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Posts posted by Grimoa
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Do it yourself.
You "only" need to go through every female NPC and uncheck "use opposite gender animations" if it is checked.
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You can start a new game and add your level and perks with console commands
Here's a tool to help with that.
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For example, if someone downloads the original mod once, then later DLs a new version of my mod, and then a separate optional file, do those count as three unique downloads (adding to unique DL tally for each file)
I believe so, but I do not know for certain. (Would be interessted in it though.)
I have a mod that got a few updates during the last months (more features^^) and I kept the old files as "old versions". When I add up all unique downloads across all versions I get the number that's displayed as total unique download number.
So either each version is downloaded by a new, seperate group of people and noone ever came back to update (comments suggest otherwise) or it counts as a new unique download.
Edit: downloading the same file multiple times can have different reasons. Download failed, general user confusion between 20 tabs in the browser, forgot I'm already running that mod... (all that happend to me)
Some people delete everything and start new when they get to many CTD. (Didn't happen to me. Plus you don't need to delete NMM's archive to reinstall Skyrim. But I think some people do.)
And to be on topic: Yes, I pay more attention to unique downloads aswell.
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Awesome! :thumbsup:
So good to hear you are having fun modding.
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Now, knowing the guy asking the question is the wet and cold author...
He is? I feel kinda dumb now. >.<
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:D
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I used ENB Customizer to customize the ENB I'm using. Very handy tool and spared me the time to learn what does what in the config files. And it allows to save the settings and revert to them. Maybe that's helpful to you too?
As for the edit - test - edit - test ... that's the nature of modding. How do you think mods are created?
Edit: Nope, didn't know that, acidzebra. Good to know even though my tweaked ENB is already perfect. (At leat for the time beeing. ;) )
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Did you try to search for "Magelight"?
I'm using a mod that allows to place multiole magelights, but I need to shoot every one single. (But the first one stays when I shoot the second one.)
It's called something like "Magelight Multicast".
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Yep, that's the right spot to look. I forgot the other colors are added in ck. Sorry I confused you with that. :blush:
And I can't find the normal map for Fur Cape f white, black, red and choco in my WIP folder. Maybe I forgot to upload it...!? Put this in you data folder and see what the fur capes look like then.
All other fur capes use vanilla normal maps. If they are to shiney there is still another problem.
I'll rewrite this entire post and hopefully get the info straight this time:
The meshes follow a Skyrim naming convention:
itemname_gender_weight.nif
So _f_0 is the item displayed on a slim female, _f_1 is the same Item for a heavy female. Itermediate weights are interpolated by the game.
_go (sometimes _gnd) is the item you see in the menu and when you drop it to the ground.
Each mesh needs a texture and a normal map. This can be assigned in the nif. Additionally the esp-file can overwrite these with other textures and normal maps. I do that for all color variants.
A normal map adds fake 3d detail to the mesh by telling the game how light has to bounce off the surface. Additionally the alpha channel stores the specular map, which tells the game how shiney / glossy which parts of the item are.
Textures are what applies the color to the item.
Now, to do your retexture you would open aMidianBorns fur armor texture in Gimp (or photoshop) and fiddle with the colors until you like it, then save as dds and overwrite one of my textures with it.
The changed cape will still use aMidianBorns normal map, so the cape should have the same amount of shine as the fur armor and as not-recolored capes.
The only reason to change the normal map would be if your new texture is so much different that the fake 3d detail does not fit anymore. That's why I'm using a custom normal map for the capes with the finer fur texture. (The one I forgot to pack :/ )
If you want to do custom normal maps there's a Gimp plugin that generates a normal map from the texture. Only the generated normal map has no alpha channel which will esult in extremly shiney items. Add one like I explained previously.
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Which normal map are you useing?
Open the nif in nifskope and in the Block List find NiNode -> NiTriShape -> BSLightingShaderProperty -> BSShaderTextureSet
Then in the Block Details the second entry (_n.dds) that's the normal map.
Most items use the default one, so it should use aMidianBorn's if you have that installed.
For the some of the "Fur Capes f" I created a new one, namely those with the finer fur. It should then point to the normal map in my texture folder. (You can change that of course...)
From your pictures the cape looks shiney and flat as if the normal map was missing? If it's set correctly in the nif check if everything's in the right place in the data folder.
