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samusknight2k

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  1. Although I don't really plan on keeping the mod installed permanently I decided to try it out a little and found a couple things that could use work. 1.) MCM menu has some glitchy text. For example some things seem like they're not labeled properly (I'm using the default English installation, no translations installed.) so it shows a $ before the name. Also some explanations about certain animations could be useful. Under defecation for example there's no info which "pose" is which. I looked under the urination menu and it shows options there, but there's only 5 for defecating with no mention which is which. 2.) Even if your bladder is empty, you still urinate while defecating. If you choose to only defecate it empties your bladder and your bowels, but even if your bladder is empty you still pee. 3.) There's no real documentation noting where to get the items needed to bathe. I didn't quite check out this option because I didn't know where to buy soap, or if anything else was needed. I decided to use the console command to give myself soap but if it's like the "Eat, Drink, Sleep, Bathe" mod on the Nexus I saw some time ago I assume it needs a cloth too. Where do you get this? Information on where to buy soap and a cloth (Or if it's crafted, where.) could be helpful. 4.) I kept getting message notifications about some excrement RND script being detected whenever a change in my bowels was made. I assume this is a debug message because I have RND and the proper patch to make RND and PN play nicely together but it might be good to make this only appear once and not every time your bowels fill. 5.) Not a flaw but a means to toggle between first and third person messages would be nice. I could change it in the CK myself to be third person ("Your bladder is full." instead of "My bladder is full.") but thought it would be a good feature to mention for future updates.
  2. Thanks PsychoMachina! While I liked the first Elin race (v1.4) I didn't like the setup and now that I've gotten used to Elin 2 (beta) I'm happier using that one. A few easy enough personal tweaks and everything works out fine! Only thing I need to do again is fix the voice. Originally I had taken every shout, tweaked the balance and pitch to make them sound a lot lighter and repackaged it to be the Elin voice. Sadly however I didn't save the files so when I had to reinstall Skyrim they were lost.
  3. Fair enough on the information regarding the new rules and all but the other question hasn't been answered still. Will the new elin v2 bodies use the same folder structure as the currently released Beta or will that change? Also will the file name change? Basically what I'm asking is if the folders used in beta will remain the same for now on and if the file will remained named TeraElin.esm or will it be changed in the official release. While I know the beta release is just that, a beta, I'd like to continue using the same existing character without having to start over from scratch if the file is completely renamed.
  4. Well that raises some concerns, how will that affect the Elin race mod? It's anime-ish sure but Elins by their very nature are depicted as young children in appearance. Will this stop production of this mod and/or mean removal of it? Also on a different but related note, are future (If there are any now.) revisions of the Elin race mod going to use the same layout/style as the current v2 beta version? I've spent a little time tweaking it just slightly on my own version but I prefer the beta over the original since it uses consolidated folders. I've wanted to clean up the folders but never did so myself and seeing it finally done is a lot nicer in my opinion.
  5. I need to look at what .tri files are provided in the version 2 beta release but it might be possible to add support for extra sliders in ECE, when using the RaceMenu plugin. Also regarding the issue with the skeletons there IS a mod for RaceMenu that adds sliders for every node in the default XPMS skeleton thus not requiring a custom-made skeleton. I've used that to tweak the specifics of my character's body before. Some sliders don't work but it allows finer tuning of the body. Only flaws I know of is if you use a mod that transforms your shape (Or turns you into a Werewolf or Vampire Lord for example.) it can screw up your proportions since these aren't saved I think. But as long as you don't transform it won't affect you even between game saving or loading.
  6. I've got a couple questions to see if this might be possible to do: 1.) Create a modified skeleton like the current one but retains the old proportions. I've found using armor with the new skeleton layout completely changes the body proportions and this is vanilla armor using modified UNP (Non-nude/busty/skimpy.) armor meshes so they fit the default UNP body. The hips instantly shrink, the placement of the knees raise, the entire body just looks a little deformed because of the new modified skeleton. On this same note is it possible to remove the Dual Sheath Redux requirement? Personally I don't want to use this mod, it's one more unnecessary mod that has to sit in my load order. 2.) In a future update remove or make the changed walk/idles included an optional install. I use different run/idle motions and each time I install an update or reinstall the mod I have to manually delete these files.
