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FoxyFullmoon

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    Skyrim
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    Minecraft

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  1. I got excited thinking that would work, but it only changes the texture blend for a body and head texture in general. Not for specific NPCs. I'm creating followers with the RaceMenu presets, so each NPC has a unique face that needs blended. If this tool can do that, please share how because I only have the given tutorial on the page to go by.
  2. Annnnd nope. That didn't fix it. The skin tone color was already set to what it was in RaceMenu. Basically, the nif has a color mismatch in it that prevents it from being the same color as the body. I wonder if the color tint is off, or if it just behaves differently than vanilla Skyrim's colors.
  3. That's still not quite what I need. Yes, I am using RaceMenu models for the face gen data, but it provides a finished texture and model for me. All I'm doing with nifskope is basically moving the nodes from the exported preset to the vanilla face gen data that was exported from the CK with ctrl F4. This is the process that I follow: http://www.nexusmods.com/skyrim/articles/1316/? I just need to know why the skin tone isn't matching and how to fix it. I figure it's probably because of the custom skin color selected in RaceMenu, and it's only applied to the head model, so the body doesn't get that color. Or something like that. Now that I think about it, I wonder if setting the custom skin color in the creation kit would fix this. I'll try that and report back if it works.
  4. I don't think you understand, allow me to clarify. I'm using a preset made with the RaceMenu mod that was exported as a dds and nif, then imported using nifskope. You can't create the same face shape with the CK as you can with RaceMenu, so simply creating the face in CK won't work when someone wants a face created with custom RaceMenu sliders. I'm well aware of how to properly export facegen data, you first have to export the facegen data and then modify those files using nifskope to import the preset. What I'm saying is, once I modify the files to use the preset, it gives me a grey face.
  5. I recently learned how to use a RaceMenu preset to make a follower. However, when I finish importing the head nif and face texture, there's a slight seam on their necks sort of like the grey face bug. Now, this is normally fixed using ctrl F4, but since you replace the facegen data with your own textures and mesh, that no longer applies. So, does anyone know how to fix that?
  6. Try starting a new game with the mod, with the proper load order of course. Sometimes a save just won't accept new mods no matter what load order you use. Every time I've had this problem, a clean save has solved it.
  7. I could work with you. Making followers is my specialty. I'm not an expert, but I should be able to port a character into an NPC. A little note, you don't need permission from other mod creators if you're just using their mod as a master file. You DO need permission if you're reuploading anything they created. If you didn't know, most mods can be utilized without reuploading by just making them a dependancy of your mod.
  8. I want a simple mod that adds a conjurable black wolf mount. Not black like the vanilla texture, dark black all over. I'd like it to be a permanent summon like the conjure thrall spells. The wolf should be big enough to ride. If possible, I would also like it to follow you like an attonach would. I thought about making this mod myself, and if no one does I will eventually, I just don't feel like modding right now so I thought throwing a request out there wouldn't hurt. I appreciate anyone willing to do this for me. Thanks!
  9. Is this thread even still reviewed by the creator? If it is I have some ideas, but it's so old that I doubt anything would be made.
  10. I'm not entirely sure if adding a new tree is possible. I've never seen it done, with as many unarmed skill tree mods as there are out there - it's usually just built off another existing tree.
  11. Actually I don't see why it hasn't been done. Maybe with a UI extension mod that lets you make new status bars. Then the bar starts to drain based on a timer when you go under water, not actually linked to your breath because I'm not sure if that could be tracked. I can't script but I can imagine how it could be done. Correct me if my ideas aren't plausible.
  12. A couple of these have already been done: Locational Damage Eat, Drink and Sleep (sleep can be disabled) Edit: Sorry, didn't mean to necro. I clicked the last page button instead of the next page button. Whoops!
  13. Sorry for this late reply. Unfortunately I'm not a 3D artist and I know very little about modeling, so I can't just check the model to see if it's rigged, that's something you'd have to ask the creator. The only way I could do it is if I created the armor in the creation kit and tested it out in game, which is really more effort than it's worth to find out that it's not rigged. But find that out and I'll gladly make an effort to make this mod. :)
  14. For this reason, I use a mod called AutoHarvest2. It doesn't give you a collective loot menu, but it picks up loot as you go according to what you configured. It's also highly useful if you're an alchemist because it gets all those hard to reach ingredients as you walk.
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