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and you can understand the ctd just from a useless load order and where that ctd was? ctd it's just conflicts that make the game unable to load something, problem isn't mod a or mod b, it's mod a and mod b without a patch some had problems with obis? you can ctd with that mod that just add bandits to leveled lists, and bandit skeever, wolf or whatever, if you have something in your load order, that pick one of those creatures from bandit leveled list, to run a scene, dialog or whatever on that bandit (that isn't a nord, so it can't do whatever that mod is supposed to do with the npc it pick from that leveled list) some had problems with whatever town overhaul? those mods just add stuff in town, you won't ctd because you have a tree from tamriel reload inside or a house add by a mod, but if the house navmesh edit (to enter the house) get overwrite by the tree navmesh edit (for npc to avoid the tree), that's a ctd some had problems in faalskarr? forgotten city? nocturnal? summerset? there's mods that add stuff to those mods worldspace? because of that you have less problems there don't mean you can't ctd there, you cast spell x, edited by mod a and mod b, if that's a ctd without a patch, you will ctd casting that there too
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Glowing overlays glitchy with transparent clothing
yatol replied to lindazana's topic in Skyrim Technical Support
there was a similar topic about some tattoo that disappear moving aound the camera not long ago they don't search much and transparent stuff doesn't disappear under water, it's just blend with transparent water -
it's just not weight properly load bodyslide outfitter mask the part you want to delete reverse mask delete done and for that to move right, body as reference, copy paste weights (more multiple bones on solid stuff... it get deformed and that don't make any sense, like those tbbp iron armor, as if iron extend when you breathe)
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Best LoversLab modpack
yatol replied to Cr4zyAng3l's topic in Request & Find - Skyrim Adult & Sex Mods
oh, the usual bullshit https://www.nexusmods.com/skyrim/mods/19281 that's a modpack File credits Please read the rather long credits section in the manual. The list of authors that contributed some of their fantastic assets to Requiem is simply too long to fit in here nicely. oh... i forgot the ones whining about modpack above... don't even know what a modpack is.... and they whine there's less stuff released for the game? no wonder with users that are so much problems for the ones that upload stuff but if there's less stuff, it's not become x dare upload y mod without his autorisation, it's because the game is old nothing special edition release, number of players is above skyrim, some said it was skyrim death (lol) and start calling it oldrim check number of players the month later, it go down fast they had nothing special edition for free, so they took a look, it was nothing special, they already played skyrim, it's the same, they went back to the new game they are playing skyrim is old, because of that there's less modders, they got bored and switch to another game start making mods if that's such a problem for you -
Best LoversLab modpack
yatol replied to Cr4zyAng3l's topic in Request & Find - Skyrim Adult & Sex Mods
of course there's modpacks... don't expect to get links here, since they have a problem with that, you want it? find it yourself as for finding a modpack with whatever mods you want.... someone expect to find that? even if that modpack come with stuff installed right, with all the patchs he could find, you will still be missing patchs again adding mods to that and most of the time, those conflicts... you are just missing one npc dialog, something isn't in a coffer, npc get mod x head so he doesn't have mod y armor ctd loading a save? you tried loading a save from main menu? ctd traveling around? you use enb? it's configured right? or once your ram get full, you ram ctd -
Racemenu tattoos disappearing at certain angles
yatol replied to jacks087's topic in Skyrim Technical Support
you were expecting a real solution? https://www.reddit.com/r/Morrowind/comments/6xlcz9/hair_disappearing_underwater/ at least in morrowind topics, they knew what they were talking about here's an easy test copy paste the hair you use as new record, hairwhatever1 and hairwatever2 remove extraheadpart from 1, same for 2, after replacing the headpart with that extraheadpart load the game, pick hairwhatever1, go under water, you probably become bald when camera is above water (if you don't, you will with the other hair nif) pick hairwatever2, you don't become bald when camera is above water this time open those nifs to compare, same size, same number of vertices, same bslightingtransparency.... only difference is in nialphatransparency, one is 4845, and the other isn't go back in game, get out of water, take a closer look at the hair if you can see the scalp thought the hair, that's the 4845 nif, front mesh is blending with the ones behind, so... you see the stuff behind that switch to the other hair nif, you can't see the scalp with that one, but transparency don't look as good, it's not blending with the other transparent meshes behind it (or less) tatto disappear under water because it's 4845 if you allow blood shader on those hairs, blood is still there, hair is still there too, but it got blend so much with transparent water around, there's nothing left of the hair texture, it's just fully transparent if you want your tatoo to stay visible from above the water, open the mod in tesedit, search the whatever that load that tatto, copy paste as new record, and give another nif to the new one (same nif as original, but not with 4845) there should be a priority in the whatever, make it highter for under water tatoo, you give condition actor player in water, is swimming or whatever you find for that tatto disappear from angles? it's probably that when i start porting daz stuff, what to pick to export daz .obj? first armors were on the ground, too small, too big, backward or whatever (retrying because of that? it's too big, you reduce it back to xpms and it's good) problem... i was editing my fail in object mode, that give the exported nif x y z (this have to be done in edit mode, wops) when someone try to load that in bodyslide... he get what i had in blender, armor on the ground, something huge floating above unp, something small between the feet, or whatever what you get in bodyslide, it's what it is for the game it only fit the body because of the weights that armor is something small between the feets? moving around the camera, your leg may hide glove, pauldron or whatever original position, so it will disappear tattoo probably disappear for the same reason, because for the game it's no longer visible, so there's no need to render it if the mesh only fit the body because of the weight, and isn't really where you see it, it's easy to check, remove the weights (after copy pasting original, to be able to compare with original) -
why don't you tell that to fore that say he don't support piracy, but write how tu use his mod on a cracked version? that useless blabla is just for show it's like the ones that cry when someone dare use their mod in another mod, even if their mod is a port from another game
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he don't support piracy , yet he tell them how to pass those "checks" he put there for the show? - fnis.exe look for "abracadabrou" in the registry? just put "abracadabrou" in your regristry and ou can run fnis -last check is killing fnis if it find x, required for cracked version (all cracked versions?), but instead of letting the ones that were using x wondering why that don't work, he tell them they just have to temporary uninstall x, reinstall fnis, and ready to do as if a modder could do better than bethesda for that stuff anyway...
