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Nessa

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  1. Ran into two things during initial "new mod" testing: This interferes with casting animations. It seems the DrawMagic idleanim has been edited accidentally. Removing the entry via TESEdit gets things working again. Sadri's Used Wares: opening the door to Sadri's triggers a transition that will warp you to the New Gnisis Corner Club instead. Likely a scheme to get you to buy more drinks. This appears to be due to an edit of WHgrayquarterdoor01. Some fade-in effects are added as well what seems to be some RavenBeak references. I noticed that RiftenRWDoorLoad01 is also edited. I haven't checked out the Ratway to see if there's any odd behavior. If I get out that way I'll let you know if anything pops up. Haven't had a chance to check out the mod in earnest yet. Looks promising.
  2. Nessa

    Skyrim Unhinged

    Well first test of a helmeted Doppleganger failed. I used a full set of Elven armor with a helmet. (Because of course I'd pick elves first. ?) Though there is some change in behavior. The Doppleganger now shifts in and out of visibility! Which makes for an awesome fight. Next up will be a helmet that totally covers the face. (Defeats the purpose of a doppleganger but maybe it's a work around for those of us that refuse to play without moving hair. ?)
  3. Nessa

    Skyrim Unhinged

    I did just have a fleeting thought.... What if the doppleganger wears a helmet? Should stay visible then. I'll try adding one to the base outfit of 4.0 and let you know if it fixes it.
  4. Nessa

    Skyrim Unhinged

    Tried all the options in the .ini, and its still not working for me. What I haven't done is try getting enslaved to myself (?) and seeing if that fixes it. It seems the plugin is primarily for followers. At any rate, it's no big deal. It's easy enough to update the Doppleganger via the console. Also I kind of like fighting an invisible self. The fight is even that much more challenging.
  5. Nessa

    Skyrim Unhinged

    Thanks for that! ? I was having no luck finding it. Did some quick testing and it seems it -may- only work for followers. Not entirely sure. It didn't have an effect on my first test. But there's an .ini with some settings, I'll play around with them later and see if anything changes.
  6. Nessa

    Skyrim Unhinged

    Oh so my vague memories were .. sort of accurate-ish. ? I'll see if I can track down a link. Thanks for the info.
  7. Nessa

    Skyrim Unhinged

    OK had to dust off Skyrim to try this just for the doppleganger business alone. Ran into a hilarious "issue"! ? The doppleganger does indeed copy my PC buuut.... vanishes shortly after appearing. At first I thought this was by design making the fight that much more crazy. But it turns out it's due to hair. I use moving hair (HDT or... whatever the physics hair thingy is called) and THAT is what causes the vanishing. I gave my PC some non-moving hair and everything worked as expected. (After resetting the doppleganger that is.) I don't think this is anything necessarily you can (or should) fix, at least not without annoyances. (You could change the doppleganger's hair but that's stupid. Ruins the shock factor. ?) But thought you should know. I vaguely remember some issues with moving hair for NPCs but haven't looked it up. At any rate, it was hilarious! ? Sure beats the usual encounter in that place.
  8. Nessa

    Skyrim Unhinged

    Saw this and I just -had- to comment.... Normal kids? Sure. The brats in Skyrim? Do werewolves and hagravens need any help collecting specimens? Maybe bonuses for bringing their stupid parents as well? There's a fetch quest that might actually be worth doing! ? ??
  9. I'm just happy I don't have to deal with that stupid tile adjacency thing anymore. Meaning: if I put a building with adjacency bonuses on the edge, the bonus should go to the other tile on the other side because.... it's a planet. They're like round and stuff. ? That and I can forever be free of badly tiled planets. Nothing was more annoying than finding a new planet and seeing how badly the tiles were organized. I've even skipped planets over that. ??
  10. And of course, the recent dev diary makes things even more clear. I'm pretty close to being ecstatic over it. As much as I can get anyway. ? Many of the types of worlds I wanted to create will now be possible. Seems next week's diary will be centered around pop jobs, which is what's most important to outfit makers. I'm sure someone will ask Wiz about the possibility of asset selectors being able to figure out what sort of job a pop has. ?
  11. From what we know so far: New job classes, and slaves volunteers are clearly visible. I've already got dancers, rulers, and a whole slew of new slave indentured servitude outfits lined up to take advantage of the new categories. Word is we can make our own jobs too. Dancing asari (among other things) here we come. The icons used as tiles aren't gone. So work there won't be wasted. (You can see them behind the pops.) Tile blocker icons have also been re-purposed. So again, no lost work there either. Planets can have features now which will allow us to make them particularly unique. We don't have to rely on modifiers anymore. Buildings aren't gone either. They're in a new area. Which is fantastic because I (and those with buildings mods) won't have artwork lost on that as well. And that's all before getting into the economic stuff from last week's dev diary. That in particular is really going to help us make our civilizations have wildly different gameplay. There should be a new dev diary today at some point as well. (May even be live by the time I'm posting this, haven't checked yet.)
  12. Wow. That's something even I don't know how to fix. The FOMM script wasn't anything fancy. And I just checked and it still works here. Unless there's some new version of FOMM that changes things... ?
  13. Oh my. Drow have been merged with elves for quite awhile now. ?
  14. Great work! I particularly like the coconut outfit and the flower hair. ?
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