bF] Bashed Patch, 0.esp Can be turned into ESL by adding ESL flag in TES4 header So I should be good. Probably won't mess with the Bashed Patch, though, as right now I'm regenerating it too often and it probably needs to be changed each time its generated. Thanks again for your help. -
How safe is it to campact ID's and esplify?
Skinjack replied to Skinjack's topic in Skyrim's Skyrim LE
One more question. Certain esp's like SkyUI and RaceMenu say they can be made light. I haven't done that because they affect so much and certain mods, like QuickLoot RE, I've read can have issues when you do that. Are these safe to change, or should I just keep steering clear of them? -
How safe is it to campact ID's and esplify?
Skinjack replied to Skinjack's topic in Skyrim's Skyrim LE
Coming from you that is definitely worth listening to. I appreciate it. I do have a couple of my own mods I haven't released (I used archaic mirror techniques when texturing them because I haven't kept up with the times) so I have never released them. They are just weapons that have textures/meshes with an esp. -
How safe is it to compact the ID's and make your file an espfe? I know from reading on another forum that some people are running 450+ plugins that "most are ESL flagged ESP files. I don't really want to start big, maybe some weapon or visuals or armor mods. Nothing that changes a city or such. I'm just having a few issues with one program saying I have more plugins loaded than another program and figured this might be the easiest solution to that situation. If its safe. EDIT: That's Compact in the title, no campact. Too much of a rush today. I don't think that can be changed after the fact.
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NMM Community Edition won't Validate API Key
Skinjack replied to Skinjack's topic in Skyrim's Skyrim SE
Did you happen to know how to find the trace log so we could at least point the developers in the right direction if its a NMM issue? If it's the Nexus Site (I show logged in there) I guess we have to be patient until its fixed. Just let them know the issue is out there. -
I'm still running NMM - the community edition 70.7 or 70.8 (tried both). Whenever I start it is says Validating API Key, then says Not Logged In: Status Unknown. Whenever I try to log in, it says Login in progress... Wait for the login attempt. Then it just sits there and does nothing. I thought we had a username and password we could enter on the Download Options setting, but that could be a leftover memory from my Mod Organizer days with Oldrim. Its not there on that tab if there is one. Anyway, I am logged in to Nexus's site. Redone it a couple of times. But whenever I try to download a mod it still tells me I am not logged in on NMM. Anyone else having these problems? How do you find the trace log so I can see/share what it says? Is the Nexus stie or NMM community edition having API issues?
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I bookmarked and read that the other day, but thank you for the link. I'm just trying to figure out what a "safe" record range to convert is inside the 2048 limit. For example, Provincial Courier Service comes in at 444 records, but SSEEdit flagged one of them as being unconverted in the process. I think I may need to compress the formids with that one, so that may be my problem. Either that or it is outside the range expected (I don't remember that hexidecimal-looking number off the top of my head, but I guess I need to write it down). Is there a script for SSEEdit that identifies mods with that number in them? It would make eliminating mods you can't mess with easier. (I guess I should clarify... Just look for those numbers in a mod. I've used the script that identifies which mods can have the header record changed, formids, etc). I've gone through SSEEdit and written down the number of records for each mod that does not act as a master file for patches. Can the patches themselves be made into ESL's if the number is relatively low? Right now I have given myself an artificial limit of 500 records. We'll see how that works out once I start trying to convert them in earnest. Somebody needs to start a list of mods that can be safely converted to ESLs. :smile: Probably minimize the number of people like me asking stupid questions.
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I found GamerPoet's very well done XEdit video for ESL plugins and it answered a lot of my questions. I have a tendency to forget YouTube when I'm searching. Really need to remember them. However, I'm still not sure about the resetting of quests for armor and such that I may do with this, but I suppose I can experiment a little. Which brings up another question. It says not to mess with mods that have interior cell overrides, I'm assuming unless they are new records. So could we do something like Provincial Courier Service that adds a new building or some other mod like it? Or is not messing with interior cells a general rule to follow, even if they are new?
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So I'm late to the game in converting the mods that I have to ESL's to save a little space. I've run the SSEEDIT script that can identify them and have changed those that can be done simply by replacing the tag in the header. But I have a few questions about the process before I progress any further. I'm sorry if any of these questions have already been answered before. I'm just seeing conflicting answers on certain things across the internet and I wanted to make sure. Since ESL's load before ESP's, I have left the extension alone, doing just the header. Is that correct, or should I also change the extension? I just didn't want to screw with the load order (too much) since I finally have a pretty stable game with 400+ mods.Concerning the above, is that why I am seeing ESPFE, ESPLite, etc all over the place. Are they all just ESL's or has the community come up with an agreed upon nomenclature for "true" ESL's (in header and extension) as compared to just a header change?On the convert-able ESP's that can be done in the Creation Kit with formID renumbering, is this a safe practice? Can "bigger" mods (like Bijin, WACCF, Dialog/Combat Overhauls, Etc) safely be done with this if it says they can be changed? I know better than to mess with any mods that have masters, and have adopted a don't-mess-with attitude towards anything related to mods that have them.Does changing the ESP to an ESL "reset" the mod in game, ie if you have an armor quest will you now have to re-do it, etc?Can an ESP be changed to an ESL mid-game, or is it suggested to start a new game? I'm sure I'll have more questions. I'd just like to know from people who have done it and what their experiences/issues were before I commit to the expenditure of time. EDIT: OK, answered one question. JimmyRJump says to stay away from big mods in his "mod" online about how to convert to ESL's, so unless that has changed since he posted I'll stay away from mods that change/add lots of records. I knew I had that link to his instructions saved somewhere for future use.
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Thanks again. Yet another mod I haven't seen before. I'll give it a try to see how it works. Hmmm. Now where to "steal" a rack from...
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Edit: Crud. I use Solitude Expansion, and according to the posts this heavily interferes in the dock areas. I don't see a version where he moved the shop as requested, so I don't think this is something I can use without getting rid of the Expansion. Any other mods that do this? How easy is it to move the entire shop in the Creation Kit? Because I know nothing about activators, etc.
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Thank you. I thought I had done a "furniture" search on the mods page. Guess I just thought I did. I'll try again. Your help is much appreciated.