Jump to content

Tarshana

Premium Member
  • Posts

    1245
  • Joined

  • Last visited

Everything posted by Tarshana

  1. Yep. That's when reports started coming in. I've been spending time going over everything to find the root cause. For most PC users it's not an issue since most files contain the facegen and it's easier to pack. But if you have a really large mod and have to do it manually in the CK and miss those files, it's a big deal.
  2. All of us anal retentive mod authors..... Oh right. So we did all that testing. (do you have a headache? I do!). And if you are missing the facetint file from \Actors\Character\FaceGenData\FaceTint\ that will cause a CTD with a new game
  3. I wanted to wait to post. Since there was that debacle earlier I feel responsible and I would like to repay your services to the modding community and I'd be happy to help in whatever way I can : )
  4. I will name my next burger after you. Fantastic response : )
  5. ~standing ovation~ I am naming my next rescue after you.
  6. Oops, BodySlide/Outfit Studio. I apparently mashed me words together , apologies. And yes, I have used it for SSE :)
  7. Got any grape soda? :wink: Hmm, no, but I do have cream soda, diet coke and sweet tea :D
  8. Fellow popcorn eaters...I brought some cookies and whiskey to share...oh and I guess I'll add some milk for you milk-drinkers.
  9. BodyStudio really helps with this sort of thing- you can adjust those pants a lot easier without working with a 3d modeling program. You can raise the pants and lower the waist band to make it fit properly :)
  10. I have those dogs included in Skyrim now. I will be releasing the DoS soon :)
  11. You can click on the little Cog and it should auto pull you to the texture directory where you can select the texture you are using. NEVER use the full game path. I have had so many errors with armour because I see C:\\ etc on there and my Steam is located somewhere completely different.
  12. In response to post #50367272. YES! Smithing Oils got noticed! I put the mod up for consideration a couple of months ago. I cannot play without Smithing Oils it has made my warrior playthroughs so amazing. I am always, and forever, amazed at how creative people are :)
  13. I don't see any blocky faces on 64bit...the new textures over here helps a lot with that :)
  14. We get request emails quite frequently, but we haven't had anyone with the motivation AND the skill set requirements. Programming isn't what we need for SKSE64, we need reverse engineers who understand x86/x64 assembly and C++ structure alignment. I don't believe switching to git would bring anymore people in. It would likely just bring in more need for management (i.e. Peer Reviews). If you're interested in contributing your reverse engineering skills, all you have to do is submit a few alignment fixed classes to show us that you're capable. You don't even need to know x64/x86 for this, you just need to understand structure alignments and C++, this is essentially where I started 6 years ago. Here's some classes I'm confident are broken strictly from alignment shifts: EffectSetting TESRace TESNPC TESObjectWEAP TESObjectARMA ActiveEffect You don't need to fix any utility classes e.g. tArray, these are already fixed, you should correct the offsets in the comments on the right as is our convention. That is awesome you listed what needs to be done : ) Now those who have said they want to help and know how to help will be able to :D
  15. Adding to list of doggos....
  16. I did a vanilla friendly NPC overhaul - Divine People. I kept their hair colour and eye colour in its default state, but altered how the bone structure looks so that from the front or the side they wouldn't be bashed in the face silly..you can chose custom hair options or no custom hair options. I also have a complete PC overhaul that has an optional Imperious Patch - Preset and Colours Overhaul . Just like with my other mod, I evened out the odd shaped jaws and noses and took out all the facepaints and wrinkles and then added all the skin tones to all races and a few extra hair colours and female Argonian feather colours. Nothing extremely fancy or exaggerated beauty. Makeup options on women were mostly carried over, but easily removed. I wanted an easier way to make my characters and hated the sliders, so I used 32bit Skyrim and export everything manually to import. Racemenu made it a lot easier to fix some of the weird facial bumps. Both of those I did for myself, the fact anyone has found them useful has been a nice side effect. I also prefer Tempered Skins for men and women by traa8 because you get realistic looking skin and features...but basically any skin overhaul will vastly improve your character. Urshi has a wonderful selecting for men as well.
  17. And updates. I was so concerned about getting his face right, I forgot to plop him in the world.
  18. Oh. Crap. I forgot to put him in Riverwood. One moment...when you see the Update, he will be in Riverwood.
  19. I can do that for you :) I will look around for the right hair style, unless you have one picked out? I think KS has one very similar to that.
  20. Thanks for the heads up (again). Have a great weekend and just like everything in life "It'll happen when it happens." : )
  21. Hello mod authors, users and everyone in between; I am having to revamp Dogs of Skyrim by Ichibu due to the nature of dirty edits and sometimes I can't find the right dog to edit so I am renaming them to better serve the community. If you have a dog you want to see in game, please let me know. Available Dogs: Snowy Alsatian White Wolf Black Wolf Brown Wolf Huskey Rotweiler Black Dog Brown Dog Black Hound Brown Hound Red Hound Many puppies of the same variety. Visit Dogs in Skyrim SSE for more information on the mod itself. Name closing will end on 25/May/2017.
  22. First step is to extract what textures you want to work with and their meshes - I use BSAOpt which is an easy find. Next you want Nifskope so you can see your new textures added on. https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ <-- has information of how maps work on the objects.
  23. I never duplicate cells, I make new ones and then go to the cell I want to copy from and only select the static items - this gives me a skeleton to work with and I can clean the file later in xEdit. Create your own mesh folder at the very least, and start with a couple items you might want in your house. I personally change all nif texture file paths to their own folder as well, retaining the author name, or other factor, because packaging it makes it easier and less likely to get overwritten by loose files. I like looking at http://built4ever.deviantart.com/ for inspiration on layouts - how people move through a house, etc, and then adapt them as such.
×
×
  • Create New...