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Tarshana

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Everything posted by Tarshana

  1. I got it :D Thank you so much for your input. I created three items, one for crafting armours and weapons, one for cooking and one for tempering. Now I just have to level up and make sure it works with all the tiers. Knowing me, one of the armours has a 400 rating instead of 40 >.<
  2. That is a great idea :) I love little treasure hunts like that. What would be really nice is a toggle menu so people can toggle the various tiers or types (like heavy vs light). I am playing around and finding a good balance I think, and reading more about scripting and conditionals than I ever have before xD
  3. Ah I see what you are saying. And now I really want a Wombat pet :3 I was thinking that a book for each recipe would be too much lol. I wanted an item for making armours, one for cooking (like a cookbook) and another item for the tempering, but I was worried about inventory clutter, too. I will check for making spells and see the best way to group them together (probably sort the armour and weapons by player level and item type since everything is tiered). When I was playing earlier I had a difficult time (even with SkyUI 2.2) with so many recipes cluttering and I thought others might also be thinking "wtf, why is there so much crap here?!" And I am unsure if that many items would cause a crash or slow response and that would not be good. Thank you for your input! I feel less overwhelmed :)
  4. I have added about 200 recipes total for my Market and I want to declutter the crafting menus for people. Is there a way to determine if the person has, let's say, a note or other item, in their inventory then the crafting items show up, otherwise they don't? I mean, I bet it's probably some easy conditional but quite honestly my brain is a wee bit tired so if someone will hold my hand I would be terribly appreciative :)
  5. No, asking is not wrong, how you ask can be perceived as churlish, or in bad form ;) Manners are important and allow for those mod authors to know you are not being an entitled mod user.
  6. I had a boss a few years ago, perhaps the most business intelligent person I have ever met, who said to us in a staff meeting, "Remember that perception is 9/10ths of the truth. Your truth, their truth, everyone's truth. How your words and actions are perceived by others is their truth about you." That resonated with me and helped me deal with people from that point forward :) I, by no means, want to imply that you, or anyone else, has never offered any word of encouragement, I was tossing in my two copper (personally I hope to not hear another peep until release; it will be like a surprise birthday gift!).
  7. I hope they are working to their heart's content instead of reading forums posts :wink: To know they are even diving into 64bit when they are under no obligation? Awesome. They know people are eagerly awaiting and they have handled the plethora of posts and speculation with grace and dignity. Shower your mod author coders with some words of encouragement :D Edit: sorry, I meant "shower" not "show"
  8. fadingsignal's texture information has always been super helpful. And Commander Keen was the sh-- back in the day. Ah, gaming memories.
  9. When you are in the CK there is an option to Create an Archive. Files are auto added but be careful, they will try to pack loose files that you might not want. Files need to be created from the folders in your /data directory and have the right extentions (.nif , .dds) SSE mods are not backwards compatible (you should make them in 32bit first and then convert to 64bit after).
  10. Yes you can. (I toddled off to bed before I saw the last message)
  11. You don't need the old BSA. You can file - create archive to create a new bsa, but loose files overwrite BSA's
  12. You didn't open the BSA earlier? I use http://www.nexusmods.com/skyrimspecialedition/mods/913/? - all 32bit mods need to have their BSAs unpacked. You can safely remove the BSA from the data folder when finished. BSA files are a "zip" folder for the game to read all the meshes and textures so they don't clutter up your space. https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
  13. Yes. I extract the head meshes with BSA open and compared them side by side.
  14. I created an NPC overhaul mod and a PC overhaul mod and I still had to export the facegen data because black face bug happened; it is an added step I personally use just in case. Because the CK tends to still act silly ;) I spent the last 20 minutes staring at the vanilla head mesh and the citrus head mesh and there are changes in the hierarchy and name changing. I have zero idea how to change it :( someone who is s-m-r-t will have to take over.
  15. You did it right. If they are not generating then you are fine. I popped open the CK and looked around; under the head part, the heads are generated under the race menu, so that is fine. If I had to take a guess is that the way the old nif has its head parts labeled needs to be redone for SSE, even with nif optimizer. I have very limited knowledge with that but there are a few really excellent videos on it. Sorry I couldn't be more help, I thought this was going to be a similar fix to other heads I have worked with :(
  16. Nope, that is for the mod itself. meshes/actors/character/facegendata/facegeom/citrushead-standalone.esp textures/actors/character/facegendata/facetint/citrushead-standalone.esp When you save the file it creates a blank canvas in those two areas. Then when you use ctrl+f4 it generates their "tints" so you don't have a weird looking face. Or rather, should generate.
  17. Oh interesting. Okay save the file after loading it up the CK again and see if those folders are created. It should read citrushead-standalone.esp as the folder name in those file areas.
  18. Personally whenever I make or resave a mod for SSE I select all the master files (since I use assets from all of them for the most part). The bare minimum is Skyrim and Update. Rename your facegeom folders in meshes and textures (I have a 1 after them so I can save them if I fubar) textures/actors/facegendata/facetint/citrushead Load up the mod into the CK, save it, wait a second and then select all the presets again and ctrl+f4 and see if it generated more than 23 files. It could be that citrus head will not work in SSE or there is another mod interfering. Custom races also have more finagling because of the tri files and while I have read about it, I have zero idea how to do it because I have never used custom races.
  19. The current facegen data/facegeom should have been made when you saved and used alt+f4, so just the original assets. in the citrushead folder :smile:
  20. Ah no, just habit when I say 64bit. I would try NifOptmizer 2.3 selecting Head Parts Only and seeing if that cleans up anything, there is a log written in the file. make sure none of the .tri files are touched.
  21. The esp has to be saved again in the 64bit CK :) And I have no idea about the train or how your nif looks, the amount of polygons, etc. That sounds like a huge undertaking!
  22. Oh you mean statics? Oh that one is a bit easier, although you need an older version of Nifskope. I import .obj file into Nifskope 1..06c and then use the NifTools to chunk merge for making collisions. Once that is done I update with Nif optmizer for SSE. Any other meshes should be ran in nif optimizer in order to be read by the 64bit engine.
  23. I have experience with armours and using the body slide outfit studio (I wish I could double endorse that mod because it saved my bacon a lot of times). Although most of that was done months ago; it seems to take me a very long time to do just one armour so not something I have a lot of time for but I am sure I can dig up all the old tutorials I followed :)
  24. So the standalone changes the head files for the Presets that apply for the PC. First you need to download something like quickBSAopen and pull out all the files from the BSA. Open up the BSA Open and extract the meshes folder. Copy the meshes and plop them into the data/meshes folder Open up CK with the CitrusHead - Standalone set as "active." Wait for it to load... Select Actor - Preset , every single one of those presets needs a new facegen file! Select them in batches, or all at once if you computer is beefy Hit Ctrl+F4 and it will ask if you want to export, say yes. Wait for it... Boom, done. Save the file and close out, make sure it is selected before you start up Skyrim and it should not cause a black screen.
  25. Ah I see. I would not update it with nif optimizer, but it looks like it needs some tinkering in the CK. If you are using it as a full replacer, the CK needs to be opened so you can rerun the faceegen files (select the NPCs a few at a time and hit alt f4) and if you are doing the standalone version you should be able to pop it into the CK, save the ESP, close it and it will read the files :smile: Edit: The 'standalone' redoes the presets, so those will need an alt f4 face export, too
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