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Deleted64927026User

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Posts posted by Deleted64927026User

  1. Im still having issues understanding what you mean

    I tried it with my usual (rather low) sensitivity and a pretty high one but couldnt see any slowdown in camera movement

     

    But then again, Im not using the vanilla first person camera. Im using net script's IPFV

    https://www.nexusmods.com/skyrimspecialedition/mods/21294?tab=description

    You need to scroll through the comment section to find the version thats working with V1.5.8, the one on the download page is outdated. IPFV uses a modified 3rd person camera, so perhaps that fixes your problem.

     

    Alternatively theres also Improved Camera

    Beta 1: https://www.reddit.com/r/skyrimmods/comments/aorqpj/mod_improved_camera_beta_1/

    Beta 3/4: https://www.reddit.com/r/skyrimmods/comments/cae3x2/mod_improved_camera_beta_3/

    This one just alters the first person camera

     

    I used both of them and dont remember any issues with camera movement. Theyre both just an SKSE plugin, so no additional .esp

     

     

    I dont know of any 1st person camera overhauls that are about "making 1st person more fluid" so thats all I can offer (and my pardon for the late answer)

  2. UUNP isnt "officially" supportes for SE

    If you want to get physics to work properly you need some special config files that can be found on loverslab

     

    I know that there are files to get UUNP physics working, I saw some when scamming through threads but I dont know how well they work nor where exactly I saw them

    I would start scamming the CBPC or HDT SMP thread there (depending on what physics you want to use) or create a thread yourself if you dont mind creating an account there

  3. ..having a hard time getting a decent looking one tho

     

    Racemenu doesnt exactly offer much sliders for one (I believe its just the vanilla sliders?)

    Cant find any decent hair or eyes

    .. or basically anything to make a Khajiit that looks less.. plain

     

    Any help would be nice :)

    I also take LE mods as long as theyre easily convertable

     

    Thanks in advance

  4. I also noticed my Health, Stamina & Magicka were changed to a value of 117 each. Can someone explain what's going on?

     

    That can happen when you changed your race midgame

    Especially when youre using a transformation (WW or VL)

    It mixes up stats and skill progression. Perhaps the Legendary thing is a consequence caused by the mixed up smithing skill

     

    ..all assuming you switched your race midgame

    Theres a reason why the facesculpter in the original game only changes your appearance - and not your race - and only when youre not a vampire

  5. UNP has some flaws that bother me quite a lot

    UUNP could fix them but why would I bother about fixing flaws that arent present for CBBE just to bother with converting a bunch of outfits from CBBE to UUNP. UUNP has almost no support in SE in general. All that for a few bones that Im not using anyway? Yea sure

     

    So.. you guessed it. CBBE it is.

    I dont really care about realism too much (dont get the whole realism thing anyway) and CBBE allows you to got into much more detail when creating a body to your liking

    Also SunJeong and doctuere only create/convert outfits for CBBE

  6.  

    I also like her

     

    She always carries some stuff thats worth coin around with her :smile:

     

    ..You know.. I've never tried to rob her. To be fair, pickpocket is the skill I use the least

     

     

    Out of all the skills in Skyrim pickpocket is probably the most flawed anyway and theres no easy way to fix that

    You can edit some values of how pickpocket is calculated but it stays the same from a gameplay perspective. It doesnt really reward you for doing it, so unless you "want" to play a pure thief-assassin (reverse pickpocket poison as primary weapon) theres no point in even bothering about it

    Lockpicking does all the things pickpocket does but better and lets be real here.. there are easier ways to kill a target than craft a strong poison and sneak up on someone to place it just to realize that that person is imune to poison - not to mention majority of enemies in the game cant be pickpocketed .. so even if you want to you "cant" play a pure thief-assassin, you "need" some sort of secondary weapon that has nothing to do with your pickpocket and alchemy skill

     

    Hope in TES6 (if it ever becomes a thing) pickpocket & alchemy will become a viable.. combat style. So far I find it pretty fun to pickpocket everyone and break out of prisons (altough Im still looking for a mod that makes a getaway more intresting than lockpicking (<- not pickpocketing a gurad, there you go again. Pickpocket is useless) the lock and kill 2 guards and then run away).. ... Nonetheless, its something diffrent that you usually dont experience in your game

  7. Im using a custom headmesh for my character - I mean one thats manually edited.

    Sometimes I get some pretty weird results when I change races due to that editing (I guess). E.g. Best races: The jaw is pulled through the skull and does a curve, piercing the back of my character so that the teeth stands out from the belly. Its pretty weird

     

    Anyway, I never found a way to fix this other than starting a new game to reset the settings to their default (or overriding the previous sculpt in racemenu, but that doesnt exactly "fix" the issue)

    I have no idea if the same thing can happen to a body, but I guess its worth a try

    Try starting a new game and see if the issue presists, use "player.addspell 00092c48" to get the beastform transformation (or if youre using moonlight tales, the ring you get also has the option of granting you the beastform ability). Try without mods first

  8. You should be able to simply deactivate them yes. If something "lingers" you should try reloading your character (load a diffrent cell or save & kill yourself or load up Racemenu) and try transforming again

     

    I would however first check if the issue is with a mod in first place. I highly expect it to be but first deactivate all your mods and see if it fixes your issue after that

    do as you suggest. Make suer to backup your current progress

    Good hunting, may Hircine be watching

  9. ^ I was already using a custom UI, didnt exactly solve too much for me. I took some inspiration from your link tho

     

    ___

     

