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dePog

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Everything posted by dePog

  1. Have you installed a high heels mod or armor set that is created to be used with high heels?
  2. Recently upgraded to a new PC, so I have a fresh install of Skyrim on a Ryzen 5 3600+ with RTX 2070 Super graphics so I was expecting smooth gameplay. However, I get a small stutter every 5 to 10 seconds as you run along a road. I seem to remember having this years ago on my old PC and finding a simple setting fix, but I just can't remember what the fix was. Can anyone recall what it is? Thanks, dePog
  3. It has finally occurred to me that I can just run a script that checks the value of each skill at the start of a new character and use ModAV or Force AV to set them to zero. That way I won't be conflicting with any other mod that adjusts the global game setting of iAVDSkillStart
  4. Thanks Skaybestrong, I'll have a look for that :smile: EDIT: Yep, that's the setting. Seems odd that Bethesda wouldn't have that as adjustable for each individual race. I know you can adjust skill bonus by race, but that is rather limiting I think. However, it is what it is, so I'll just have to work with it. Thanks again Skaybestrong. Cheers, dePog
  5. OK, so insanity has finally set in, and I am about to attempt to bring my Tiefling mod over from Oldrim to SSE........ sigh It seems I have forgotten much that I once knew, lol. However, I suspect some peeps here know: 1. how do I set all starting skill levels to zero (instead of level 15) for a custom race. 2. does anybody know if Bhaktisean is still around? I would like to bring his Lunari race over to SSE (Tiefling uses Lunari race), which would require his permission. 3. I have converted the Lunari over to SSE (for my own use), but the eyes that come with the mod don't show in game. Standard eyes, and those in other mod packs work OK with Lunari. Its just the ones that Bhaktisean packaged with his mod that don't show. Is there some tweak I can do to get them working? Any thoughts would be appreciated. Cheers, dePog
  6. OK, so insanity has finally set in, and I am about to attempt to bring my Tiefling mod over from Oldrim to SSE........ sigh It seems I have forgotten much that I once knew, lol. However, I suspect some peeps here know: 1. how do I set all starting skill levels to zero (instead of level 15) for a custom race. 2. does anybody know if Bhaktisean is still around? I would like to bring his Lunari race over to SSE, which would require his permission. 3. I have converted the Lunari over to SSE (for my own use), but the eyes that come with the mod don't show in game. Standard eyes, and those in other mod packs work OK with Lunari. Its just the ones that Bhaktisean packaged with his mod that don't show. Is there some tweak I can do to get them working? Any thoughts would be appreciated. Cheers, dePog
  7. Looks like it was the Racemenu face overlay. Thanks for the help guys :)
  8. Hi Guys, I have no problem running Oldrim, but when I try to run SSE the flicker is horrendous. I have been told that nVidia cards have issues with SSE. Is that true? if so what is the cure (apart from buying a new non-nVidia PC). I have tried rolling back the nVidia driver. I have tried the TAA setting and the FXAA setting and the OFF setting. I have gone into properties and made sure that the nVidia GPU is selected. I have prayed to the mighty Zarquon. (OK, that's a lie. I am leaving Zarquon as a last resort) Any suggestions would be greatly appreciated.
  9. Hey DrPharmDawg My first thought is to make the 5 perks (Warrior 1, 2, 3, 4, 5), but make each one conditional. Level 1 is only active if you don't have level 2 or above, Level 2 is only active if you don't have level 3 or above, etc. that way only the one active effect should show in your menu.
