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Night~Sky

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About Night~Sky

  • Birthday 01/07/1983

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    Who am I, and why should you care?

    The short answer is, you shouldn't.
    If you really want to know something - I started "modding" in the era of Doom 2 (mapping and sprite swapping), when I was a kid, and I never really stopped.

    I don't release or show-off my edits or modifications except on extremely rare occasions. I burnt out the last of my ability to give a damn putting up with people's expectations and sense of entitlement in the NWN1 era. Since then I've only shared what I do with close friends.

    I have a distinct respect for modders, especially those who still release, especially those who persist under the conditions of Oblivion/Skyrim modding. And I have a distinct lack of respect for anyone who doesn't understand modders have a life of their own that comes first, and that their work isn't subject to your tastes or expectations.

    And yes, for you furries who may be lurking about, I am Lathander.

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  1. Did anyone ever happen to do (female) SOS textures for Zamzuel's Drow mod? Particularly to go along with the non-censored replacement textures? I spent a while looking around and can't seem to track any down (granted, I might just be blind/have overlooked it somewhere).
  2. So out of curiosity, has anyone had an issue where FloppySOS just stops working at all after installing the latest version of XPMSE? And I'm not even just talking about the floppy effects themselves - after installing XPMSE, all options/variables in the FloppySOS MCM are set to 0 and all keybinds set to "ESC", as if FloppySOS Is no longer installed correctly. Edit: Fixed it with a simple reinstall of FloppySOS, but it still seems very odd to me that installing the new XPMSE somehow "broke" FloppySOS like that.
  3. So at the risk of sounding daft as a plank, what exactly is "NiOverride Plugin4"? Because the XPMSE MCM status page says I'm missing it. Now, the thing with that is, I've been using XPMSE for ages and just recently got around to updating to the current version, because I'm slow and old and I hate change. And, suddenly I'm apparently missing something, despite having carefully ensured to update everything listed as a requirement just in case I had neglected to previously. FloppySOS also seems to no longer function for me since installing this version of the skeleton. I readily admit to not being particularly expert when it comes to modding, but...up to now, I've had no issues. I am confuse. Edit: A simple reinstall of FloppySOS fixed the issue, however odd it was. And the XPMSE MCM is now reporting everything is fine and dandy, which is cool. I'm not getting any CTD's or anything. Except, weapon styles aren't working, either by RaceMenu or the MCM settings.
  4. Unfortunately not, had already tried moving it down the load order to the point nothing should be able to overrule it, but it still happens. Really no idea what the deal is with this one.
  5. I wish it was that simple. I've done a file by file manual removal of the Lykaios at this stage, and reinstalled it manually. This odd behavior persists; something is forcing the Lykaios to use textures from the default Khajiit folders, instead of their own, and I can't for the life of me work out what it is. It's not just the Lykaois and Buff's Burmecian mod either. I double checked the olde standard "custom races" mod, and no matter what texture set I install for the custom khajiit race, it uses the ones from the default khajiit folders. It's as if something in my install is overriding anything that is at any level tagged as a "khajiit" (such as the Lykaios, which use the Khajiit race for armor group) to use the default texture path only.
  6. Sounds like you messed something up and need to re-install it. Well, I'm not exactly completely oblivious when it comes to installing and tweaking mods. I have actually cleanly removed and reinstalled the legacy version of the Lykaois since I noticed the issue, and it's still happening. Hence why I find it confusing at all, since the Lykaios is a custom race with its own folder structure and paths, I can't really work out how another mod could be making it redirect to the khajiit textures.
  7. Nope, as bizarre as it sounds, in my Skyrim, the Lykaios are using whatever Khajiit textures I install instead of their own, and I cannot seem to work out how or why.
  8. Okay, colour me confused. I've just realized the Lykaios themselves are also using my current Khajiit assets instead of their own as well. Am I crazy? Has the legacy version of the Lykaois always used your installed Khajiit textures instead of its own? I could've sworn they used their own, hence why the mod comes with a neatly organized textures folder... What is life right now @_@
  9. I found such a mod for Skyrim. Wasn't on this site, but it works well enough with the body mods and with SoS futa add-on, at least, and it was specifically supposed to be a Burmecian. Looks nice enough. :3 That's Buff's Burmercian Race + Freya Crescent Companion and Racemenu preset mod, right? I just recently came across that one myself, but curiously it doesn't appear to be working quite right for me; it's using the khajiit assets (body textures, and tail/feet/hand meshes) instead of its own ones.
