Jump to content

Augh3d

Members
  • Posts

    83
  • Joined

  • Last visited

Everything posted by Augh3d

  1. Skirt kilt Skirt is BDO Eckett, probably other parts too.
  2. Set the flag in BSLightingShaderProperty, like so.
  3. XPMSE completely replaces XPMS, get rid of XPMS and just keep the extended version. Installing all of those (skipping XPMS for the reason already mentioned) in the order you listed them should be fine. Run FNIS when you add or remove mods concerned with adding, removing or modifying animations or behaviour files. So, do everything else, then run FNIS. If ever in doubt, you can run FNIS and should be ok. Black bars is usually a letterbox effect rather than resolution. Depends on the ENB, it's often found under the effects section. Look for something called Letterbox or Border.
  4. Sounds like mixing up mesh replacers with esp files is causing some parts to be invisible due to skin partitions. Or, well, not meaning to be rude, but a good 3/4 of that load order is things which are or are related to strip functions which may or may not be configured.
  5. Bodyslide the follower body to the base UNP or UNP imitation shape, that's it.
  6. It uses a rescaled XPMSE as far as I know. I don't play one but have made them just to try it out in the past. Tell me an acid test that will actually work and I could try it out for you. Most situations I can think of for checking collision ingame are so vague with adult characters it wouldn't make much difference or be very useful for logistics, I still "run in to" stuff a good couple of feet above my character's head as an adult character in a lot of places so I'm not sure how to get very accurate metrics.
  7. Yeah I can't figure out how he's getting a crash at all, especially off a .nif. Both characters are female Nords, I've tried spawning the stuff as a male just in the course of general testing, there are zero exterior requirements, loading up without any other esps running and spawning the NPC also won't crash for me. Pretty much any other situation I feel like there would be more to go on. It's got me kind of creeped out now.
  8. Invisibility glitch is a good suggestion to look in to, also Better Vampires makes a lot of changes to the base Vampire race record, overriding many cosmetic mods in the process, depending how they go about their cosmetic changes. You might try shuffling load order with that in mind, or testing with it deactivated.
  9. Yeah it's a long boot. Sounds like partitioning all works exactly how I thought. From the random boot overwrite test, seems like the .esp is eliminated as a possibility. The problem "travels with the mesh" so this was sounding like a really strong candidate, but I can't find a problem in there. Also can't fathom why there is a problem for him and not for me. It's thoroughly consistent but there's no visible cause I can find anywhere. Really appreciate the help and information by the way. Ed: Since I can't purge a 700 mod install really, I tried removing entire load order apart from update.esp and DLCs, spawned in the NPC who wears the armor set at the queue for character creation. She happily trotted over, in "problem" boots and everything else, loading fine, and actually sandboxed herself a snack to watch the executions >_> This is hilarious and adorable and unhelpful. I still had to laugh though.
  10. Thanks. Yeah I checked out partitions of all trishapes, and ran over the bones, nothing nonstandard, nothing HDT in there. Just 3 part spine + regular bones down from and including pelvis. Edit: Everything is assigned to feet, I could try assigning something random in there to calves? That's about all I can think of.
  11. So I have an armor set basically ready to go, playtested the hell out of it, everything checks out fine and good. I know only one person who has Skyrim installed who can test for me. If this other person actively equips the boots, they crash. Spawning them into inventory is fine, viewing them in inventory is fine, equipping them is a CTD. Swapping the boot model to another random pair of boots crashes those boots when equipped. We tried this to potentially eliminate the possibility of a bad armor addon or other esp entry. So it seems to be the meshes. Problem I have now is I can't find a damn thing wrong with them, and I can't provoke this problem myself. What would you do?
  12. Trying out the numerical smithing mod just linked in the thread, I went and asked Eorlund Graymane to smith some stuff for me (via the Honed Metal mod), and the stuff he made me seems to be pre-tempered to +3 (I guess that was "Superior" or something before). You might want to check the internal workings of Honed Metal if this is a useful lead to you.
  13. Sounds almost certain to be Joy Of Perspective. Maybe look for a setting to disable head bob/camera head tracking. If it is that causing trouble, you might look in to Enhanced Camera instead.
  14. So I'd noticed before now that some boots in bodyslide display a full body model along with them, but this never causes problems ingame, and I'd idly wondered why. Now that I'm working on a bodyslide armor, I think I figured out that this is because you kinda want the reference to be available in the project, but you don't want to remake it all the time, which you'd have to do if you unchecked "export reference with armor" or whatever it's called. So you keep the reference but due to skindismember partitions, it never shows up ingame to cause potential problems. So, is this guesswork all correct? And I can just safely leave the reference body in the export without causing problems down the line, say if people had freaky amputee mods or something unforseen like that?