  7. Well unfortunately I found a flaw with the new Elin bodies. While they look much more closer to the shape/body of the TERA Elin than the previous ones if you use the new skeleton with any other body shape (Such as any armor that shows the character body, this includes stuff like the Immersive Armors Barbarian set, or any of the Bikini-type armors that rely on the default UNP body displayed underneath.) it deforms the body a little giving your Elin a hourglass waist, lowers the knees, and slims down the thighs and shoulder width. Not that this is PsychoMachina's fault but a side-effect of using a modified skeleton and body shape together like this. It'll require editing each and every armor or custom-made armor from mods to correct the deformities from it, I think this also applies to vanilla bandit (Fur.) armors if you use the UNP body vanilla armor replacer on the Nexus. @adventhawk7 - I'm thinking the problem could stem from a leftover nif file in your data folder. Try this: Navigate to Data\meshes\Actor\character and check if you have a folder named _1stperson. If you do check inside to see if there's a skeleton.nif in it. If so, delete it. Chances are that's a modified version of the 1st person skeleton possibly left behind from a previous installation of the Elin Race mod. What it does is set the camera to a fixed height based on the size of the first-person skeleton. Removing it forces the game to use the vanilla skeleton instead. Alternatively if this doesn't work try the mod "Race Menu" found on the Nexus. Personally I prefer this one over ECE (Preferences vary.) and it will scale the 1st person camera to your actual character height instead of relying on a separate skeleton. Problem is I don't BELIEVE it's compatible with ECE so you'll need to choose between the two. I think the author is working on some form of compatibility between the two mods but I'm not sure how it works.
  8. I've actually noticed that I believe some of the default Elin texture files don't seem properly compressed/larger than they should be. My own personal fix was to make a patch file and redirected the game to use a different set of textures and nif file for the body, hands, and feet using the default installation of the UNP body. There's a way to fix them but I really haven't figured out how to compress them properly. Anyway using ENBoost ended up resolving most crash issues I was originally experiencing. Reducing the number of script-intensive mods I was using also helped in that.
  9. Yeah everything is working perfectly now, thanks again. But would you happen to know why the game just suddenly closes now? Maybe I did something wrong? It just closes while in-game after like 5minutes of play. According to a post on the S.T.E.P. forums an issue in Skyrim was discovered that the game will crash when using up to or over 3.1GB RAM. This means if you're using a lot of texture mods (High res texture packs like AmidianBorn HD Armors, Skyrim HD 2K Textures, Bethesda's HD Textures, several body mod replacers like CBBE, UNP, UNPB, and so on.) that increase the details of textures in-game it requires more memory. That's what can cause crashing. Gopher (A Youtuber who does LP videos and is a moderator at Nexus) goes into some pretty good detail about it on his channel and the causes I'd recommend viewing. One recommended fix is using the CTD and Memory patch ENBoost to offload some of the stress from your system's memory which might help in your case. I'll leave a few links for it. One suggestion I would make is limit the amount of texture mods you use or lower the resolution of the ones you install, it particularly depends on what your maximum display size is. For example if you play at 1920x1080 using anything higher than 2K is plain pointless, you won't see the difference (If you can tell the differences will be negligible.) and it will only take up memory and impact your performance. In some cases even using 1K is better depending on the size of the textures used. Some body mods for example do use 4K textures so if you've got these installed that can be part of your problem too. Anyway if you have a good video card I'd recommend giving ENBoost a try, good luck! EDIT: Didn't notice the problem was resolved already. But it's still recommended to look into this mod I mentioned if you are using a lot of replacer or retexture mods on your game. Note that it doesn't resolve ALL issues but a lot of problems in the game are usually because Skyrim is pushing its limit already. CTD and Memory patch ENBoost: http://skyrim.nexusmods.com/mods/38649//? GophersVids Skyrim 3.1gb Crash Limit and Skyrim Performance Monitor: (Explains the 3.1GB crash limit in Skyrim.) GophersVids Skyrim Mod Sanctuary featuring ENBoost: (Includes instructions on how to install it.)
  10. I think Bethesda's idea is to just fix a couple bugs and then let the community sort out the rest themselves. They probably figure since they allow modding for their games that any bugs they fix may be overwritten by a mod somebody creates so they'll let the community deal with it. Why spend the extra manpower when they can let the fans do it for them for free? Eventually if a big enough bug comes out or they gather up enough fixes to make it worthwhile releasing a patch they will, otherwise as I said, let the fans do the work for them.
  11. PsychoMachina, just to report, I don't think it's an issue with the tail bones, I believe Bethesda royally screwed up something with the update because now my elin's tail nor eyes will animate anymore. She won't blink, and her tail acts like it's made of cardboard. The only way I can get the tail to animate again is to load a previous save pre-update but it doesn't last long. It's seriously getting annoying now that I can't even load a save or do anything without glitching up. EDIT: I figured the tail issue out, it's because of chesko's Frostfall, the mod adds in travel cloaks and I figured out the reason it's bugging out like that is because of the cloak. Apparently it stops all tail animation from the cloak, not sure if it is designed to hide the player's tail or not but it seems to completely disable any animations when using it. As for the eyes however doing a little bit of a search around seems that while they fixed the eye issue for NPCs and while sleeping, it bugged out the player now instead. Sometimes your eyes will permanently remain open but if you ever sleep and use a mod that displays it your eyes will remain closed even when you awaken. Bethesda sure knows how to bug out their own game...
