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Cridow

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  1. Thought I'd chime in with feedback for the redesign, sorry to say it's mostly negative I experienced a significant performance drop when browsing mods from a search when compared to browsing search results with the old design The new UI with the trending mods is... pretty ugly. Honestly, this will sound pedantic, but... I also hate the new font so much, it's too round and it makes it look... childish, somehow. The old one looked more mature. Does that make sense? lol I feel like I have to scroll a lot more in the search, trending page, etc. Lots of empty space. Before, games (or at least more popular games) had a unique color. I would really enjoy having that again. Every design elements seems to just blend into each other with the new look. It's an amalgam of blurry grey to me. On the positive notes, I did like the blur effects on headers and new icons. the new quick search is also nice VISUALLY. I think a few adjustments would go a long way such as making mods be the default, or adding some manner of preference setting to give us the option to have it search only for mods by default
  2. The problem has been fixed! I had to edit the records of the duplicate race to use the regular faceparts. IDK why it created an additional race without my input but I guess I have no choice but to use it. He moves his lips and has facial expressions now!
  3. I'll give the headpart a look! I've never used COR before for an NPC with success so I really want this to work lol. Thank you!
  4. So, I created a custom follower/marriage candidate by the following method: 1. Made his face in the CK as a COR Imperial race, with hair, brows, etc all chosen, exported the face. 2. Loaded the base game masters as well as 'COR All Race' without setting it as an active file. 3. Created the hair, eyebrows, eyes, set hair colors, and made the NPC using Marcurio as a base for his combat style. I set his race to the COR Imperial race. 4. Once I was done with it, I followed the whole process of exporting the head and renaming the parts in my exported racemenu head to match, then put the exported racemenu head in the face gen folders; 5. Saved the plugin, then opened it with zEdit to add the COR All races plugin as a master file. 6. Tested the thing, it mostly worked except he was a floating head with no body underneath (lol) and his facial animation didn't kick in. only his eyebrows moved. 7. Went back to the CK and gave him a body, and hoped for the best. In game, the NPC had his face and hair etc that I made, and has his body. But his face wouldn't move when he talked and his eyebrows clipped into his head (clearly animated). I'm at the stage where everything but the head's animations work. The eyebrow is TRYING to work, clearly, since it moves and it clips through the character's face, but the rest of the head doesn't move. I don't know if it is related but after altering the esp with zEdit, it assigned my NPC not as the regular COR imperial race, but as a duplicate. When I had to edit him in the CK again I had to switch him back to the imperial race (then he got assigned to the duplicate later again.) I figure I must be having SOME issue regarding TRI files right? Is there something I should do in Nifskope to attach them to the NPC's head? Any help is appreciated, thank you!
  5. Okayy I've tested out a new script, and some things aren't working. Here is the script so far: State2 gives off the notification, but doesn't change the player's scale. States 0 and 1give the notification but dont spawn the dragons or trolls :sad: EDIT: Im stupid and forgot to assign values to the properties LOL
  6. Oh damn I didnt even know that was a possibility LOL. Would teleporting to cells or coordinates in the world be possible with functions too, as well as changing the timescale? Edit: god this seems actually easier than what I was trying to do LOL EDIT2: OH MAN. I could use BOTH. That way I can execute multiple console commands per state and it'd allow me to do stuff with custom actos and items as well. Holy s#*!! Thank you so much for suggesting that! :D
  7. For now I'll stick with the function just for the sake of testing the mod, but I might use this after I have a sizeable pool of commands! Thanks so much
  8. Woop, that's what I'm trying :^D This gives me hope There is just one more thing that I'm worried about. If I were to add a new item or npc to spawn (like, for instance, a friendly werewolf npc that uses a clown texture or something silly of that sort), how am I going to get the item or NPC code? Won't its start depend on the load order? Or is there any alternative?
  9. Thanks you guys! Moved folders, declared the arrays properly, and the script compiled :D and I'm going to test it in the game now and see if the chaos ensues :D edit: GREATS NEWS! It works! Now to expand the list, and maybe figure out how I can add a message to display on the corner each time a command is activated if i were to create a different and unique notification for each console command, should i create a different array where the index of the command is the same as the index of the message's stirng, and then have it play? is that how it would work?
  10. Ohh neat neat, I almost forgot arrays existed lol (I'm studying to be a programmer analyst but c*vid threw me off and I forgot to practice a lot) i'm going to try this! ty!! Edit: I'm having trouble declaring the array lol This... can't be right, right? Don't I need a loop and what have you... I don't remember how to do it LOL Here was my test attempt to declare an array of just 3 strings for testing String[] Property ConsoleCommands(Int 3, String fill = "player.placeatme 000EBA01 30", "player.placeatme 000F4314 30", "player.setscale 20")Won't compile ^^' Data\Source\Scripts\temp\chaosscript1test.psc(3,85): required (...)+ loop did not match anything at input ',' No output generated for chaosscript1test, compilation failed. I'm also having trouble getting ConsoleUtil to work... How do I Install it if I'm developing? I get this error, so I'm guessing the end-user file isn't what I need lol variable ConsoleUtil is undefined Thanks so far for the help and I hope I'm not being too muchof a noob ^^'
  11. THANK YOU. This solved my problem and I'm no longer going insane!!! I'll go ahead and do the same for my skin replacer and then pack that thing into a fomod already lol. Thank you both for helping me through! :D
  12. Diffuse without _d didn't work, but... Exporting the face customization data just took CTRL F4 like in the skyrim ck... I'll test in game when it finishes processing all the ghouls... wish me luck! I have hope now
  13. oh god... i suspected that folder but i didn't know what to do with it, every time i tried previewing, f*#@ all happened. i think youre right. How do I regenerate these files? Do I have to open up the CK and export the files while having the loose textures on? The sad thign is, they are in the right path. I checked like ten times inside the BSA files and compared to other retextures paths. \Textures\Actors\Character\GhoulFemale\GhoulFemaleHead_d.dds AND \Textures\Actors\Character\GhoulMale\GhoulMaleHead_d.dds Is it allowed to upload the files to see if anyone has the same issue, in case a kind soul wants to test it out? It's on my google drive Are there other files such as "GhouldFemaleHead.dds?" BEcause last time I did textures, the texture files with a _D or _G etc, were modifier textures, and the main textures were named without any _D or _G.dds etc Like GhouldFemaleHead_G.dds would be a glow Map, but wouldn't change the Appearance of the Ghoul Head. I'm gonna add a diffuse without _d to see if it changes anything! ty
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