  15. Playable RS kids was moved to an option inside the RS kids main download installer. I don't remember if I had to do something apart from Immersive Children Mortality Fix and setting the kid in question's behaviour to Brave or Foolhardy. I got them to fight me eventually but they couldn't really fight very well. Wow, this post is pretty damning.
  16. Without looking at how it's done already, the easiest way I can think of is using Cast() in the end fragment of the dialogue response. Cast the cure disease spell on the player. Alright, I'll get digging. Thanks!
  17. Hi, Wondering how one would go about giving an existing unique NPC (follower) the ability to cure disease on the player from a dialogue prompt which appears among dialogue options when the player is diseased. This is exactly the behaviour Vigilants of Stendarr have, so I was hoping it would be possible to copy that ability from them. If this would be the right way, how would I go about actually doing that? If it is not, how would you go about adding this function to a follower? Thanks.
  18. Mostly the reasons given already, and they stack on top of the vanilla animation problem; basically all the animations which are "unisex" are blatantly male animations. So everyone is bowlegged. This is the type of thing which asks for fixing, as much as it would for all the males to be mincing around with sashaying hips.
  19. Your character is default height and setscale, right? Are there problems with any other interactive objects like benches, chairs, crafting stations?
  20. Well at least by now she might be of age. I'll see myself out.
  21. Bodyslide presets can just be dumped in the appropriate bodyslide folder as you see fit. They do need to be built in bodyslide to actually apply to your install's bodies, armors and clothing in game though.
  22. Kind of a cool and strange behaviour, but an unwelcome one I'd like to get rid of, with a dose of basic curiosity also; A select cross section of animals in my install have decided it would be neat to light up like lanterns when approached within a specific and consistent range. It's definitely a self illumination effect rather than an exterior source, and doesn't seem to be ENB specific, although I imagine the presence of ENB is a factor. Reddit has no answers so here I am. Here's a look at what I'm talking aboot; https://www.youtube.com/watch?v=PwkiQ-ajRf8 And a mod list, which unfortunately is only plugins. I know this is less than useful, but TANSTAAFL; https://modwat.ch/u/Horrorshow/plugins I first noticed it with Frost, then the other horses (all vanilla horses, but not bruma paint horses), then a couple of sabrecats... then all sabrecats. Then I encountered a goat in Whiterun which glowed, but could also be on screen at the same time as another goat (same model, same everything) which did not. It is very perplexing. Animals which glow when approached will do so every time consistently through different game sessions, those which do not, will not ever. My best guesses so far are something to do with the alpha based pelt effect used by the skins for some animals (noticeably the bridle, saddle etc aren't lighting up), the Kill Radioactive Critters system in Thunderchild, or an imagespace modifier interaction with either of those perhaps. A bunch of animals and monsters using this technique (trolls, for example) aren't showing the same problem however. There doesn't seem to be anything unusual about the concerned .nif or .dds files, and while the effect is more easily noticeable under my current ENB (Caffeine), I'm pretty sure it was also present but more subdued under my previous (Grim & Somber Jyggalag). The afflicted horses are skinned with Kritakitty's Primitive Horse Breeds, but the goats for example are plain drab vanilla. I'm struggling to find a thread to follow in troubleshooting this madness. Join me in my wonder and confusion. If we cannot solve the glowing animals, perhaps we can worship them.
  23. Uh, there aren't supposed to BE dollar signs in front of everything. If there are dollar signs in front of all your menu elements, it means your UI is borked because you have a f*#@ed up translation file in /strings, not a problem with Sovngarde, which works (and looks) great. If you need correct string files, you can usually get them from SkyUI's archive.
  24. This is because you're basically defaulting them when you change weight, and default assets look like, well, that monstrosity on the first page. Target the follower in the console, type "disable", return, type "enable", return. No quotation marks. This generally restores NPCs to their correct state, unless there is another problem with bad contents of a mod altering them.
  25. Interestin. I'll do some more perusing, that sounds like a really good lead. Thanks! Ed; Yeah the other nifs are all this way, and it seems consistently wrong with checking vanilla headwear. So for my own future reference, stuff that should decapitate with the head would use the lower in the list partitions which are in the 100s? 131 hair, 143 ears, and so on?
×
×
  • Create New...