If you try to create your own normal map, make sure to put a specular map in the alpha channel. Specular defines the gloss of the item. Darker parts of the texture are less shiney. So in Gimp you would use colors -> components -> decompose to get the normal map decomposed into layers representing the red, green and blue channel. Add another layer with a black and white version of the texture. You will probably have to decrease the brightness of that one too. Then compose the layers with the new one being the alpha channel. The new normal map will be really, really transparent.
Hope any of that helps. I never know what's the right amount of detail when explaining stuff. ;)
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I wrestled transparency and glow into submission! :D
Unfortunately the texture quality was a casualty of that fight. (It was scaled up and down, alpha channel added and removed, color and constrast changed several times... The quality is now fubar. And anyways I want it to highlight the facets of the crystal!)
Edit: Huh? The picture was resized to 100%? Whatever makes you happy, Nexus. O.o
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Is this happening to others aswell?
I use the search and get a list of results (lets say 5 pages long). Some results have been omitted due to my blocked tags. I'm offered to repeat the search including those results.
Now if I click on "repeat" I get a new, longer list of results (lets say 7 pages). Now the un-blocked results are mixed with those results I can always see so I have to go through the entire list again. That's inconvenient but not the problem. As soon as I go to any other page of the results (pp 2-7 to stay with the example) it resets itself to omitting results. So un-blocked mods that don't happen to appear on the first page of results can't be viewed.
Am I missing something?
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Good to hear it's working now! :thumbsup:
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Afaik that's a keyword you need to add. Look at weapons that are enchantable and compare to find the one you are missing.
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Are they? Unded I mean? If I got that right, it's an infection and you don't die from it.
But hey, install Wet and Cold, go someplace cold and watch for your breath! :D
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:D
My money is on "it does nothing".
Well, ok, loading up everything will take forever. Maybe even crashing the CK.
Then saving to a new esp will create... a blank esp because nothing was actually changed.
But it will be dependant on everything. At least on all masters. No idea how (if) CK handels esp-dependencies.
Merging would need to doublicate everything. so it's saved to the new file. Which I imagine to be quite the pita in CK.
That's why people recommend TesEdit or TesSnip to merge mods. But you need a little idea what you are doing.
I merged Headbomb's better sorting into one esp cause it came as modular esps and I was using most of them. (I only merged those I used of corse. And some of them were options where you had to choose one, so merging them would be no good.)
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That'a a nice key! And an awesome looking character. Uhm... *tries to concentrate on problem*
I have no idea about 3dsmax because I'm using Blender. So I can't give you a step by step, sorry.
Did you weightpaint the key and did you attach it to the skeleton? If not, maybe you can find a 3dsmax tutorial for that. I could point you to a Blender one, but that wouldn't help.
If you did that there may be sth wrong in the nif file. The key not moving correctly (as if not weightpainted although it is) is most likely a missing SFS1_skinned flag in BSLightingShaderProperty. You can tick that in the drop down menu. Or, when copy & paste the entire BSLightingShaderProperty make sure to use one from armor not from a static object.
However that would not explain why the key is in the wrong spot. It could be attached to the wrong NiNode, but that never happend to me.
Hope any of that helps.
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I knew something would happen to throw my timetable off course. In this case it was the steam sale last weekend and 75% off Legend of Grimrock.
I have been completely absorbed in that game since. it's so good to play a game for a change. Without the need to mod anything about the game. It's amazing! I'm almost through so hopefully I can get some modding done again. Skyrim modding of course. Although LoG does have a dungeon editor... :tongue:
ArtMurder, I don't know how to support custom races yet. If you want to test a bit:
You can point your NakedFeet ArmorAddon to my meshes (if you have GPF installed of course).
In the Race dialouge there should be an option for which armor your race uses.... wait a sec... here General Data Tab -> Stats -> Copied data: Armor Race. Tick khajiit in your case. (Your race will use khajiit helmets aswell. Dunno if you want that. Do Ohmes Raht have human heads?)
Load GPF first and your race after.
Start the game and check if it worked. (Naked feet and boots. Check vanilla Khajiit aswell.)
Come back here and report. :)
I don't know if it's nessecary to load GPF in CK aswell. I think CK can't have one esp dependant upon another. Never tried but I remember reading something like that... So if above methode does not work I may have to turn GPF into a master. Never did that either.
