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duinnin

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  1. It is perhaps best you canceled the vacation because not only will the server be hit with the influx of new gamers, but I imagine many, like me, will be downloading anything and everything here they want before modders decide to remove their mods and put them up for sale on Steam. Let the downloading begin!
  2. Yea, just tested, Carlotta Valentia in Whiterun sells her veggies from the displays. There's no scripts attached or anything visible within the CK, only ownership set. Ugh.
  3. I thought some vanilla merchants sell their displayed items, like in Whiterun, I think the food from the merchant stalls would disappear when purchased. Hmm...
  4. Hey people, I created a camp with a merchant fisherman. I have fish barrels and a bunch of clams at his camp marked as owned by his merchant faction, but when I go to buy from him the only thing he sells is a couple potions from his inventory and gold from his merchant chest. I want to be able to buy his clams and see them vanish from his boxes. I don't know why it won't work.
  5. You're welcome to do a video for my mod Unique Border Gates. Thanks.
  6. It's deleted. You'd need to reload your mod and the deleted objects should be gone. It's normal and how CK operates.
  7. Hey guys, can someone explain what Skill, Skill Mod, and Skill Power Mod actually do? I'm looking at Magic Effects and bit confused. I presume Skill simply adds points to your skill. Skill Mod lowers the cost of magic spells, and Skill Power Mod I think I've figured out in that it improves spell and weapon damages, better prices, tempering, blocking, etc. But I see Bethesda used Skill Mod and Skill Power Mod in separate Magic Effects but the descriptions suggest they do the same thing. Potions use Skill Mod while Enchanted Armor uses Skill Power Mod. For example, Lockpicking Mod and Lockpicking Power Mod both make lockpicking easier, so no difference? Or is there? Adding a potion that adds 10 pts to your Lockpicking skill will only increase your skill level so you can choose higher level perks, nothing else? Or does that also increase Lockpicking Mod and Power Mod? Just trying to understand all of this. After all these years there's still not much documentation!!
  8. Hey guys, is there any performance difference between creating individual NIFs versus using Texture Sets for retextured content? I would think Texture Sets would be much less of a strain and the way to go since the game would only need to load one NIF and the various textures assigned to it, whereas with the NIF route the game must process multiple NIFs plus the textures. That could be a lot of RAM space filled up with duplicate NIFs needing to be loaded. Bethesda didn't use either process consistently. Barkeeper, chef and farm clothes, for example, use Texture Sets, but monk, necromancer and warlock use NIFs despite being the same mesh. Modders seem to favor the NIF process. This actually came to mind because of the Book Cover mod's large file size which creates individual NIFs for each book instead of using Texture Sets because I discovered the mod actually only uses like a dozen or so different meshes. Of course, I should point out that a NIF is required is for the female 1st person armor mesh as the Creation Kit won't save Texture Set information for some reason. I can use TES5Edit to add it in, but opening and saving the ESP in the CK clears it all out again.
  9. More female boots that are unique and I would like male versions created: meshes\clothes\wench\wenchoutfitbootsf_0.nif meshes\clothes\wench\wenchoutfitbootsf_1.nif meshes\clothes\fineclothes01\bootsf_0.nif meshes\clothes\fineclothes01\bootsf_1.nif
  10. I don't know if anyone has noticed, but the female version of the yarlclothes02 outfit uses completely different boots and gloves than the male version, and I would love if someone could create male versions to match as I think they are pretty awesome. The files in particular are: meshes\clothes\yarlclothes02\bootsf_0.nif meshes\clothes\yarlclothes02\bootsf_1.nif meshes\clothes\yarlclothes02\glovesf_0.nif meshes\clothes\yarlclothes02\glovesf_1.nif Matching ground meshes would be sweet too.
  11. That what I do yea. I don't use NMM but figured ya can pick location.. no?
  12. I've been having problems lately too. I only noticed it with the Chicago Premium links though. The others work fine for me so try a different location.
  13. I attempted to do this myself but failed. I know how to add new weapons by importing new meshes over vanilla ones in nif files. This obviously doesn't work the same for armor (nor bows) due to the rigging aspect. So yea, if anyone experienced could make Tsun's Armor without the bracelets and rings that'd be awesome.
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