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Rynnes Master

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  1. Personally I detest the rubber sound effect and was happy to discover that there is a check box in the MCM to enable/disable them. Have you looked there? Can it be simply that easy? Hope so.
  2. Likewise. Very interesting, going to be watching the progress. Me, I'm deep into one of the first playthroughs of a heavily devious game (1200 plugins) that is actually at nearly level 60 and not broken. Not ready to test a new mod, no matter how interesting.
  3. Shouldn't this mod be renamed? There is already a Deviously Cursed Loot (by Kimy), been around for years and couldn't hardly be overlooked. Seems like a ripe cause of confusion easily corrected by this mod being renamed.
  4. Are meshes installed as part of a mod or are they constructed when you do bodyslide? Both. Many (not all) mods include meshes, found in a data>meshes folder. Bodyslide takes a meshes .nif file and, using a pattern contained in the Shapedata folder and, when you "build a body" or "build an armor" Bodyslide creates filename0.nif and filename1.nif. I'm oversimplifying a description of what is happening, and I'm certainly no expert, but that will give you an idea of how the system works. If you hand modify a mesh, say alter filename0.nif in nifskope and don't do the same alteration in finename1.nif, the result, when you view the object in the game, will look a lot like what your image appears to be. I'm guessing here, but I suspect I'm not far from the truth. Looks like a bad mesh, or maybe more than one bad mesh, to me. Cathedral Asset Optimizer can't fix everything, but it's a good place to start, at least in my experience. Perhaps someone with more expertise than I enjoy can jump in here and explain or analyze this better than I. Edit: Afterthought ............ did you maybe inadvertently mix some LE files in your SE build? And animation files also include meshes ............ did FNIS throw any errors? Or Pandora or Nemesis if you use one of them?
  5. Looks like broken or incomplete mesh construction, perhaps with Bodyslide. Kinda like when filename0.nif and filename1.nif are different. Were this my mod, I'd run the files through Cathedral Assets Optimizer (available on the Nexus) maximizing the mesh settings in the program options. Otherwise, no idea. Hope this helps.
  6. FWIW, I froze my game on 640 by setting read-only on my Skyrim AE version (see above) and loaded my otherwise working Creation kit (installed via Steam and upgraded via Nexus). Having done nothing else with my game, opening the Creation Kit worked as intended and all appears to be well. I am not a CK pro (by any definition), but it sure appears to work. For me, at least.
  7. So what is your name there? A search on Baka, Bakafactory show no entries. Nevermind. I figured it out.
  8. Clean it. Correct the errors. Make it an .esl.
  9. Yes. Baka referred me to a file called "End All Be All" which contained the missing textures. In a following update he added the textures, but a subsequent (most recent) update left the textures out. I kept the file "End All Be All" hence I again have the textures. I cannot recall where I got the file. I put it in my DropBox should you want it; it contains meshes and textures only. https://www.dropbox.com/s/oklehvl51jhr1yd/End All Be All - Rieklings MNC Edition v1.zip?dl=0 Edit: Apparently I got the file from the Nexus as a Legendary Edition mod; a search of the Nexus did not locate the file.
  10. Okay, I'll bite. What the hell is GOG?
  11. Working fine for me. Thank goodness!
  12. Does this answer your question? Yes, indeed. Well, I *think* so; I ought to be able to get my head around all that. The counter-intuitive part is probably the most important factor that I hadn't understood. In any event, thank you for taking the time to explain these things to me. Like most players, I'm not a coder, and scripting is not my favorite thing. I find I tend to think backwards. My question may had been posed unclearly; With DAR animations enabled in my game (which I think is a fantastic ability), a bound character walks and runs "unbound", the normal animations that DAR applies overwrite the bound ones. It is that result I was asking about; how to make the bound animations have higher priority. I believe I see the answer to that included in your reply. Much appreciated.
  13. This may be the wrong place for this question, but this conversation addresses a problem I have, so here goes: @Roggvir How does one control DAR from using its animations on the player when she is "bound" by a DD device (hobble dress excluded, perhaps)?
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