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kyods

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  1. Long hair will always clip through certain armours - usually these which have a tall gorget protecting the neck. That's why you won't find any long-haired meshes in vanilla Skyrim. There isn't much that can be done about it, regrettably. Nope, had no idea about that, and I'm afraid it wasn't immediately obvious - there's plenty of people leaving out punctuation (because it's useless) and being perfectly capable of calling you names, then slapping a smiley face on top of it. There are all kinds of people on the Internet, you know.
  2. Ever heard about constructive criticism? If you have any idea how to improve on what he did, do it and show us your work. If you have an idea, but don't know how to do it, say it politely. If all you can afford is being rude to a person who actually makes and shares something with others, shut your mouth and stop being a child.
  3. SolidSnakeFH - Maybe it's just me, but I think you are a bit too shy with the sliders. Try experimenting with bringing the chin length to 0 and lowering the eyes for more rounded, fuller and more childish faces. I would also try to make noses shorter and perkier, they look too long and massive in most cases. Also enlarging the eyes and bringing them together yields a younger looking result. Not too much, though, otherwise the kids might look a bit retarded.
  4. I'm not sure if this should be a top priority, but I would say that full Hearthfire support would be welcome at some point in the future. What I mean by that is replacing of these additional outfits you can gift to your adopted kids with Skykids-compatible meshes. And I'm not saying it only because it would allow me to piggy back on top of Skykids with Asa and Aki from my own mod.
  5. Dude, your mods conflict so badly that I'm surprised that your followers actually walk instead of crawling on all fours. You need to take a good look at priority of your mods in MO. There is a built-in conflict solver in the tool, take a look at it. Your crash during the character creation process is most likely caused by the game running out of memory due to number of custom hair / eyes / etc. You can fix it with the pre-cache killer or facegen cache disabler plugins, you can find the latter with the Racemenu mod on Nexus, search for the former. The kids spawn naked when you don't have the armour swapper activated, set up correctly with the patcher as described in the initial post, or conflicting with some other mod, probably due to load order issue. In some cases you might need to leave / re-enter the cell after a few days to let the actors re-spawn, or simply resurrect them through console - this was described earlier. As en_hawk clearly stated in the initial post, you *need* BOSS to sort out your load order. If BOSS sounds like magic to you, do some searching, possibly starting here: http://www.nexusmods.com/skyrim/mods/6/? There's an ocean of knowledge on the Internet, you simply need to reach out for it. Let the guys focus on the mod and do their stuff instead of answering question that you might as well answer yourself with some effort.
  6. Thanks, guys. JerWA - lol, not my fault. Every time I call showracemenu my character snaps into the 'bound' pose with his/her arms behind their back.
  7. Here's my attempt at the DLC kids: Lucia - as requested, optional lower brows: Aeta with ENB: Aeta without ENB: Alesan with ENB: Alesan without ENB: Blaise with ENB: Blaise without ENB: Aeta.zip Lucia - lower brows.zip Alesan.zip Blaise.zip
  8. Thanks, this is good to know. I'll work on Aeta, and then I think I'll focus on two Hearthfire boys.
  9. Thanks, en_hawk. I added the CGE exports to my post. I'll deal with Aeta soonish, should I not bother with tints with her?
  10. ...But I like your boys. I can never adventure without Anthe. When he says "Okay" in that eager chirp, what he really means is "BWHAHAHAHA Flame Atronach, MWHAHAHA" Lol, thanks, this made me laugh! However, that's my point exactly - Anthe does look the most androgynous of them all. At least IMHO. MO is a bitch forcing me to copy all the assets to the actual data folder so CK can see them. It makes no sense, if I have everything I need in the data folder, I don't need to bother running CK through MO, and I'm not even mentioning the problem with Papyrus compiler. At this point my setup is stable, I hardly ever add or remove a mod from it anymore, so MO became more burden than help. But then again, let me stress it again - it's an awesome tool for people who only play the game. I like how you dig deep into the background and story of your characters. Great approach.
  11. Okay, first attempt at Sofie and Lucia Sofie with ENB: Sofie without ENB: Lucia with ENB (I made her look a little androgynous. After all she is a neglected, underfed orphan, and weird things tend to nest in long hair if you don't take good care of them. This apparently happened with Lucia, and Brenuin decided that he has enough company in his own hair.) Lucia without ENB: Tell me what you think. EDIT: Included the CGE exports for both girls. Lucia.zip Sofie.zip
  12. I'll do the DLC girls - my boys tend to turn out a bit on a girly side. On a side note, I just found out that Mod Organizer is a wonderful tool when you just play the game, but becomes a major PITA when you mod. Going back to NMM / Wrye Bash / whatever else.
  13. I'll be happy to give it a try, if you and en_hawk are interested in some extra help. Now that I have my second graphics card and can finally smoothly run Skyrim at 2560x1440 with ENB, I feel tempted to return to Skyrim, and Skykids is a perfectly good excuse (not that I need any).
  14. En_hawk, I'm not sure if this will be helpful at all, but (as you probably know) I had the same problem with Fallout meshes using the upperbody slot. However the fix turned out to be easy, this is what I did: 1. Assemble a full-body mesh in NifSkope including all the body parts, using a single, full skeleton as a base. 2. Import this body into Blender, delete the skeleton. 3. Import the armour. Delete weights and re-weigh. Import the skeleton you used as a base at the end. 4. Export the .nif with the skeleton. Delete the body parts you don't need in NifSkope (head, hands, etc.) 5. Import into CK, check for gaps - there shouldn't be any. Hope this helps.
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