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What is\Where is - Searches and Requests thread.


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Posted

So I've been trying to make this change myself, but I haven't really been able to find out how to do it. I'm hoping maybe someone can point me towards a guide, or maybe just do it for me if they have the skills.

 

I decided to make my most recent character a vampire. She's an a heavy melee character that buffs herself with Alteration magic. So in pretty much every fight, she's using an armor spell (Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh) and has that blue-green shader effect covering her body. The color doesn't really work for a vampire though. My idea was to change the color of the Ebonyflesh spell (since not many NPCs have it) to be blood-red instead. >:3

 

I thought it would be an easy change to make. Just pop into the creation kit and change the colors in the entries you find under SpecialEffect > EffectShader. Unfortunately, changing the colors there had no effect at all in-game. I've tried looking up tutorials for changing the color of spell effects, but all the examples I could find were dealing with projectile effects rather than shader effects. So I'm out of ideas, unless someone here can help!

Posted

There's a texture linked to the effect by looking in xedit, that might be what gives the color. You can check FleshFX mod out, which changes the various *flesh effects and reverse engineer from there.

Posted
2 hours ago, arshesney said:

There's a texture linked to the effect by looking in xedit, that might be what gives the color. You can check FleshFX mod out, which changes the various *flesh effects and reverse engineer from there.

 

I will check that out!

 

Edit: Actually, that mod looks pretty darn good as it is! Maybe I'll just use that, instead of doing my idea! Thanks for pointing it out!

Posted
On 5/15/2021 at 5:38 AM, Vyxenne said:

 

I converted @elxdark 's 7BO/UUNP AIO version to SSE and built it in BS, morphing it to my body shape. The upper parts of this dress are superbly done, but sadly, I can't fix the bone weights on the front flaps, so they wad up between my legs, glued solidly to my inner thighs (shut UP, @Grey Cloud ) and looking horribad as I walk. I tried removing and then repainting the Thigh weights, but alas, either I'm too ham-fisted to do it right or there's something wrong with the mesh. Also, for some reason I thought they were SMP physics-enabled, but they're not. I ended up uninstalling the mod.

 

The reason I'm posting this info in response to your query about another version (CBBE 3Bxx conversions) is that whatever you find will probably have the same issue in front. Just letting you know to be on the lookout for that problem.

That does sound like a big problem, especially if you tried to fix it yourself and couldn't. I only know how to do some basic weightpainting so if you couldn't fix it, I doubt I could do much better.

Either way, thanks for the heads up, Vyxenne, I appreciate it. I guess some things just aren't meant to be lol.

 

Posted
21 minutes ago, Pop Tart said:

solidly to my inner thighs (

Just an idea

Copy bone weights to the glued flaps.

Then load the original flaps and copy the glued weights to this.

 

Posted
19 hours ago, Gukahn said:

sounds like the "Not so fast" Things. Like not so fast mage guild. I only know of this one and one for the companions called  Companions earn your stripes.

The first one does it a bit different where you would have some days until the quests start, the later does what you describe.

 

SE
https://www.nexusmods.com/skyrimspecialedition/mods/13965

 

https://www.nexusmods.com/skyrimspecialedition/mods/5686

 

LE

https://www.nexusmods.com/skyrim/mods/64633

 

(couldn't find the Companion mod for Le.)

Probably the mod of the Companions you posted is just the one I found some time ago.
Thank you!

Posted

Forgive the double post. I have a somewhat particular request.

Is there a way to enchant weapons or armor without doing it regularly in the game? What is the best way?

My intentions are mainly to put the same enchantments as vanilla armor on the armor added by mods, which often have no enchantment.

Posted

Does anyone know of an SSE mod that not only cuts down the "Jobs" grind to one per hold BUT ALSO prevents Vex and Delvin from assigning quests in holds that have already been completed?

Posted
1 hour ago, Balmung889 said:

Forgive the double post. I have a somewhat particular request.

Is there a way to enchant weapons or armor without doing it regularly in the game? What is the best way?

My intentions are mainly to put the same enchantments as vanilla armor on the armor added by mods, which often have no enchantment.

 

It's not difficult, but extremely tedious: enchanted versions are just a duplicate with an attached effect. If you take a look at armor records in skyrim.esm you'll notice a ton of EnchArmor* records, as an example EnchArmorHideShieldResistShock01 "Hide Shield of Resist Shock" [ARMO:0007A15A] is identical to the standard ArmorHideShield "Hide Shield" [ARMO:00013914] with the exception of the Object Effect that's EnchArmorResistShock01 "Resist Shock" [ENCH:0004950D].