  10. Hey Guys, I have been in an ongoing discussion with the author of Slavetats (Murfk) about trying to add tattoos via scripting so that my Tiefling mod can have an animated skin change (the dragon skin will be added as a tattoo). However, despite Murfk being extremely generous with his replies I cannot resolve the issue. So I was wondering if anyone else in the modding community has had the problem of tattoos not appearing when they are scripted, and hopefully what did you do to fix the problem. I have the following lines in my magic effect script: SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Body (Body)",1,0) SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Body (Feet)",1,0) SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Hands (Hands)",1,0) SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Head (Face)",1,1) debug.notification("Dragon skin change") - I have the Json file in the correct location within the Slavetats folder - I can see and apply the Dragon skin tattoos within the MCM menu - Once they are applied via MCM they look perfect However, they never appear when I run the animation spell. The spell adds horns and tail correctly, but the Tattoos never show. There are no Json errors reported when I bring up and look in the console. Any thoughts would be appreciated. PS: Alternatively, if anyone knows how to change skin textures for the face and body via "SetSkin" and "SetFaceTextureSet" I could do the Tiefling morph that way. However, I can't seem to get them to work either. They compile in CK but nothing happens in game when using the spell. (I have successfully changed the body, hands and feet by making them into armor, but that still leaves the head unchanged) EDIT: Mystery solved Due to the way the example is set out on the mod authors download page I thought I had to put the body part in brackets, ie (Body) or (Feet) or (Hands), etc. So where I had coded: SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Body (Body)",1,0) it should just have been: SlaveTats.simple_add_tattoo(mySelf, "Dragon", "Nether Body",1,0)
  11. Skyrim mod question (Oldrim) My Tiefling mod gives the player a hardened skin if she isn't wearing Armor, and using her own claws. I have been using just a magic effect, but I want to make it a bit more conditional, so I want a script to check whether she is wearing light armor, heavy armor, or just clothing. I was hoping there would be something simple like if mySelf.isWearing(Armorlight) but alas, there isn't anything so simple any thoughts?
  12. Thanks cdcooley. That also lead me to isWeaponDrawn()
  13. lol. Yeah that would be a handy piece of info :) Skyrim (Oldrim)
  14. Hey Guys, The Tiefling in my Skyrim mod is set up to activate a magic effect armor increase if she has her claws equipped (her nails are her melee weapon). I call it daedraflesh armor. Currently daedraflesh activates if the following conditions are met: Claws equipped; in combat; in Tiefling form (not glamoured as human form). The problem is that activation of the Daedraflesh (her skin reddens) gives you a warning that you are about to be attacked. However, I would prefer it to activate only if she has unsheathed her claws, but I can't seem to find any conditional scripting method to check for the "weapon unsheathed" state. Any thoughts are welcome :smile: Thanks dePog
  15. lol, yeah, I figured that. But it feels good to have a whinge now and then :smile:
  16. Good grief! Makes you wonder about the sanity of whoever created Papyrus, lol. Thanks foamyesque, I'll give that scripted link a try.
  17. My mod (Tiefling) is set up to automatically make game saves at 3, 10, or 30 minute intervals (players choice). This works fine except if the player is in dialogue with an NPC. It will attempt to save and then give an error message that it can't save at this time. I have tried scripting the "isTalking" condition, but CK doesn't seem to recognise it. I have tried: if mySelf.isTalking if mySelf.isTalking==1 if game.getPlayer().isTalking==1 Is there any other way to check if your player is in dialogue with another NPC ? Thanks, dePog
  18. OK, I think I may have resolved the problem. I have been using Project ENB for many years, but it was specifically tailored to work with the 0.221 version of the d3d9.dll file. I was running it with an updated version (0.291 I think). Reverting to the 0.221 version appears to have stopped the black face issue, but I will not be convinced until I have reinstalled all my previous mod list. Here's hoping ...... EDIT: Black face came back again even after reverting to 0.221 SOLUTION: Finally saw a post on Reddit where they mentioned that someone fixed their black face character by uninstalling Overwolf. So I uninstalled Overwolf and it appears that allows me to start using ENB again. They must play around with the same memory locations or something. Only taken me 5 days to find the answer, lol.
  19. Nobody? Surely someone else has had this happen.
  20. Hey Guys, Been playing Skyrim for years. I've seen NPC's with black face bug and know how to fix it, but today my main character's face has gone black. Even if I start a new game the player's face is black on both males and females (so it isn't a player skin texture issue), and no matter what race I select. I have changed nothing in my load order. Yesterday I had no issues, saved game, went to bed. Today I start the game and "hey presto" my characters face is black. Any ideas?
  21. Thanks ReDragon2013. I'll have a play around with this and see what happens. However, with regards to your comment: What does it mean? Your script "SlaveTats" is a script without self. Every function inside that script need a special attached keyword "Global". It was my understanding that this line was calling the SlaveTats.psc file and using it to apply the new texture. (Posted some of it in the spoiler below)
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