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Aelthwyn

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    Skyrim

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  1. Kids in the streets of towns run around or sit on benches, but when your kids are at one of the buildable homes the only activities available to them outside, it would seem, are things like chopping wood and mining clay. It would be awesome if some action markers or paths or whatever NPCs use could be added to the hearthfire home areas so children can play outside and not just spend their time working all day. At the very least it might be nice if there was a way to exclude children from using the mining animations, that would be nice even if they didn't really have much else to do. As an alternative working option, a raking in the garden sort of action would seem more appropriate than mining and smelting, might be nice even if your steward could be tending the garden - I'm not sure I've seen farm-like activity like that in the outside garden plot. Additionally, though considerably harder, would be adding more play animations such as sitting on the floor/ground and walking a little doll in front of them or drawing in the dirt with a stick; waving a wooden sword around not just at a target dummy, crouching down and jumping up, twirling, hopping on one foot, laying on the floor with an open book in front of them, bending down as if picking up something tiny like a pebble, . . .
  2. I was hoping the multiple adoption mod would allow them at multiple houses too. I don't know how to do that kind of modding though.
  3. hmmm..... I'm using the legendary edition because that's where I already had all the mods, so possibly there would be a version issue. I may attempt activating an older mod that I downloaded long time ago but wasn't using just to see what happens. It's been so long since I've done any modding I can't remember how to use all the different modding programs. I experimented with using one of the new mods on a different profile in mod organizer, and while it still gave me the message that there were missing files, it actually loaded that save fine without teleporting me or removing my hair, and the mod seemed to be working. It was a save right after character creation so maybe that had something to do with it? The saves I tried which didn't work were in Lakeview Manor and somewhere outside in Skyrim. The mods I have tried so far are Dogs of the Jarls, The Silent Lake Cottage, Luxury Dressed Children, Noble Child Beds, and Craftable Gifts for Children. I tried each individually and each of them did the same thing - place me in the Sleeping Giant Inn with no hair.
  4. I am SO confused here. I recently dusted off my old mod organizer with an interest in getting back into Skyrim. After playing for a few days I took a look at the nexus and decided to download a couple of new mods. I have not deactivated any I was already using, I have only added a house and a dog mod. However, when i try to load a save now it tells me "This save relies on files that are nolonger available" or something like that. When I clicked load anyway it put me in a completely different location, and my hair was missing. SO WIERD. Why would a house or dog mod remove hair files??? So I deactivated the new mods and loaded up the save just fine - so I know I hadn't just accidentally deavtivated something else. Does anyone have any ideas why it would think files were missing when I have only added, not taken away? At this point it looks like I'm stuck with only the mods I already have because I then tried activating a couple of other mods with the same results. Couldn't add a clothing mod, couldn't add a more gifts for kids mod, couldn't add a bed replacer. I'm stumped!
  5. I'm looking to change the requirements for starting the "Repairing the Phial" quest. When I open up this quest in the creation kit (MS12b) it seems like there is very little showing up in all the various tabs and sections. I can create a new "quest dialogue condition" but I need to remove the already existing pre-requisite quest 'Throat of the world". I can't see where that is though. Can anyone point me to a tutorial that actually covers editing vanilla quest conditions? My intention is to make this quest possible for a character who isn't playing as the Dragonborn and will not be summoned by the greybeards nor learn the clear skies shout or anything like that. I want to move the unmelting snow somwhere near the entrance to the greybeards monastery and change the prerequisite quest to the little one you do for Klimek to deliver supplies or simply make it start a few days after delivering the cracked phial to Nurelion.
  6. My kid just pronounced Skyrim this way and now I'm struck by the brillance of this idea, lol. I'm kinda surprised it hasn't been done yet (that I know of). Can you picture cross country skiing across the Pale? Skii runs down the snow capped peaks with epic (annnd maybe deadly) jumps? Seems like Skyrim's snowy, mountainous environments are just asking for some Skii functionality. Such a mod would need models and textures for the skiis and poles, and animations, and possibly some way to trigger increased speed down slopes? I have no idea really and am not super dedicated to making it happen, but I thought it was a cool idea anyways, figured some people might get a kick out of it.
