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mcchuggernaut

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Everything posted by mcchuggernaut

  1. I'm using Blended Roads with parallax roads and bridges, and it looks GREAT, but the Dragon Bridge outside the town of the same name still has flat stones on it's road. I know there are mods out there that have addressed this, but after an hour of searching "Dragon Bridge", "Dragon Bridge Mod" "Dragon Bridge Parallax", etc... on the web and on the Nexus (oldrim and SSE) I just couldn't find a mod that said anything about fixing that or even had a picture of it. Anyone know a mod that does this? It can be anything, I know how to pull out the meshes and textures I need from mods. This has been driving me crazy, so thanks in advance for any help!
  2. Decided to replay one of my favorite old games for nostalgia's sake, and this time make myself a player home. I used the console to spawn a few cabinets for use as storage containers and some furniture for decoration, then positioned them exactly where I wanted using movement commands (I tried both "move x,y,z" and "setpos x,y,z") , but every time I leave the cell, save and re-load, and re-enter the house, my furniture has reverted to the exact spot where it was spawned. Is there any way around this? Thanks for any advice!
  3. Please disregard this. The mod manager somehow removed the "read only" attribute from a couple of my .ini files. This post is no longer relevant. If a moderator could kindly remove this post it would be appreciated.
  4. Holy crap this worked! Thank you so much! I have been beating my head in frustration over this for days! Yes, for some strange reason Gimp was defaulting my alpha channel to white. I tried messing around with layer masks and all kinds of other nonsense, and when I did manage to darken the alpha channel I got weird reverse shadows and other errors. BUT for some strange, incomprehensible cosmic mystery of a reason, after I hit the map with the eraser tool the alpha channel works correctly, and can be darkened or lightened depending on the magnitude to which I set the eraser! That lets me precisely control the level of shininess! Bless you kind soul! I supremely appreciate you taking the time to help me with this vexing problem!
  5. I know this topic has been discussed before, but upon scouring the internet I couldn't find anything that worked for me. Hopefully someone here has ideas. The problem is that Skyrim uses the alpha channel of normal map files to control the "shininess" of textures. Whenever I make a normal map in Gimp, the alpha channel defaults to white which makes everything ultra-shiny, but conversely when you force gimp to use a greyscale or black alpha channel (Holy s#*! did it take me forever trying to get Gimp to do that. Gimp REALLY makes it difficult.) I am getting a very odd black sheen on the objects instead. Has anyone ever finally solved how to deal with reflective textures once and for all? If I should be using a different program or am going about doing this all wrong, please let me know. I have been at this for a full 2 days and it's driving me crazy, so I figured asking where all the other mod creators discuss these things was the best option I had left.
  6. Thanks for taking time to help me with this! I guess I am going to need to learn how to play with vertex coloring then. As for the "RuinsExtraAnimals.dds" file, when I extracted it I thought that had to be the texture file I needed, but when I took a look at it using Gimp and Paint.net (I use both programs, depending on what I want to do with a texture.) it didn't have the animals used on the claw depicted in the texture file. So if Nifskope is saying that texture is what it uses, I have no idea what's going on. Guess it's back to the drawing board until I teach myself how to work with .nif files more proficiently. Edit: Finally cracked it! If you click on the puzzle bits of the mesh when it's loaded into Nifskope, you can then expand the "BSTriShape" entry for that part by clicking the little plus box beside it. Then click on the expanded "BSLightingShader" entry. It will show you a list of "Block Details" in a window below the "Block List" window. You will see two entries with a band of rainbow color beside them: "Emissive color" and "Specular color". Modifying these two values changes the default color of that bit of the mesh, and you can make it any color you wish. Seems the devs got lazy and never assigned an actual texture to anything but the largest "claw" part of the mesh itself, and just slapped on a default gold color value to the other bits of the mesh for the golden claw. I can just tweak these color values to match the retexturing I do to the rest of the claw body. Thanks again for the help! I can get back to work on my project and call this case closed. :)
  7. It would appear there is no texture associated with those parts of the dragon claws. There are .nif files for them, and it looks like the .nif files themselves are assigned some kind of base color. The Creation Kit is rendering them really funky and isn't any use. I got the .nif for the golden claw extracted and into Nifskope, and can find no textures attached to it at all (it renders blank white). After looking at several mods that changed the base textures of the dragon claws in an effort to deconstruct them and find what I was looking for, it seems NOBODY changed the little animal symbols at all. I can see why, because at this point there seems to be some hidden variable in the .nif files themselves that are giving them a texture, and no actual texture file doing it. Very confusing...