  12. Well as I said it's only images, not the actual mods. No page directing to where I downloaded it, no nothing of that sort. But I did do a quick Google search and found this: http://skyrim.nexusmods.com/images/23012 It dates back from January 2012 so I figure it should be fine then. I don't have any screenshots of my elin that I've taken right now but since I know if I ever decide I'll probably upload one after all. Regarding the wolf tail and ears however as I wrote it uses the default textures and meshes that come with the elin race so they aren't custom or anything. I just wanted to use the ears/tail with my elin but couldn't due to them being only available through the two hair styles available. Ideally that can be done with any of the ears/tails actually, the ears used for the hairstyles are listed under data/meshes/actors/2chelin/hair and so are the tails, it's just a matter of attaching the .nifs together in the CK to act as facial hair like I did with the wolf ears and tail. Problem however is you'll probably need to readjust each .nif file for the ears to fit the standard hairstyles otherwise they'll float above your head when using any of the custom or vanilla hairs. One thing I'm thinking of doing is trying to separate the elin hair styles from their assigned ears and tails so you can mix and match the elin hairstyles if you happen to like those, but don't want to use the corresponding ears and tail with it.
  13. Something I wonder about, normally when I take my screenshots I try to avoid taking any of my character since I use an elin. Not to deter the subject here but I was wondering if anyone knows whether or not I might get in trouble if I posted (non-nude ones, I don't do that stuff anyway.) any of those on the Skyrim Nexus to my profile there. I don't particularly care if people know I play one but if I'm going to get flak or harassed for it I just want to avoid the whole ordeal altogether. EDIT: As an extra bit I figured I'd upload the wolf ear tweak I use for my own elin. What this does is add the existing wolf ear and tail from the default hair set (That's the reddish ears and tail.) to the facial hair slider. I made this because I wanted my elin to use the wolf animal parts, but I didn't want to use the hair for it. So I went into NifSkope, opened the proper ear file and readjusted the size and placement to make it compatible with the custom hair mods for the elin race. I then saved that nif in a separate folder so it wouldn't overwrite the one used for that one. After that I went into the CK, under the faceparts, and added it in using the correct tail. Now whenever I go into the race menu I can use this tail and ear set, and still use a new hairstyle without having to deal with my ears floating off my head. It should be compatible with ALL hairstyles except for the bald and shaven ones since the ears don't fully conform to the head, the sides do but the top still has a slight gap between the head and ear. It really isn't a big deal unless you like an elin with a mohawk or a buzzcut. But for all hairs including the vanilla hairstyles it should work perfectly fine. The archive includes a .bsa and .esp file (Including a .bsl file that the Creation Kit made, but I don't particularly think it's needed.) you just have to drop into your data folder. All it requires is Skyrim.esm, RaceCompatibility.esm, and ElinRace.esm to work. I've tried to set up the file structure correctly as well so it'll be compatible with regular mod managers too. Note: I don't claim ANY ownership for this since it uses assets from the Elin mod, that said do as you like with it all as long as you follow PsychoMachina's policy for the Elin race mod. I hope it's okay to be uploading this but since these were strangely missing from the list and I wanted to sorta give back for all the work you've done PsychoMachina I figured I'd try and share at least this fix to it. ElinRace - Wolf Ears and Tail.rar
  14. That's actually happened to me numerous times with the ears I use, from certain angles they'd disappear. Honestly I'm not sure what the cause is but usually doing a save and restarting the game will fix it. I think it's due to some kind of rendering bug issue, and not specifically the mod since it's happened with the 1.8 patch as well. But again, just restarting the game normally fixes the issue.
  15. Could you give some advice on how to set it up then? Because everything I've tried either results in instant crashes soon as I enter the race menu, or the additional sliders for shoulder, leg, etc don't show up. The only way I CAN get them to show up is to add in the tri files for ECE, CME, and RAN but then it prevents the sliders for changing anything on your face from working. If I remove them then it either CTDs upon entering the menu, or doesn't load the extra body sliders. I can get the weapon, quiver, height, breast, butt, and head sliders to appear but the shoulder, hands, legs, spine, etc won't show up. I've tried to combine the humanraces_slider.ini and unsupportedraces_slider.ini by using the body entries from that but the head, eye, nose, face, brow, and tints entries from the unsupported races one. I've tried assigning it to use the humanraces_slider.ini and it shows all the body sliders but the face sliders do nothing. I've tried assigning it to use the unsupportedraces_slider.ini as well and while the face sliders all work (The vanilla sliders that is.) the additional body sliders are not present, only the head, height, weapon, quiver, breast, and butt. I'm aware the unsupported one won't show any additional sliders but I wasn't sure if it wouldn't show the extra body ones as well. So I do know you're right about the skeleton supporting them, I just can't figure out HOW to make them stay while also allowing me to change my face. Like I said I don't care if the extra face sliders don't work or appear, just as long as the parts that are supported the body sliders, do.
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