I can think of one more way to make a custom race use GPF but that would be a pain for you to do and render your race incompatible with GPF. So that's off the table. ;)
Hope any of that made sense to you.
Btw are you using this already?
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None. Well, one or two maybe but I reloaded. (Got that obsessive disorder to press F5 every two minutes, you see?)
I'm using a mod that makes my horse follow really well (a small underrecognized mod, wish I could remember the name...). I think it warps to me if it get's lost. It stays away when I'm fighting. And has saddle bags. And can be told to stay. And will actually stay. Love that mod.
Plus "magic markers" put one in the saddlebags, and never loose your ride again!
Since horse camera ini tweaks do not work anymore I run everywhere with my horse following. So far it did not manage to jump off cliffs on it's own.
Oh and using almalexias grace from apocalypse spells I outrun it regularly. :biggrin:
For my only character with followers I'm using UFO. If the follower's horse get's lost, the follower has to walk. After all the horse was his / her responsibility.
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@ Ka3m0n - uh, hm, well, put that way... Actually, like DrakeTheDragon said, the option is already there. Mod authors could put it in the readme, the description or the "I'd like to specify my own permissions" text box. Adding another option that only needs to be ticked could be a convenience if there really are a lot of poeple who would want to do that. (No idea...) It could also rise awareness.
On the other hand it's less flexible then the text field. (Like time of absence, what can and can't be done if author becomes absent...)
So if it's not touching already released mods and the option is opt-out by default I'd say it's not actually a change to mod author's rights here on Nexus.
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You could look at the scripts used in the various mods that have automatic item sorting containers. They automatically store all items of a sort, like potions.
You might be able to transfer all potions from the player to a chest at the end of your dungeon.
Please dn't ask me fot details, it's just an idea from someone who has next to no idea about scripting.
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I hope it's just your pictures misleading me: You're sure you changed the Armor not only the ArmorAddon?
Can you get the new armor ingame through the console? If so it's more likely a prolem with that npc you want to equip the armor on. Not sure I can help with that... :/
Also I can't seem to find the difference between your first and last picture. Sorry if I'm overlooking something.
Did you try to add the armor as "outfit objects" instead of inventory?
Another idea might be to make a new outfit (list of armor, clothes, jewelery) that you can choose as defualt outfit for your follower.
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Prepare to get massive fire from other sides soon though.
Huh. I was waiting for that aswell.
Ok, my two cents:
Do you realise that - in most countries - copyright on art, literature, music becomes void 70 years after the original authors death? Why should my rights here on Nexus be cut short after a few month? This is not WoW after all where you get kicked from the guild for not spending your life in front of the screen.
I realise that mod authors sueing each other is not gonna happen. There's only money to loose on both sides. I percieve the system as an honour-based one and I really, really hope I'm not wrong about this. Asking for permission, giving credit and not using a mod or part of it without consent: It comes down to being respectfull towards another person's work and said person him/herself. Look at how the community turned upon the mod thieves in the early days of the workshop.
The last word about rules on the Nexus is Dark0ne's of course. He could and probably would ask mod authors for a vote but he does not need to. Either way, I don't think I need to worry.
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Did you try HiAlgo boost? Look for it in the files of the months.
It dynamically changes resolution, so if parts of the game are very demanding you will get lower screen resolution (not texture resolution!) but when nothing much happens the game runs on high resolution.
I'm gaming on my eeePC when away from home and I got quite the performance boost. The screen does look pixelated sometimes though due to low resolution. But only for a split second. Your milage may vary. ;)
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Uhm... why are you loading that other mod at all? You got the nif in your skyrim/data/.... so just copy and edit any vanilla ArmorAddon and Armor and there you go.
Here, this is what an ArmorAddon looks. They have their own section in the object window. Find one, copy it and edit the copy. Click select to change to the meshes you want to use.
Next you need the Armor, there's another categorie for those. Again find one, copy, edit.
Yu need to delete the old ArmorAddon that's associated with it and add yours. (Lower middle box).
Change anything else you want.
If you want to make it craftable:
Hope that helps. I'm a little tiered right now so my explaining is even worse than ususal.
And the CK wiki has once again proven it's uselessness. >.<
(They hint at everything and explain nothing. The tutorial saying "creating an armor" explaines how to create a shield, but that does not need an armor addon. Fail.)

Game gets stuck during opening scene
in Skyrim LE
Posted
It doesn't which is a shame really.