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Taskmaster

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  • The Breakfasting
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  1. I see. Why are you using the morphs though? I thought they weren't even working properly in the first place yet, as it being one of the features not updated yet. Here's to hoping expired had some free time, and made some progress, though. Personally 100% racemenu is one of the biggest things I've been waiting for, but I'm not totally trippin' cause at least I can load my characters in.
  2. I know what you mean. It's a really screwy bug, and I wonder if knowing what to do with shaders011.fxp file would give us answers. Also, good shots.
  3. Just export a PNG from GIMP and then use paint.NET with the plugin I linked to make your final DDS (or BC7 only) textures. Yeah, this my only solution. Also renaming a .dds to .dds2 will open them in paint.NET. My only thing was I simply wanted to use one less program in my workflow. But since the dds plugin for GIMP hasn't been updated since like the end of 2013, this is the only alternative unless I got Photoshop. Thanks for the solution.
  4. You can save as BC7 in GIMP now? What's the new/updated plugin? There are a couple... I've used one for a while since I started mucking with FO4 (was just a quick convert of inteliworks I think). There are some others out there. Googlefu - gimp dds plugin bc7 : https://www.google.com/search?q=gimp+dds+plugin+bc7&ie=utf-8&oe=utf-8 The first non Forum return pops up: https://www.findbestopensource.com/product/gimp-dds I already have a dds plugin for GIMP that saves up to BC5/ATI2/3Dc - which is what I use for my normal maps in Fallout 4. I'm looking specifically for BC7, and struggling to find an updated plugin in relation to GIMP, even in these links you've provided. And I've googled it in the past, where it's been stated that GIMP doesn't have a plugin for BC7.
  5. Don't forget Andreis' SSE port of the armor collection: https://general-andreis.tumblr.com/post/160118699301/general-andreis-the-amazing-world-of-bikini-armor
  6. Players that only use, but don't create, stand to lose a lot when creators split and migrate. Plus, people love to bitch, moan, and can be incredibly averse to change. I mean, what do you expect from those that continually show they can never be satisfied with anything?
  7. Is the difference in normal map that material? I have never come across any kind of texture debate during the "body wars". It doesn't seem to bother texture or NPC creators. As for screen archers most likely they will just stay with Skyrim Classic due to the new limits with ENB. The material is the same, object world space normal map(which is what Skyrim uses for body+feet/hands/head), it's that the CBBE UV for the body+feet have differences than that of UNP and Vanilla. Which means that for the body+feet portion, UNP and vanilla have the luxury through compatibility, of being able to swap and shop around from many choices in Skyrim, where as CBBE was its own island.
  8. Cognitive dissonance

  9. Hey, welcome back. I went through the same sort of thing. I later came to the conclusion that I didn't want to play with any of them, my game is basically vanilla now with visual upgrades, cosmetics, AI tweaks, ENB. I'm enjoying it more.
  10. Thank you! I love Emfy Cleric and Ursine Pack. Anyone knows if Sotteta Necromancer, Sotteta Huntress Armor, Merta Assassin, Northgirl, Ashara Princess of the Woods, Crimson Twilight Armor or Scarlett Dawn are converted to UUNP?? Thank you! http://www.nexusmods.com/skyrim/mods/68670/? Sotteta Necromancer, Huntress, and Merta Assassin are in there.
  11. Ok. I've about had it with using Bodyslide/Outfit Studio combined with Mod Organizer. It's simply too buggy using them both together. I think, I'll have to make another Skyrim directory and install BS/OS there, and batch/build or create conversions there, and then port them over to my MO as a mod instead. Here's an example of an easily reproducible bug: 1. Open Outfit Studio. 2. Load Project. You will see a list of XMLs to choose from, the total of all of your XML files from various mods on MO's virtual setup - Data\CalientTools\BodySlide\SliderSets(combination of all SliderSets down the list of priority). Works as it should. 3. CANCEL. 4. Load Project again. This time, you will see only the XML files you have in the BS/OS created mod, ignoring all of the other mods that have XMLs and files. 5. CANCEL. 6. Load Project again Works as it should. I have a mod created for BS/OS, and I have the Remodeled UUNP set lower in the list(higher priority) in MO. As for some of the conversions that have clipping, I fix it myself, and save. Guess where the save goes? Instead of replacing the old XML and ShapeData files, or going into Overwrite, it instead places itself in the BS/OS mod(which is behind the Remodeled UUNP). These two programs combined, seem to confuse themselves on virtual directory. This isn't good, because it's switching back and forth while in the middle of the program.
  12. What else changed when you added the zaps back? As opposed to 1.0/1.1 where none of the remodeled conversions had any form of clipping for my custom body, 1.2 now has clipping on a lot of the outfits. The nipples being the most common, but some have drastic clipping on the back(DB armor), and some have clipping on the torso(mage clothing line). EDIT: you know what? Let me get back to you on this. I think I'm having another MO + BS/OS problem again, where it keeps bugging out on the virtual drive. Sometimes it will literally just create a new file lower in priority instead of replacing or going into Overwrite - and BS/OS bugs out and can't figure out which file to load.
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