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Quick question -- Is there a 'showracemenu' type command for NPCs?
yatol replied to Ches's topic in Skyrim Technical Support
did you bother reading what that mod do? above i can replace npc hair with another, while keeping the npc head, because all those hairs headpart have the same name you want to showracemenu npc? you have to do the same for all headparts you copy paste eyes headparts as new record, rename all of them to eye (same in those npc head nifs of course), and replace original headparts with the new ones you copy paste nord race as nord2, give that race to those npc, for femaleeyeblue to not be available to those npc (users are too stupid to not select femaleeyedark on a npc that will create conflict, so you remove that from the list with a custom race, custom race that will require patching some dialogs and quests, have fun) and the result of that time intensive crap, after picking another hair, eye, mouth or whatever for a npc, it's now longer to load that npc (instead of just loading the npc nif, game load the nif, then replace eye with eye, hair with hair, nose with nose, but npc tintmask won't be missing, since the game can do that on the npc head nif without problem, because new headpart eye, is in the nif, since the new headpart have the same name as original, since they all have the same name, something hightly incompabible with any npc replacer) -
so much for the "experts" anyway, looking at that that's not vanilla hairs so it's either - npc replacer x that give headpart hair y to that npc, that got his head nif overwrite by npc replace z, so conflict between npc headparts and npc head nif - npc replacer x that replace headpart femalehairnord01 with y, so all npc not replaced by that mod have conflict between npc headparts and npc head nif which is it? no idea, op pick those mods, he is supposed to know what they are doing
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Quick question -- Is there a 'showracemenu' type command for NPCs?
yatol replied to Ches's topic in Skyrim Technical Support
nope it's not impossible to do let's change that npc hair head didn't become brown but to get that working on all npc mods... lot of patching to do -
npc replacers replace more than one npc and if you are missing npc replacer x, but still have npc replacer x nifs, those nifs won't work with skyrim.esm, since those npc mods have replace original headparts to waste more time than necessary, to conflict with anything that edit that npc, that was stupid, but since x did it, y have mimick him, and most npc replacers are like that, so it's a huge mess and you have to fix your mess if you want the game to load the head nif instead of generating a head (brown head it's that, no tintmask with femalehead.nif, and it's on purpose, it's faster to load head nif, if game can't load one, you fix the problem, whatever it is)
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you think i went to some skyrim modding class? if he took 5 min to install tesedit, to load it, to type the npc id, to get to id and gave up looking at npc health, npc mana, npc stamina, npc armor, npc whatever... you just have to scroll down, and after perks, behavior, faction and whatever, no need to understand what is what, you will have femaleheadnord, femaleeyeblue, and whatever there is in the nif and if you right click to only show conflicts, there's less to scroll down npc have the same perks, it's no longer visible, now you just have armor because immersive armor, headpart because npc replacer, and whatever else is edited by a mod but if you don't even try... you will never be able to mess with that, even if that's nothing complicated (npc have 140 health, you put 240, npc get.... 100 more health, very complicated stuff indeed)
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that mean reinstalling the game, messing with the load order, and loading a save from previous load order, most fail, so they shouldn't try their luck skyrim npc mods suck creating headpart aelaracesomething, or making sghair master of your useless esp... for the game to be able to generate that head if there is a conflict you are creating conflicts with anything that edit those npc, and wasting more time than necessary if you just open edited nif, to rename sghairx to femalenordhair05, and femaleeyeblue to femaleeyebrown, you are done in less than 2 minutes, there can't be conflicts from npc replacer (too late to do that) and you can mashup npc replacer x with y with z easily (you want y nif for one npc, you delete it from x and z, nothing to patch)
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that's above.... you load tesedit, and type the npc id game load the esp the most on the right, it's that you compare to id.nif, you have ctrl f in your mod folder you have aelaracehead in tesedit, you have femaleheadnord in tesedit, conflict you have to put esp with aelaracehead after the other mod in load order then put whatever mod with femaleheadnord edit, in mod with aelaracehead, if you want to keep that in game (aela immersive armor, ai overhaul behavior, overhaul x spells, npc replacers remove a lot of stuff most don't know they are missing)