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Aelthwyn

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Everything posted by Aelthwyn

  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.
  16. Okay, I know this isn't primarily about CK but, I'm new to nifskope but am trying to learn so I'm watching some beginner videos. However, I haven't seen anything addressing my problem. I have the newest nifskope and it's set for skyrim SE but... 99% of the meshes I try to open in it just don't show up. I see a black background with bright colored lines, no model. I can zoom in and out on what appears to be absolutely nothing. There's plenty of information in the lefthand pane - I can expand things to show info about texture etc. but I can't see the mesh AT ALL. So.... following along with tutorials isn't working so well because... I don't seem to have a mesh??? I mean, the meshes show up in the game, but when I open them in nifskope I cannot see them. HELP?! (Yes I've google searched for an answer and all I can seem to find is tutorials on how to make a mesh transparent in game, or problems with it being visible in nifskope but not in game - none seem to address the opposite issue with not being able to see it in nifskope) Has anyone else had this issue? Am I monumentally stupid and just missing something obvious? I'm watching videos where people say "okay, open the mesh in nifskope" and they click on it and it opens and you can see it. I do the same thing annnnd.... nope, not there. (Specifically at the moment I'm just poking around in some armor and weapon mods and want to open a mesh and see what something like 'axe6' looks like in cases where there aren't labeled pictures on the mod page showing what each style is named. I was also checking things out in CK and noticed there's a 1st person file selected with 1stperson in it's name even in cases where there is no such mesh in the folder structure, so... where is it getting this from? is there something on the regular mesh that allows it to be recognized as a separate 1stperson one? - since in the vanilla files I see separate meshes for that on some weapons - which I've read somewhere are actually just the same and not really needed? Anyways I'm just trying to learn how meshes work and all, but... currently I can't see them in nifskope.) If anyone can point me to a tutorial that addresses this invisible mesh issue, or can give me clear instructions on what I need to do to make it show up I would greatly appreciate it! :smile:
  17. HELP! I'm not sure if this is the place to ask this, but I'm having trouble finding an answer through google searching. (every result is about Skyrim's resolution, not the resolution of the mod organizer program itself). I've recently installed Mod Organizer 2 and I've run into an issue where the size of the mod organizer window is too tall for my screen. I cannot get to the bottom corner of the window in order to drag it in to a shorter size: it cuts off half the word 'Overwrite' at the bottom of the mod list, and the log section showing what action has just completed is totally hidden past the bottom of my screen. All the text is also really large. Other program windows are correctly sized, such as google chrome and my old Mod Organizer 1. Why would this single program be showing at larger resolution/size than everything else? Because I'm using a TV as my monitor and it's across the room, I do have my "scale layout" setting at 150%, but like I said all other programs open in windows that fit just fine within the bounds of my screen. At the moment the only way I can properly use Mod Organizer 2 is to switch the 'scale layout' back down to 100% while using it - but I think that may mess with things once I actually run Skyrim from it? In any case it's tedious to switch a setting back and forth whenever I want to use Mod Organizer (and end up squinting at any other folders or applications I might switch between which then look much smaller than usual). Is there any way to change the resolution of this single program? Is that even what needs to be done to fix this? I'm at a loss.
  18. Getting back into Skyrim after several years and beginning to flex my very rusty modding fingers. I'm excited to put together my 'ultimate' skyrim experience :D ooooor I may just spend the next several months modding and not actually playing...
  19. I know it's a longshot, but since I don't know how to do anything with meshes myself I thought I'd just put the idea out there in case some other modder is interested. When I hear the word 'Briar' I'm thinking thorny brambles and can't help but feel a little disappointed that the forsworn Briarhearts don't look even a bit briar-y. I think it would be awesome if the Briarheart body-armor mesh wasn't a fur skirt with a hole in the chest, but like... brambles growing out of his skin and wrapping round the limbs. Like it's a melding of plant and human, similar to how the hagravens are part bird part human. I haven't found a whole lot of official lore on the actual forsworn beliefs or even what kind of plant these briarhearts come from, although there is something in ESO about a tree they grow on I think? But it seems like they ought to come from a vine given the name. So it might not really be "lore friendly" but I think it would look cool.