    With the new update, showing a seperate highlight when you have notes. I can use the "normal" highlight feature as "sub categories", basically solving my problems with Vortex. Thanks <3

  10. There are shoulders? I cant see any shoulders

    The collarbone looks slightly off tho, but that might be the camera position on your screen

     

    The right leg seems to have the same issue as your hand yes

     

    The werewolf mesh is simliar to the Vampiremesh treated as a "clothing" you "put over your original character". . looking at it that way it makes sense that the werewolf appearance is also influenced by changing things in Racemenu

    I tried a bit around myself and I couldnt find a setting that would recreate your problem. I guess you have a mod that alters the skeleton of your werewolf or humanoid character that causes this issue. At least I cant think of much else right now

  11. No, kids are .. well.. not exactly the most intresting targets for illusion spells

    They are imune to them, just running away if you cast a spell and since they cant be pickpocket either I cant place a frenzy poison into their pockets

     

    Perhaps if you use a mod like killable children

  12. Thanks for showing me yet again how terrible my eyes are. I cant see a thing on that screen, just some white dots that are probably the eyes and some teeth D:

     

    Also thanks for showing me that editing my character in racemenu also changes the werewolf appearance. Didnt know that. Chibby Werewolfs look so cute, sadliest the human character looks just straight up weird then

     

     

     

    Werewolfs have their own bodymesh. I remember deleting my bodymesh often when I first started modding and messing around with bodymeshes, the game just generates a new one when it needs one. I guess the same aplies to other meshes as well, so you could try renaming the werewolf mesh in your folder (or moving them to some other location), perhaps something went wrong when generating the meshes the first time

     

    I guess Mighty Beasts adds its own Skeleton for werewolfes or something like that? You could try disabling it and see if it fixes your issue

  13. Well

    This is how a segment of my modlist in MO2 looks like:

    http://prntscr.com/p5s6ch

     

    Im using the seperator as a sort of "Main category" while the category itself (Immersion, NPCs etc) is used as a "sub category"

    On the top of this screen I have "Companions", "NPCs" and .. "nothing" as categories. The main category is called "Followers"

    Companions and NPCs being obvious, "nothing" being mods that are no longer present, merged or ported (so mods that I cant download again once I delete them)

     

    Right now Im doing as you suggest but Im kind of missing that structure I have in MO2. Im using hightlights to show wether or not I added some notes to that mod

    I hope that having quick commands for specific filters (or a seperate filter that I can set manually) would solve this issue

    So far I feel like Vortex suits me better but this missing structure can be pretty exhausting at times

  14. Well.. how do I begin..

    .. oh I know. Lets just skip the whole "beginning" part, that always works

     

     

    Generally, I think its pretty nice for people who dont use a lot of mods. Its reasy to manage all the rules, which is pretty straightforward and can be edited quite easily. Generaly its not complicated, which isnt a bad thing. It looks easily accessible for .. basically anyone

    Also its design is pretty cool *cough

     

    So far, the only thing that bugs me is when I want to review my modlist. Compared to MO2, the modlist is pretty unpractical and messy once you have a few mods installed (by "few" I mean post 100) and it only gets worse the more you have

    In MO2, every line has the same height and if the name of a mod is longer than the space granted to display that name that modname wont be shown completly. Also you have seperators that you can colour in any way you wish. A large modlist could still look pretty clean even with many diffrent mods installed due to those 2 factors

     

    Right now you can sort and filter by a lot of things, the issue is that sometimes there are more than 1 category that contains the things you are looking for and that the category of a mod is simply wrong. Yes you can filter for multiple categories or set highlights/categories yourself but that doesnt really fix my issue .. I suppose

    My suggestion would be a seperate bar above the filter options, in which you can put "folders" that contain the mods you want to view

    E.g. I can create a folder "Armour" and put all the custom clothings and armours there. Then I create another folder which I call "Body" or "Appearance" containing the body, texture mods for the body, mods that add Brows and Eye textures, etcpp

    Right now, for the first folder I had to filter for "Clothing" and "Armour", for the 2nd folder I had to filter for "Body, Face and Hair", "Models and Textures" and "Utilities"

     

    Dont know if thats possible but I guess it would be a meaningful improvement if you could make "section filters" like that yourself

     

     

     

     

     

  15. Hiya,

     

    So I've got a mod that adds some cook cloaks and capes to the game, and I've just found a really cool Kvatch Cape. However it has an enchantment on it (technically). All the enchantment is, is saying its an old cape and has withstood the test of time etc. But it still counts as an enchantment with the blue lightning bolt. My question is how can i remove this enchantment, using console or mods, so I can keep it and put my own enchantments on it?

     

    Thanks in advance :smile:

     

     

    In the vanilla game, already enchanted items cant have their enchantments removed

    Items that you enchant yourself keep the "unenchanted item version" ID and therefore their enchantments can be removed through a mod as for items that are found with an enchantment, those have their own ID and therefore even a mod cant remove their enchantment

    (Id guess a mod would simply revert the item back to its original state, for vanilla items that already are found enchanted the "original state" is equal the "enchanted state", so it wont work)

     

    Your item will most likely behave like a vanilla enchanted item

    You can use Additem menu to check if theres the same item without an enchantment or remove the enchantment manually in the Creation Kit but simply removing the enchantment from the item through normal ways shouldnt be possible

     

     

    Maybe the enchantment on your cloak has some special effect. You can make an enchantment yourself and also write what it does yourself. So I could create an enchantment "clown fiesta", the text says "This weapon has been used for lazy people who dont want to go to a doctor" and the effect of the enchantment is just your everyday soul trap effect =3

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