  10. After a little checking, it appears I was one update behind on SOS full itself, but everything else was fine. Updating SOS appears to have fixed the problem I was having...I'm thinking perhaps the last few fixes made to SOS concerning node scaling and improving assigning/equipping/unequipping schlongs correctly in weird cases has some influence over this mod as well.
  11. Can you check 2 things? - Make sure the schlong nif no longer contains any HDT xml reference. - When checking your inventory via console, do you see an invisible item named "Floppy Disable" or such? I'll have to double check the nif for HDT xml referrences, but the "floppy" invisible items shouldn't have been an issue when I tested it on a new game. I'll check again but, as I said, this mod has been working perfectly fine for me until this specific update. I'll do a little more fiddling.
  12. Um, is there by chance possibly a bug in this new update? The mod has been working great for me so far...until the moment I installed this update. Now the floppy schlong is always enabled, even when disabled through the floppify spell. I even used a save cleaner to delete the scripts from the save, turned off the mod, made a clean save, and activated again, and it's continuing to happen... Edit: I've also tested it on a new game, and it still happens.
  13. I wouldn't stress too much Kritta and Porsche. Folks will likely take it upon themselves to do custom armor fitting for the Lykaois themselves - a decent plantigrade feet mesh already exists and would only require some light CK work and a bit of texture fitting to put on the Lykaois as a temporary fill-in for the proper version you guys have planned. I'm not so sure about the child race...but for the custom voice matter, to the best of my knowledge (admittedly I'm not an expert), you can't actually just "add" a voice set to the game, you have to replace an existing one. A couple of races have had add-on mods that do this (RCOTS at one stage and the Tera Elin race). And there are a lot of issues that come with the voice sets in Skyrim (like voicetype being bound to what a character can and can't do as far as marriage, following etc). Folks tend to make custom content for races that are, for lack of a nicer way to put it, "below" the Lykaios in content and quality, and some folks have already done custom content for the existing pre-release version of the Lykaios as it is. So there's no reason to doubt folks will take it upon themselves to add more to the pool when it's properly released as well.
  14. Edit: Don't mind me, it's early in the morning, I just noticed you do in fact have SkyUI. If your skyrim is crashing before you even hit the main menu, you're missing a requirement for something you're running. I'm pretty sure one of those player home mods you're running absolutely requires a particular container mod and I don't see it in your load order, so that would cause an insta-crash on its own. My advice to you would be to get Wrye Bash. It will immediately highlight mods that are missing masters/requirements. Other points to check; make sure the latest version of SKSE is properly installed, make sure you have the latest version of the right skeleton files for the kind of mods you're running (XPMSE and so on) and that they're installed /everywhere/ they need to be. Make sure you aren't missing critical utility mods/extensions like SkyUI, JContainers, ScriptUtil, FuzRoDoh and so on. Your load order is missing things I would expect to see on it considering the mods that actually are there...
  15. Loot isn't a bad idea but it isn't really a solution in and of itself so much as a guide. What I mean by that is your own personal mod setup's ideal load order may not be what Loot comes up with. Loot isn't able to account for cases when the user may actually wish to have a particular mod higher or lower than another mod which both affect the same thing, so as to gain the change to that thing from one mod while getting to keep the changes made to other things from the other mod. Also, there are numerous mods (even a number of Sexlab related mods actually) which want their masters in different order than each other, so you may get delinquent or misordered masters no matter what. The only "sure fire" way to produce an ideal load order is to go through the tedious process of loading every mod you intend to use in, say, TES4edit, where you can actually see clearly what each mod is specifically effecting and where each individual mod is "colliding" with another mod (ie; both trying to change the same thing), and using that information with consideration of what you want the end result to be, to actually work out the best load order for yourself. I use a slightly daft number of mods myself, to be honest. I mean to the point where my papyrus load during particularly bad peaks produces visible delays, on occasion. However, my Skyrim only ever crashes because it hits the horseshit hard memory limit Bethesda force us to deal with by never giving Skyrim a 64bit version. ...that's actually something you could be experiencing yourself, if you use a lot of really high res textures. You might consider using the texture optimizer tool. It's just a little program that attempts to compress textures without sacrificing quality as best as possible, which helps lower your chances of hitting the memory limit.
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