  20. Awesome! Thanks for bringing this to my attention! I have been poking around in the creation kit and had begun attempting making a mod by changing the default outfit under each of the forsworn templates, however the mod you mentioned here is nice in that it's still a unique style, just warmer looking. If anyone happens upon this thread looking to customize their forsworn, this is what I've learned so far for doing it yourself: -Open creation kit, click save and make a name for the esp you'll be making, load skyrim.esm update.esm and your esp with that last as the active file. -Find the Actor section (in the vertical white window) click on it and scroll through the list that comes up to the right till you find EncForsworn01TemplateMagic EncForsworn01TemplateMelee EncForsworn01TemplateMissile and so forth. There are a lot of other EncForsworn01________ entries but those are individual actors that use the templates so changing the templates will change all of them without you having to open each one. - Doubleclick on one and under the inventory tab you'll see Default Outfit with a drop down menu below it from which you can select any of the pre-made sets such as HunterOutfit04 (one of the fur armors) and click OK. That will then apply that outfit to any of the forsworn characters who are set to use that template. There are a lot of those templates- the mage, melee, and missile each for EncForsworn01____ through EncForsworn06____. There are also forsworn boss templates but those are the briarhearts with their birarheart skin set as their outfit. Because there are so many, you can potentially add more variety by giving different template groups different outfits instead of all the one same forsworn armor they normally use. - To make up your own custom outfit for them, go to Items (in the same menu where you selected Actor) and look down at the bottom under it you'll see Outfit. When you click that a new list will show next to it with all the default outfits you can choose from. - Rightclick on any of them and you'll get the option to make a new one. - Give it a name and leave that window open while you switch to the Armor list (at the top of the Items section) - drag and drop each armor item you want in the outfit from that list to the empty box. Click OK when you're done and don't forget to save. - To find out what some of the armor entries are you can look at the little number that pops up when you hover over it and find that console code on the uesp site - useful for things like Farmboots01 and vague descriptions like that. - Once you've made your new outfit, go back to the templates like described above and select your outfit from the drop down menu. It's tedious work as the menus scroll very slowly with sooooo many entries, some of which are not named very intuitively. But, there you go... if anyone wants to do this for themselves.
  21. I've always thought Spriggans ought to sound like rustling leaves not bees. I've seen a mod that just takes away the annoying buzz, but I think replacing it with a leafy sound would be even better.
  22. I have loooong wanted a mod that changed their clothes as well. Even if it's not snowy in the Reach, the minimal coverage they have has always seemed unrealistic. Fur armor, or maybe some brown robes for the spell casters? I know very little of modding, but I'm wondering if one could simply duplicate the meshes and textures for fur armor and then rename them to match the forsworn clothing file names and just switch them out? I may have to try this. I'll try to post back here if I do manage it.
  23. I'm working on a basic retexture of the volcanic area of Eastmarch and have encountered a weird issue where some of my new textures are showing up, while others are not and I can't see any reason why this would be. Specifically, I've got a new texture for both jazbay grapes and creepcluster, both in the same folder, named correctly and everything, but in game the grape texture is showing up and the creepcluster isn't. The other texture that doesn't seem to be working is the white dirt/stone that forms the walls of the mineral pools. The rest of the ground and the floor of the pools is showing up fine, but the outside walls of the pools do not seem to be affected by any of the texture files under landscape - I thought it ought to be the mineralpoolterrace texture, that's the only one that sounds like it, but I'm seeing no change in game even though I did change that file. When I go to check this in game the only other textures I have are the official high res pack, with these Eastmarch textures loaded after that so there shouldn't be anything overriding these new textures. Does anyone have an idea of why it would be ignoring some textures and not others? I'm also trying to figure out where the white rock texture is coming from that appears on the underside of some of the little cliffs. I need to darken it to make it blend better with the rest of the ground now, it's really showing up as bright white stripes at the moment, but I'm not sure where it is and whether it's used anywhere else in the game where it might look strange if it wasn't bright white like it is currently. Does anyone know where this rock texture is found because I've been searching through the landscape, cave, mountain, etc. textures and have not seen anything that looks white like this aside from the ice ones which I'm pretty sure is not what's being used in the hot-pools area of Eastmarch.
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