  8. I am currently working on a mod that aims to "normalize" all the gold objects in the game, specifically by making them all roughly the same color and as near to real-life gold as possible. I got through the gold bars and coins so they don't look like they are made of two different materials, but then when I moved on to the golden dragon claw I found a catch. The claw "body" texture I found easily by searching all the texture files with a .bsa unpacker, but the key bit (the animal pictures used for the puzzle doors) apparently has a separate texture, and for the life of me I cannot find it. No idea what it is called or where the texture for it is located. Anybody else out there have an idea? I have manually gone through an ass-ton of texture files in likely categories, but still nothing.
  9. Yup, I'm looking for something hidden somewhere in the depths of the Creation Kit. I need to be able to modify the properties of Aela's shield, but I can't find a way to do that anywhere. I know it's just a craftily hidden script or something, and I tried using the search feature but alas, it still eludes me. If anybody else can find the set of values I need to change it's stats, textures and meshes please point me the right way. Thanks!
  10. I made this mod yesterday: http://www.nexusmods.com/skyrimspecialedition/mods/7634/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrimspecialedition%2Fajax%2Fmoddescription%2F%3Fid%3D7634%26preview%3D&pUp=1 I think it came out really good, but: I had someone comment asking what resolution my texture was. I was under the impression that you cannot increase the quality of a texture, only decrease it, or find another texture that was made at a higher resolution. So is it actually possible to increase the quality of vanilla textures somehow? I would love to make 2k and 4k versions of this, but don't know if it can be done, and if it can, by what process? Any help from those more experienced than myself would be appreciated!
  11. Long story short, I am trying to modify how fast the lava lakes in the oblivion worlds "flow". It appears to all be flowing in one direction, and since there is no lapping against or flowing around objects, it looks very weird and unnatural when you use a high definition retexture. It isn't so noticeable when you are using the vanilla lava textures simply because they are so bad, and that's why I'm guessing the devs set the flow speed so high: simply to help disguise the s*** textures with a lot of fast movement. The problem is, higher res textures look to be flowing completely unrealistically fast because of this, and it also breaks the illusion that it is anything more than just a flat sheet of textures because of how quickly it flows into rocks and shorelines. If I could slow down that movement It would be far less obvious and immersion-breaking. However, I am completely unsure where this flow speed value is in the construction set. None of the other modders that have changed the lava seem to have done anything about changing it's flow speed, so is it even possible? If I can change this I will approach several of the authors of the most popular lava retexture mods and see if they would like to incorporate my tweak into their mod or use it as an optional download, so this might be of benefit to a number of people. Any help from someone more familiar with Oblivion's construction set would be greatly appreciated! Edit: Victory! I managed to find and modify the flow speed value for lava! Now it looks much less immersion-breaking for me! Anyone who would like to modify the the flow speed to their tastes, you may use this method: In the construction set find the "miscellaneous" section, then find the "water" section under that. Then in the "editor ID" box, find "OblivionLavaTest01", right click it and choose "edit". You will get a warning, ignore it. Then in the "water simulator" box, there will be a value called " "Scroll X Speed", which you can modify to change the flow speed of the lava. I chose a value of 0.0002, which worked very nicely for Koldorn's Improved Lava 2, which is the lava mod that I use. Hit the apply button, then the OK button, then save your modifications. Presto, custom lava flow speed! Enjoy! :smile:
  12. Since nobody else has said anything: First off, there are a lot of other factors at play with swords and armor besides purely raw damage/armor numbers. Especially with percentage damage resistances. That common item might have slightly more armor than your mastercrafted witcher armor set, but when mastercrafted bear school gear gives you a cumulative 70% resistance to all damage taken from monsters, it turns out that little bit of extra armor on the common item is pretty worthless in comparison. This makes sense, because witcher armor is designed to allow high freedom of movement (so the witcher can take advantage of their hightened reflexes and other fighting abilities) and has special anti-monster properties instead of being restrictive and heavy like normal soldier's armor. Very few common items and even the best relic items you can find or even craft usually don't have anywhere near the special protective or offensive properties that witcher gear has. Then there's the bonuses you get for a matched set of mastercrafted witcher gear, and you have even MORE reason to not give a toot about that common knight's plate that has 20 points higher base damage resistance than your witcher gear. It's still vastly inferior in every respect except that one inconsequential base stat. % resistances and buffs are much more powerful in this game than armor points. Some sets of armor that closely match witcher gear but are by no means "better" are a set of special golden Toussaint armor you can find, the Hen Gaidth armor set and the Tesham Munta armor set. Witcher swords are similar. They can sometimes do slightly less raw damage than normal infantry weapons, but again have special properties that make that little bit of damage difference irrelevant. Back to the mastercrafted bear gear again. The silver sword gives you: +20% adrenaline point gain, +75% critical hit damage, +5% critical hit chance, +14% chance to dismember, AND +20% bonus xp from monsters (you level up 20% faster fighting monsters while this is equipped). The steel sword is even more interesting, because among it's MANY damage resistance bonuses and a further large increase to adrenaline point gain is a +45% resistance to monster damage. Now combine that with the +70% from all the parts of the bear armor and...holy shite, that's 115% resistance to damage from monsters! You really want that sword that does a measly 20 points more damage over all these much