So in CK or xedit you duplicate an existing armor, rename it and attach the effect. It could be probably automated with an xedit script or a synthesis/zedit patcher, but I don't know of any.

Posted
2 hours ago, Balmung889 said:

Is there a way to enchant weapons or armor without doing it regularly in the game? What is the best way?

My intentions are mainly to put the same enchantments as vanilla armor on the armor added by mods, which often have no enchantment.

Over the years, I've seen a number of mods which allow you to move enchantments from one item to another.  I don't currently use anything like that, but searching Nexus turned up Enchantment Swapper:  "With Wylandriah's notes on "Arcane Enchanter Basics" activating an Arcane Enchanter lets you transfer existing enchantments between items or rename an item without using the Enchanting skill."  Will that do it for you?

Posted
2 hours ago, Vyxenne said:

Does anyone know of an SSE mod that not only cuts down the "Jobs" grind to one per hold BUT ALSO prevents Vex and Delvin from assigning quests in holds that have already been completed?

It's not down to just one, but Thieves' Night on the Town will give you five jobs at once (one of each type) and let you choose which hold to go after.  "OK, Vex, give me everything you've got in Winterhold." or whatever.

Posted
1 hour ago, arshesney said:

recruit Winterhold college teachers

Follower live package.

SE has been removed, but LE still there.

 

Posted

Now pardon me if im doing this wrong, im relatively new to this site ( well, having an account on it atleast ), but if im correct i just reply to this thread if im looking for a mod or something right?

 

Im looking for animation packs to contribute to more nasty critters ( i believe thats what it was called ) since many of the more, er, interesting monsters animation are for female characters. And im a dude. I also noticed there werent any animations for stuff like skeevers and mudcrabs.

 

Err uh, quote me in your reply and please be polite if ive done something wrong by posting this here, again im new.

Posted
21 hours ago, nDervish said:

It's not down to just one, but Thieves' Night on the Town will give you five jobs at once (one of each type) and let you choose which hold to go after.  "OK, Vex, give me everything you've got in Winterhold." or whatever.

Thanks, nPervish :classic_tongue: I already have a mod called No Thieves Guild Grind that cuts the 125 jobs down to 12, but sadly, it doesn't restrict Vex and Delvin from giving me quests in Holds I have already completed. :classic_angry: So I have to stand there, accept a quest, then wait 15 or 20 seconds for all the blah blah blah to find out which hold the quest is in, then abandon the quest and listen to them chastise me for not doing it, then repeat ad nauseam until I finally get one in a hold I haven't done yet.

 

So I might just try this mod. Thanks again. :classic_heart:

 

19 hours ago, babylight41 said:

The only one I know of is this mod https://www.nexusmods.com/skyrimspecialedition/mods/10745 I hope this helps you.

Well, I had been thinking about trying Thieves Guild for Good Guys, and I did recently start a new playthrough and haven't been to Riften yet, so it would be a great time to try it- but after reading the horror stories about the extraordinary measures required to keep TGFGG from ripping my game to shreds (SSEEdits, mandatory main esp cleaning, script changes/recompiles, CK work, several patches with no guidance which patches are for what and confusing instructions (example: "Load this patch after TCMP" with no clue whatsoever what "TCMP" is), interference with completely unrelated quests (apparently, TGFGG breaks Blood On The Ice, which is not even a Thieves-Guild-related quest), fatal conflicts with USSEP, etc. etc.) I believe have changed my mind. :classic_unsure:

 

I even read a couple of posts that said the mod is "a buggy mess." :classic_ohmy: The mod has been moribund for a couple of years. Maybe some Knight in Shining Armor™ will come along and fix it, but until then, I think I'll pass.

 

However: thank you very much for the suggestion, obviously the state of the mod (or my aversion to trying it) is not your fault. :classic_heart:?

 

Posted
On 5/17/2021 at 3:25 AM, Balmung889 said:

Is there a way to enchant weapons or armor without doing it regularly in the game?

Open the console and enter:

playerenchantobject <Item-FormID> <MGEF-ID> [<MGEF2-ID>]

Be sure you use the MGEF and not the SPEL or BOOK, neither of which will work with this command.

 

You do not have to own the item beforehand- this command will spawn it into your inventory with the selected MGEFs on it. Also, note that you can't rename the object (like you can at the Arcane Enchanter) when you use this command.

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