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  1. I have a weird lighting issue when running Skyrim fullscreen at 1080p on a 4K monitor. I'm hoping someone knows how to fix it, but I'm not sure it's possible... I first noticed it because I run ELFX hardcore and in locations that are supposed to be pitch black, the walls/floor/ceiling give off some weird grayish reflection I added a screenshot below, but I had to simulate the effect because it doesn't appear on screenshots normally... It's basically like everything is a tad brighter, which is barely noticeable in an illuminated environment but looks horrible in a pitch black environment. - It's not a mod issue, because I tested it on a clean vanilla Skyrim. It's just much harder to detect because everything is so bright in vanilla. - The issue does not occur when running in windowed mode. - The issue does not occur on higher resolutions, neither on native 4K nor on 1440p. At the moment I found two solutions: - Either run the game at 1440p or higher, but since I run a few heavy mods I'd prefer to stick to 1080p for performance reasons. - Or reduce the brightness in-game. This fixes it and is the easiest solution obviously, but I occasionally I do like to switch to a higher resolution and it means having to switch the brightness back every time. Any help is appreciated.
  2. When installing Blender you have an option to save user data in certain directories. You need to choose Blender's installation directoy otherwise the nif scripts installation will not work.
  3. EDIT: Had switched the screenshot order. Fixed. It seems like that's a different mesh than vanilla's. At least the 2nd screenshot, not sure about the 1st screenshot as you can't see most of it. Also I haven't played decently in a long time, so I don't even remember what is being used in vanilla there. :tongue: But normally, the vanilla mesh used in that 2nd screenshot is the 'Hot Iron' (ID #00056627). Located in the Skyrim - Meshes.bsa under "Meshes\Clutter\Common\hotiron.nif". Might want to check that or the animation related to it in the CK (ID #00058E94).
  4. Hmmm, that's weird. Did you perhaps move the location of your Skyrim installation at some point? Anyway all those mods should install fine with NMM. The 4th, 5th and 7th mod you linked don't need an .esp. They are just texture replacers and only consist of loose .dds files. But all the others should use one. (Although I don't use the two lush mods, so not completely sure about those. They might not be compatible with the last version of SFO though.) Also make sure skyrimprefs.ini (located at C:\Users\(User name)\Documents\My Games\Skyrim on Windows 8 ) is not set to read-only and that it has the line "bEnableFileSelection=1"
  5. Hey, I wanted to learn to do some armor conversion, so figured I'd start with something easy (Focusing Gloves). I don't have much experience using 3D models so bear with me. :blush: Anyway it looks fine in Blender, but this is how it shows in-game: What I did was to import the vanilla gloves first, deleted the wrist and skeleton. Then I imported the hands and skeleton of the new body, positioned the glove around the hands. Reshaped it a bit, deleted the hidden vertices. Looks fine in Blender, but in-game it's slightly misaligned. With the undressed body, all parts line up correctly, so shouldn't it be ok to simple move the gloves only? Or did I do something wrong?
  6. The mod you linked to is just a texture replacer. Those don't need an .esp file to work. As long as you put the loose texture files in the correct location Skyrim will load them. Loose files always get loaded last.
  7. This explains how to add a map marker to a location from zero. It's simple, but you'll need to know a bit about the CK though. You can probably skip to about 6 minutes in though, since all you need is to edit the icon. Not set up a marker from zero. http://www.youtube.com/watch?v=SQ1BMxDm-N0 If you want to know where the game keeps the map icons, then I believe you'll have to look in the Update.bsa. Under "Interface" there should be a file called Map.swf which should contains the icons. I don't know the exact details on how to put in a custom-made map marker though.
  8. I found this on the forum. He claims it works, but I personally haven't tried and there are no replies to the post either. But if it works maybe you can see what was changed. http://forums.nexusmods.com/index.php?/topic/697038-farkas-and-aela-armor-fix-for-real-this-time/
  9. CBBE on it's own is only a body replacer. If you want the vanilla armors to fit the CBBE body, then you need to download an armor conversion mod. Here's the link to Caliente's Vanilla Outfits for CBBE: http://www.nexusmods.com/skyrim/mods/12273/? There are other conversion mods for CBBE though. The one I linked keeps the original vanilla looks. But if you prefer skimpy looks, you might want to find another.
  10. Never needed to do that before, but I guess you need to change his 'Default Outfit'. Type 'Farkas' in the filter (with Actor selected or *All), find his NPC entry in the list. Open it and go the the 'Inventory' tab. There's a drop down list for his 'Default Outfit' there. You would want 'ArmorCompanionsAllOutfit' if you want him to wear to full armor.
  11. I'd suggest using something like 'Custom Races' (if you want to play one of the vanilla races). This basically duplicates all the races, which are then intended to be used by the player only. This way you can have a unique body and/or texture. (No idea how good the mod is, never used it.) Or you could choose to download a custom race (e.g.: Ningheim,...). These use their own bodies and textures as well.
  12. When that happens with me I just press 'Retry'. Haven't noticed any issues (so far). But there are two possible solutions in this topic (one in first post and one on second page): http://forums.nexusmods.com/index.php?/topic/836080-ck-error-shadersbslightingshaderpropertycpp/
  13. Not sure if it would make it crash (or if it simply gets ignored), but you installed SkyFalls and SkyMills with Falskaar and Wyrmstooth options, but you don't have the mods installed.
  14. You might want to list which mods you have installed, otherwise not a lot of people will be able to tell you if it's a mod causing the problem. In the meantime you could use "setstage <quest ID> <stage #>" in the console to help you further, although it doesn't really fix the problem and therefore I wouldn't recommend it. For that particular quest you could write: setstage MQ104 90. That should advance the quest till the point where you need to report to the Jarl. You might also have to write teachword 00013E22 in the console to add the first word of Unrelenting Force.
  15. In the CK go to Gameplay > Settings (menu at the top). In the filter type 'fKillCam', it should show a few records relating to the KillCam. One of these (don't remember which one, but probably BaseOdds), should turn killmoves off if you set it on 0. EDIT: Don't know about your edit. Might be it too. :D
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