more powerful protective abilities and stat bonuses? The witcher gear is better, trust me, your just not looking at the right things. More on swords: Iris was great when you were the level you had reached at the end of Hearts of Stone. That special attack it had was pretty nasty. But just like all the gear you had that was great at lower levels, it is going to get left behind by higher-level items. If Blood and Wine didn't have better items there wouldn't be much incentive to play it except for the story. I recommend putting it on a display rack in your house because of it's unique appearance. There are also a few end-game relic swords that match the power of mastercrafted witcher swords, specific examples being Aerondight, Vitis, and a few level 50+ relic swords you can find diagrams for. This rewards you for exploring and crafting, but depending on the stat bonuses and abilities of different armor and weapons they are all more or less useful depending on your character build, play style, and the situation you find yourself in (ie: enemy you are facing, or if you want an exp boost to level faster, etc...). Again, the witcher swords end up superior to all the common swords even if a few have slightly higher base damage, and only a handful of special relic swords can match them. There is also the fact that common items aren't going to come with rune slots, and even magic-class items usually only have one, rarely two, almost never 3. Three runes on your witcher gear swords are going to easily make the raw damage output higher than the common sword with the better base damage anyway, as well as apply other beneficial effects in battle. Hope I cleared this up and you can now see those common items are nowhere near as good as your special witcher gear.
  13. Got a fix for you, but you might not like it: I had the same bug, and it seems to be caused by completing "Goodness Gracious Great Balls of Granite" before fully renovating Corvo Bianco. I did that, and the vase failed to be removed. It turns out completing the aforementioned quest and receiving the Reginald figurine is the trigger to remove the vase, so if the renovations are not completed first you cannot trigger it's removal. I loaded an old save and did all the renovations first, THEN did the quest to retrieve the stone nuts, and upon returning to Corvo Bianco the vase was gone and I could place the statue. Sadly, this means you have to re-load a save from before you had any renovations done on the vineyard, but it does solve the problem. Still needs a proper bug fix, though.
  14. In response to post #36103560. #36103720, #36104685, #36105455, #36105805 are all replies on the same post. Ok, even if mods needed to be disabled, which I don't really agree with, the console being disabled DEFINITELY wasn't necessary, and not clearly stating pre-download that this patch would disable mods and the console was pretty stupid.
  15. In response to post #36113280. #36113495, #36113620, #36113775 are all replies on the same post. Yeah, without the console how can I get the broken level 4 merchants to even show up at my settlements? Or get the brahmin or Preston off the roof of my house? Bethesda has known about these problems since release, but hasn't bothered to fix them yet. The console isn't for cheating in Fallout 4, it's basically for fixing all the bugs.
  16. Damnit, Bethesda! Modders are smart enough to know if something is wrong with their game to disable their mods first before blaming a patch! This is just an extra pain in the ass for modders, not actually useful. *facepalm*
  17. That wont have an effect. I bet the terminal uses the same script that you can use with console. What you could try is setting the ownership of stuff to Player. I guess every container/furniture you place somewhere has a faction ownership with the player and all settler in it. When you set it to Player, then the NPCs would theoretically not touch it. Except they are criminal b*****s. Then you should just kill them :laugh: The command you need is setownership. Hadn't thought of using "setownership". That might keep them out of my storage and power armor. As for keeping them from spawning in my house, I still haven't a clue how to stop that.
  18. I did remove all my fusion cores from my power armor after the settlers stole it the first time. Unfortunately, it seems they are able to simply magically generate a core when they enter the armor. Some super mutants showed up and I fought them off, then walked back to my house feeling pretty good about how well the fight went, but then I ran into friggin' Marcy Queen Of B*****s Long strolling down the road in my T60 suit and carrying my gatling laser...*facepalm*
  19. Unfortunately, settlers seem to be able to "teleport": Settlers loot containers and get in my power armor when the settlement gets attacked and they are near my stuff. I first tried locking the containers and power armor with the console to no effect. They can still pull stuff right out of the containers and get in power armor if they can get near it. So, I decided to build a special shack to keep them away from my stuff. I locked the one and only door into the shack with the "lock" console command. Went off questing, came back, unlocked the door with the console, walked in, and some f*****g settler was just standing in the middle of the room staring at me. Even more incredibly, I had made sure to break pathing to the front door when I built the shack, and the settler couldn't path out of the house when I ordered her to move, so she couldn't have even gotten in there if the door had been wide open for her to just walk in. After giving all this some thought, I have determined that where a settler will be when an area loads in a settlement is not truly randomly determined, but if there is an object that can be "used" by an NPC like a chair, bed, or crafting station, the game will often spawn NPCs near those objects, completely ignoring whether the settler would actually be able to path to the location or not. (This is why you get the infamous "settler standing on the roof/brahmin stuck in the house" issues in Sanctuary.) <--I think the brahmin is trying to spawn near Carla, and that's why it in particular ends up stuck in that house. Can anyone suggest a solution for this problem that doesn't involve killing all the settlers (satisfying as it would be) or moving to an uninhabited settlement? I am so fed up with this c**p, and I'm pretty sure Bethesda is never going to fix this. I believe it is up to the mod community, but I have only ever made 3 very simple ones, and wouldn't even know where to begin to try and fix this problem. Any ideas, folks?