  7. I like most of the Immersive Sounds Compendium, but I'd prefer the vanilla sounds for the Skill Tree UI. However, simply removing the sound files from the folder structure resulted in NO sounds in the Skill Interface, rather than it reverting to Vanilla. So... I'm wondering what else I need to do? Would I need to edit the esp file, and if so then how would I go about removing added sound pathing direction info or whatever is preventing the vanilla from working?
  8. Can I change the size soul a certain creature has? Can I change what goes into a black soul gem? I don't really know where to begin to look other than doing searches for "soul" under all the various categories - most of those results are Soul Cairn stuff. Looking at an actor's information I don't see anything that would determine soul size. Is it under race somewhere? Can anyone tell me how the game determines whether something can go in a black soul gem or not?
  9. I made a new game with no mods, saved in riverwood and quit. activated the mod i wanted to test and loaded that save, then did coc to the location which I had not previously visited on that save. The first time I did that the npc was dead. Then I changed something else in that mod not related to that character, loaded that same riverwood save and did coc to go back and check new changes and that npc was alive.
  10. Here you go. The rustling leaves sound effect seems to me to be a little quiet. I can make it louder but that would necessitate creating an .esp. Also, the attack sounds still contain the buzzing bee effect. Replacing those would mean changing all the attack sound effects. That can be done, but you'll need to provide a source file to use. Thank you so much! This is great! although I do agree it's a little quiet. Really thank you so much for making this! I tried redirecting their bugspray spell to use this sound as well which worked okay - don't think it would work for the poisonclaw attacks though, but those are brief and not so annoying anyways.
  11. It worked beautifully the first time I tested. But since then I've reloaded the same save which was before going to the area with the actor I wanted to start dead and she was very much alive upon my arrival. I don't know if it makes any difference that this isn't a new character I've created, but a vanilla one that I just ticked the "starts dead" box on. Is there anything more other than just ticking that box that needs to be done for it to work?
  12. right. I was thinking that it wouldn't be a good idea for vanilla things that were modified by a mod, but didn't actually say that so I'm glad you specified that. Also thank you for the info on deleting things from that 'details' window, that's really handy to know.
  13. Thanks for the reply, however for reasons I don't feel like babbling about here, I'm not sure that's actually an option for me. (like it says I have to be an nvidia developer, and though it's free to sign up it wants me to enter my organization info...ermm I'm just a person who likes skyrim and personal photo editing...?) I'm really curious as to what causes this issue where some textures within one mod work and others don't. It seems like a mod author would have created them all the same, not some with older formatting and some with current when it's the male and female texture of the same piece of clothing which presumably was made at the same time.
  14. I know this was months ago, but I'm having a similar problem. I'm looking at the RUSTIC CLOTHING mod, and many of the textures appear just fine when opened in DDSopt (I think that's what the program is called), but there are a few where no thumbnail shows up and when opened the texture is completely blank white (rather than the black mentioned above, although I've seen that as well in other mods). When I attempt to save one of these as a bmp it won't do it - it will with the dds files that Do show up normally. In this case it seems like most of the male torso textures show up fine, while the female torso versions are all blank white files. They do appear fine in game, but it's really annoying I can't open them up and see them outside the game, nor convert them to another format in order to make some minor color tweaks (I haven't been able to get photoshop working with dds files, but I can convert them with this program to bmp, work on them, and then switch them back to dds after - except not with these weird ones.) Does anyone have further insight on why this happens and how to fix it?
  15. I wanted to note that you shouldn't be too worried about all the errors CK gives you while loading things up, the general advice seems to be just click yes to all and forget about it. I was trying to do a very similar thing to what you mentioned recently (weeding out some unwanted weapons from a massive weapon pack) and was able to just right click on an item I didn't want which brings up a menu in which there is a delete option and select that. It then gave me a notification that this form is in use by___ number of things (which it gave details about) and if I continue it would be checked out of those - or something like that. I selected yes, and then it Appeared to not have done anything, but there was a little symbol to the far right of the item in the list, and after saving and closing CK and then reopening it, those items were indeed deleted. When I tested it in game nothing seemed to be broken, and the deleted items didn't show up, even though I'd forgotten to go remove their meshes and textures.
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