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suspectedanarchist

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  1. Is anyone getting the issue when you quick-save/save with AllGUD running you get an absurdly long lag like 5-10 seconds of the game freezing? Its progressively getting longer as well which is worrying and the character is level 3 so It doesnt seem to be save bloat. For any who don't know what the mod does it works by any favorited weapon is shown on the character when you have them favorited, The mod All-Geared up from skyrim LE didn't have this issue along with Visible Favorite gear from SE. Instead of using a script to show these AllGUD uses armor slots so that means the visible favorited weapons are armor pieces that can be toggled from the MCM/removing and adding them from the inventory. I will link the mod below for anyone curious. https://www.nexusmods.com/skyrimspecialedition/mods/28833?tab=description
  2. Recently Iv been doing some personal ports from other mods and iv stumbled across some issues with it. When trying to add new complexions it doesn't exactly work. I make a texture set and copy the same texture paths from the original mod and it checks out both ways. I then go to the race im adding it to (Breton/Imperial) and go to the Tinting and then into Facial Details with all the other complexions. When i load it into the game it isn't even an option to pick from. I couldn't find anything on this if anyone has tried this and it has worked let me know but iv been stumped on it for a few days.
  3. So im modifying a texture for skyrim and i need to know what to export it as. I know i need it as a DDS but im not sure what compression to use? anyone know? i have a pic for reference on export settings below
  4. So iv been working on some cells for fallout 4 and the main cell is a metro. So iv been duplicating all the metro cells in game and deleting all quest sensitive stuff from them so i just have the shell of it and no quest bits. The first esp i got a decent way through and then one day it failed to load in the CK. When going into the data folder the ESP is now 0kb when normally its around 500-700kb and along side this it has a .tes file so the two files were WIPMetroStation.esp WIPmetrostation.tes The .tes is about the size of the original esp and no other esps in my folder have the .tes extra file. When i go to set the plugin as my active one its absent and i cant click on it. In addition vortex mod manager says it can not parse plugin and has my plugins tagged. I have lost one esp to this so i moved onto another one, the new one has just run into the same issue. if anyone knows what happened or how to fix it please let me know thanks
  5. I got ahold of an esp recently that has terrain that sort of exploded in an exterior cell. Certain wilderness cells terrain are at different heights compared to other cells in the world space. if anyone has run into this and fixed it could lead me in the right direction
  6. it is not a vanilla asset i downloaded it off the F04 nexus an hour ago. Its a cod asset which are able to be ported without issues but this is a personal mod.
  7. ALRIGHTTT. ok so i have this fallout 4 mod I wanna port to FNV but I don't know how to convert the fallout 4 mesh to be a fallout NV mesh. The both of them are nifs but different versions. I know how to convert the textures and rig them just need to know conversion. I also am using Blender 2.49 The fallout 4 mesh with textures is all purple and reflects while the NV meshes are white and non-reflective.
  8. alright so im mashing up some armors in fallout NV and when i use the transform option in it to move the x/y/z and resize it doesn't work. When doing static objects it works fine but for armors it doesn't like to work. Can NifSkope not adjust armors? I have a feeling its only blender that can do it. EDIT: Using blender now disregard the post
  9. im using a mesh thats already rigged as it is just a copy. I was able to get it to appear and work in the modellist. Its a tank so there might be issues but for the most part it works thx so much all of you
  10. I wanted to know how i can edit the modelist for a creature and add nifs to it
  11. so recently iv installed ttw and the frontier and when i load up the frontier it works flawlessly but when i try to load the frontier up in the geck it loads up but when i try to edit an item it crashes. I checked in xedit and it gave no errors. I then loaded ttw plugin with frontier and it loaded up and i can edit. I dont wanna build any mod that is based in the frontier while needing to be reliant on ttw. Anyone know why this crash is happening????
  12. http://wiki.tesnexus.com/index.php/Porting_hairs_to_Fallout I think this should help do it. If you just treat the hair meshes as things from another source and bend it into like place it should work.
  13. Yeah i figured out the hat and no hat like 5 mins ago took forever tho. I'm like really sure the reason iv never seen nifbashed hair on the nexus is because of the egm thing and how like odd blender is being with these. Outfit studio might work but i have to dig deeper on that. I'm gonna try to bash this together within an hour. Ill post back with results
  14. Uhh so im trying to get two hair styles and take bits and pieces from both to make one. In blender there this weird blanket grey that I assume is the base of it but im not sure. Im gonna post a screen attached to this. I cant seem to delete it either which worries me bc im pretty sure if I combine two bases for hair it wont color right in a character creator. If anyone has done anything with editing hair meshes in blender and nif much appreciated if you can tell me whats going on EDIT: 2 meshes I wanna say. I have to figure out how to remove the bottom layer which is the blanketed gray mesh.
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