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ToppDog

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Everything posted by ToppDog

  1. Also, all the students get a robe with three black stripes while the player gets one with two black stripes. There does not seem to be an outfit option that matches the one the NPCs wear.
  2. I think it would be a great alternative to wear with the Dark Arts Deluxe Robe. The boots are already a pretty good match, so just need to find a way to turn the navy blue parts to black/dark grey. Turning the white shirt darker would be nice too, but not a must. I am trying to figure out how to do this as well, but I am new to modding this game & can't find where this outfit or it's textures are located in the game directory. If anyone wants to take this on that would be awesome. Or, any tips on how I can go about doing this would also be greatly appreciated. Thanks.
  3. I would like to edit clothing items & can't seem to figure out where to find them in the game folders. I have found modded items using FModel, but can't see the original ones in the default game directory. Any help or tips would be appreciated.
  4. Yes, I didn't like that either. I use a programmable keyboard so I was able to make a simple macro function to do this with a single key. What would be even cooler is if you could use a single key/button to both mount & dismount. I don't see a reason why it has to be 2 different controls.
  5. I think it somehow is linked to the fact that you max out at 12 items per tool slot when pressing the tab button. I don't know how it applied that to the brooms, I bought all the brooms available from the shop in Hogsmeade, even though I wanted the one sold by Arn. But now I cannot switch between any broom from the first one I bought & it says I own 12 to 24 of each broom, including the one I got from doing the first challemge. I probably have over 100 brooms & can only use one, LOL. Any way to edit the game files to delete all these extra brooms? It would be nice if we could sell them, but nooooooo.
  6. I have not tried modding Witcher 3 at all yet, & I only just recently started playing it, but I think if there is a simple way to replace the hissing & growling sound files so they are copies of the other happy meowing files that would be a quick fix that is reasonable. Having the cats rub up against Geralt's legs would probably take a lot higher level of modding to do, unless the cats already have these animations & use them on other NPCs. Like I said, I only just started playing the game so I don't know the answer to that. I did read somewhere that in the books cat's don't like witchers, & that's most likely why this was put in the game. I also read somewhere that this was added in by a patch, so maybe there is a way to disable that part of the patch? I found this thread because I too am interested in a mod that makes cat's be more friendly. I only just downloaded the mod kit today & still haven't figured out how to use it. If this is something that would be easy to do for more skilled modders then consider this a mod request, but otherwise I may try to figure out how to replace the hissing & growling sound effect files with existing meowing sound files, as that seems to be the easiest solution that should require the least amount of modding skills.
  7. Thanks for the replies. This should help me with an update I am working on.
  8. I know how to create the actual interior part, but what I am wondering is if there is a way to block off a certain section in an exterior cell so that it is not affected by weather or exterior sounds & acts like an interior cell, possibly even with playing the musicof an interior cell within this designated area. I've seen no-load houses that seem to be able to block rain etc. but I don't know how they do it.
  9. Is this a building with doors that open to a courtyard? If so, then it might be better to actually make the courtyard in the exterior cell where the building sits. If you are trying to have a no-load situation from the interior cell to the courtyard, then you can follow the advice above, or create your building so you don't have to load to an interior to begin with. I have a similar issue I am dealing with that brought me here - I'm trying to figure out how to block all weather effects & sounds from a section of exterior space so it seems like an interior one.
  10. Here are the links to my new mod, Skaal Manor: http://www.nexusmods.com/skyrim/mods/84064/? http://www.nexusmods.com/skyrimspecialedition/mods/10042/?
  11. Pretty Face by tktk is what I use, & it is easily ported to SSE if it hasn't been done so officially yet.
  12. There is also an invisible bed marker that you can use without editing the mesh - it's used for an alter & has alter in the name, so do a search for "alter" in the object window to find it. I used it for a bunk bed mesh in my mod. You may have to play with the height a bit to get it right. If it's a double bed, use two & adjust the entry points.
  13. I'm having an issue where as soon as I initiate fast travel to anywhere, the game crashes - there is no loading screen & crash upon tying to load the new cell, it just crashes as soon as I click "yes" to fast traveling. All the cells I have tried to travel to worked fine before, & do not crash if I travel there the old fashioned way. I have also disabled all the save options, as I saw this used to be an issue a long time ago with vanilla Skyrim, but there was no difference. Any idea what might be causing this? I can't seem to find a mod conflict, & starting a new game doesn't change it.
  14. I'm having issues that do not make any sense while trying to make a patch for RS Children - the Facegen for Breton Female, Redguard Female, & Redguard Male that I assign based on RS's presets do not work, & act as if there was no patch created at all for these races. And, even though the other 5 work, the face colors are washed out & do not match the bodies. What's even weirder is that I tried uninstalling RS along with my patch, & when I re-installed RS, the changes I made with the patch were present without me re-creating the patch. I made sure all related meshes & textures were deleted before re-installing, too. Does RS make edits to the main game files that cannot be undone? And, if so, why won't it make any changes to the other three race presets? anyone with any ideas what might be going on or experience in making patches for RS care to chime in? I'm posting this on Reddit as well...
  15. We've all seen map mods with colored icons on them, but none them allow the player to decide which icons to color. Is it possible with this game engine to create a mod where the icons are default colors until the player chooses to give individual icons a different color, etc? This would make it possible for players to distinguish custom player homes, or other modded locations, from vanilla ones, etc. For example, you could click on Elysium Estate on the map & have an option to change that icon (and not all the other ones that use the same icon) to red, etc. The other mods are great, but still do not offer the customization options that would make them truly useful depending on the application. If the players could decide which ones are what color, the possibilities would be endless.
  16. Solved. It was RaceCompatibility.esm, which was part of the Enhanced Character Edit mod, which was listed as a requirement for the UNP Female Body Renewal mod. I left everything else installed & just unchecked RaceCompatibility.esm & everything seems to be working okay.
  17. I finally decided to use NMM for SSE, installed two mods that were for SSE, & now the game will not load after pressing the play button. Anyone else have this happen, & how did you fix it?
  18. I have a similar problem, but I think it's something else... Instead of getting the giant red diamonds with the exclamation mark for broken meshes like in the old CK, the entire render window goes black as soon as the object comes into view. And, as soon as I move the camera elsewhere, the render window is fine again. Anyone else having this issue?
  19. I put up my mod, Dragons Keep, for testing, and it ported over pretty well. The things I noticed that are glitched are some modded decorative items, three custom made invisible furniture activators that won't activate, & the MCM menu which isn't visible without SKSE yet. But, otherwise, everything is working perfectly.
  20. You can try this one called NO Blood & see if it works in SSE: http://www.nexusmods.com/skyrim/mods/36/?
  21. Dark grey in my game...
  22. The weird thing is they are from more than one mod, two house mods & the Skyrim esm. It makes me wonder if DYNDOLOD has something to do with it.
  23. There is a spot near whiterun where there is a bunch of terrain objects, rocks, trees, mountains, etc. are piled in one spot in the sky. I first noticed it after installing DYNDOLOD, but it may have been there before. I just did a brand new install of Skyrim to start off clean, & it's still there. When I go to examine it, the items appear to be from multiple mods, including the vanilla masters. Anyone else ever seen this, & what's the best way to fix it?
  24. Until then, you can always send them off to live in Skyrim's only Boarding School :) http://www.nexusmods.com/skyrim/mods/53509/?
  25. Might have to try it too, once I figure out the difference between the bottom two.
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