in the process of porting my male chastity device to sse i also decided to make it dyeable in-game. also this is like the first time i ever rolled a non human character ever, so i only just figured out there is a few extra steps to make khajiit and argonian penis textures work and all this time nobody ever said anything. >_<
also this is my salamander, sally, lol.
Against my better judgement I made a Discord because few Patreon people were asking. If people come I'll dump random behind the scenes crap from the time spent working on Soulgem Oven SSE, Display Model SSE, Untamed SSE, and so on. I think it will automatically give out supporter roles from Patreon but I have no idea if it works. I expect it will be a mostly quiet server for a while.
I can't really promise too much Oldrim support because I don't even have it installed anymore. For Ol
A while back I wrote a long angsty post about getting Papyrus Compiling to work within Sublime Text 3 via MO. That was a trip.
Today I follow that up with a new build script that is easier to edit. In addition, this version of the script has a privacy hack built in to strip the personal metadata about your user name and computer's hostname that the compiler embeds into scripts.
The instructions are targeted for SSE modders, but it will work for Oldrim too just make the ap
So, Foot IK is the thing that makes the game change the position of the legs and feet so that they are always sitting properly if you are standing on uneven terrain. If one foot is on a curb while the other on the ground, it raises the foot on the curb by bending the knee. If one foot is on a surface not flat, it turns the ankle. You have to turn this function off for animations or else this happens because it is trying to make the foot level with the ground underneath it:
This is the error you see when attempting to run Skyrim with an ENB on Windows 10 on the latest NVIDIA drivers. There are a bajillion threads about this. All of them blame Microsoft and Windows 10. For starters: shut up about that. Not that I am a Windows fangurl or anything. Well I am. But still. Haters shut up. It is actually NVIDIA's fault. Blame them. I for one like how my Skyrim gets about 10 extra FPS on Windows 10.
One solution is to delete the DXGI.DLL file from your ENB. But this is
Today's rant brought to you by mods like Auto Unequip Ammo and 80% of the other mods out there.
Dynamic support is great. Do you have devious devices? No? Ok, I'll disable devious device features. This is brilliant.
What is not brilliant is this:
How about instead of printing an error about ignoring errors, about how you just not fucking throw any errors to start with? If you honestly don't know how, then, please take note. Make the function Game.GetModByName() your best goddamn fri
Or, How Not To Be A Complete Modding Douchebag.
Updated 2015.02.18 at 3pm Texas Time.
Added BSA Packing.
Added Self Keyword.
So... lets talk about modding standards. Over the past year I've invented my own little system for organising my scripts and CreationKit objects that seems to be working out very nicely. These tips I have designed for the script heavy mod, because as most of us know, without scripting mods basically do nothing of interest. Hell, these ru
After all that work I did, and I was sure I had tried this method and it failed, I tried it again because someone was saying it does work. Turns out it does. I was on the right path. This is what I truely wanted when I started off on this quest. I don't want to build my crap in my editor. I want to right click and compile in creation kit.
You don't want to dick around with the Wi
This post has been revised 2016-02-05 to be less [slightly] angsty since I have slept since the original posting of 2014-12-03.
Problems this post should help you fix.
Problem: Sublime Text 3 cannot be used with MO.
Solution: Yes, it can work.
Problem: Compiling scripts with Sublime Text causes .pex files to go into the OVERWRITE directory instead of the directory the script came from. This means you have to move shit back into its mod
Your quest aliases are None when you load your mod on a non-clean save.
Your quest aliases are None after resetting your quest or resetting your mod with an MCM option.
Given the following code:
Function ResetMod() self.Stop() self.Reset() self.Start()EndFunction
This seemed rather reasonable given the lack of documentation and the way software engineers think. Stop your shit, reset your shit, restart your shit. I lost so many hours on this. After Goog