  20. Well, thanks very much for giving me such a thorough explanation! I understand what is going on now, and that I need to find the base morph that vampirism uses. As wetblanket said above, I should be able to use TES4Edit to find what exactly the mod changed, and use that to find this base that is used for vampirism. I at least know how to proceed now. Really appreciate the time you took to reply!
  21. Thanks, I'll check that out. Edit: This turned out to be a great help! I found something had been modified in "Game Settings", setting number 01000800 (NEVER would have found this on my own), called "iVampirismAgeOffset". It would seem that it was changed from 100 to -100. I'm going to try fiddling with that by setting this offset to zero, and observing what it does in-game. Edit edit: It works! The mystery is solved! Anyone who wants to change how much aging is applied to a character with vampirism need only modify this single value: Game Settings -> iVampirismAgeOffset. This is extremely easy to do with TES4Edit. Positive numbers are an age increase, negative numbers are an age decrease. You can now tweak vampirism aging to your exact liking. Face morphing still applies though, so you are still going to get the changes to face shape and color, but with a value of zero you won't get any more wrinkles than your character already had, and at negative values you will appear to get younger. Cheers! :laugh:
  22. I found Vicente and his age slider. It's set at 65, which I believe is the maximum age possible, but the mod still makes him look 25, as it makes vampirism take off 40 years. This still leaves him looking too young. I need to modify how vampirism aging itself works, not just one NPC. The mod's authors managed to do that, and what I really need is to know how. Thanks a lot for trying to help, but I need to find where the vampire age setting is. I tried looking in "Spells" and "Diseases" for vampirisim, but I only found powers and porphyric hemophilia, and nothing about aging... edit: I suppose it might be whatever script kicks in when you become a vampire?
  23. I was wondering if anyone could point me to where in the construction set I should look to find vampire aging settings? I recently downloaded Circuitous and throttlekitty's excellent "Vampire Aesthetics" mod, which left the things I like (such as the default vampire eyes, and a little bit of face changing) but stopped the ridiculous aging. I don't actually play as a vampire myself, but I would rather some of the important vampire NPCs don't look like they fell out of the ugly tree and smacked into every branch coming down. His mod actually makes vampires get YOUNGER by about 40 years, which looks better than the ancient, wrinkled version, but is just too much for some characters. Now Vicente Valtieri looks to be about 12, and it's VERY weird, especially with that over-40 adult male voice. I think 10 years younger would be just right. So, usually being a do-it-yourselfer, I tried to modify the .bsa in the construction set, but couldn't find anything that controlled it in the vampire race settings. Where is this attribute hiding? I have hit a dead end.
  24. So, in short, my ENB's ambient occlusion makes certain small patches of snow appear to "float", because it is generating shadows under them: http://s23.postimg.org/59975oiiv/floatingsnow.jpg I'm using Truevision ENB. Is there a fix out there for this? Or am I doomed forever to occasionally have to see this eyesore? Any ideas for a fix?
  25. I tried searching the internet before making this post, and am a pretty experienced modder, but only recently started using ENBs. I have installed several now, trying them each out to find what I like best. Problem is, every one I have tried had a common problem: Shadows from trees and other objects like docks and mills that fall on any water always flicker wildly. It isn't particular ENBs that do this, since I get that with every one I have tried. I'm starting to think it might be an issue with my graphics card or it's settings.I tried fiddling with anything labeled "Shadows" in the ENB gui in-game, and had no success. Any ideas? My card is an xfx r7850, and I have 16 gigs of ram and a solid state drive. It's not like I lack computing power. Edit: I ended up solving this, somehow. It stopped happening after I turned some more things off in my video card's control center. Not sure what, exactly. I guess as a general rule the more things you turn off or switch to "application controlled" in your video card settings, the better, as ENBs take over most of that, as I understand it.
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