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Thanks for sharing your efforts Mud! Was thinking of doing the same. Will try it out next chance I get.
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PM, Wanted to ask about the bodyslide/outfit studio reference body because it points to the assets which appear to be for the Elin 2 variant. does the 2 variant body equivalent to that of the elin 1 body for the purposes of Bodyslide?
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Mud, not sure how much I'll be able to help you. everything I did was more or less just going node-by-node and transposing values from the original Elin Skeleton over to the new XPMSE skeleton. Did the best I could, but can't exactly market it as professional level mod-work and it's more than likely I might have missed some of them . If you want to play around with it yourself, the primary node it links to is the 'Weapon Pelvis' one... that should contain the nodes for both the Bolt Quivers and the Swords (and every other weapon). I think I had actually posted some confusion I had with respect to some of the Quiver nodes... something might have got accidentally altered while trying to fix Vitteks concern. If I get a chance, I'll try looking into it, but can't really guarantee too much.
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Generic Question/Request involving Elins and CBBE Bodyslide. The armors which are utilized appear to work as intended when my elins wear them, but the base body does not alter. I'm guessing this is because there isn't a Bodyslide Preset made for the Elin Body as of yet. I don't suppose someone out there has one already made and would be willing to share.
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First and foremost, just wanted to say 'Thank You' for uploading this for all of us to use. Some seriously awesome work. With that in mind, while I love the armors, it was a little disappointing when I couldn't go about upgrading them on the Workbench. So I went ahead and added in the recipes for for them and figured I'd share with everyone else in case they wanted it. Maybe this got fixed in a later version, but if so I haven't grabbed it and the issue is with me. Terapack2015_ArmorBenchRecipes.7z
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Beat your enemy to 20-30% Hp, than tap Hotkey - he will probably submit. Then tap Use on enemy and say: SUBMIT OR DIE!!11 Is there any particular reason why when I use/talk to the enemy, no options show up / nothing happens?
- 5081 replies
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- Sexlab
- Combat Rape
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I've read, and re-read the description, but I just can't seem to get this mod to work as intended. Have the Victor 'Player Attack Active' Option enabled. Have 'Rape Content Active' enabled. Have beaten down enemy. Have weapons drawn. Use Submit Key. Enemy submits, falls down, regains all health. Then nothing. Is there some step or option that I'm overlooking.
- 5081 replies
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- Sexlab
- Combat Rape
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(and 3 more)
Tagged with:
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Noticed the same issue myself after you mentioned it. Wish I could help out more, but I'm a total newb when it comes to this stuff. I tried messing around with some of the nifskope stuff and then firing up Skyrim, but all the changes I had created ended up not changing a damn thing in game (looked into 'QUIVERDefault' , 'BOLT_QUIVER' , and 'BOLT' bones). So I went to go look at the 'Best-Fastened Quivers' Mod and the skeleton it contains to try and compare notes. Both the original Elin Skeleton and the Chesko skeleton make use of a 'QUIVER' bone. When I duplicated the 'QUIVERDefault' Bone and renamed it to 'QUIVER', the in-game result was that the quiver instantly snapped to the default location where the quiver should be (shoulder, but not on hip/belt). So my theory is that this new bone probably needs to be created and input with the associated coordinates and rotations extracted from the original elin skeleton. Interestingly, there IS a bone branch already associated for Chesko's Bow, but just not for the quiver within the XPMSE 2.43 skeleton. I would assume the best place to put this modification might be within there, however the generic name of 'QUIVER' could make that kind of misleading. And, as with all skeleton mods, the unintended consequences of introducing a new bone/branch are completely unknown to me. Attached is my adjustment from the previous skeleton with the old bone references added in. Appears to be fixed in my game, but your mileage may vary. Elin_skeletonfemale_QuickerPatch_XPMSE_v243.7z
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Happy Valentines Day! Sharing my very rough transposing of the Elin Skeleton over to XPMSE 2.43 . Things probably aren't perfect, but I hope it will serve as an adequate patch while waiting for PsychoMachina's next release. All I did was copy-paste values from one skeleton over to the other in NifSkope. Real credit goes to PsychoMachina for the initial packages and files, Groovetama for the base skeleton, and the original Elin modders for the foundation work. Elin_skeletonfemale_QuickPatch_XPMSE_v243.7z
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No, I was probably just confused. Problem I think is more related to the skeleton ... Nord body was probably shrunk by the specified amount... but since the elin face was planted on the nord body, it just looked like it reverted to the 1.0 scale to me. Started toying around in nifskope to adjust scales to the Elin skeleton originally provided in the interim before your next release. If someone else has one that's willing to share (Jakhoho, any luck?) that'd be awesome... otherwise, if I get it to an acceptable level, I'll post it. As always, thanks for all your efforts and prompt responses PsychoMachina.
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A question about this process. After performing it, the bodies appear to have reverted to their 1.0 scale... which just seems kind of off given the size of heads are much smaller than the body they are planted upon. I don't suppose you have any recommendations/guidance for taking that new skeleton and shrinking it down to the 0.7 or 0.8 sizes? EDIT: N/M... someone mentioned it just a little bit higher and answer was soon after. Don't know why it didn't catch my eye before posting.
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Went ahead and gave those mods a whirl just to see what would happen. The result was horrifying (un-elinification of the NPCs... head returns to default.... stature is shrunk, but variations in the animations for elins still seem to exist... in any case, not good things). Honestly, i don't know what voodoo magic you do to make those files awesome, but thank you again. I'll just be happy with the v4.2 that was graciously provided.
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Hmm... attempted instructions (overwriting the file) but the problem still persist. Does load order play into this at all? at the moment, 'ElinRaceTaint' follows immediately after 'ElinRace' and then all the other mods come into play. ** Tried to fiddle with the location of where Taint shows up, but that just ends up making LOOT spit back back cyclic interaction errors... ** Elementary level japanese + google translate on the mod info file description block yielded talk about dark face with the NPC's ('ganguro'... it made me chuckle) and that the most surefire way to fix appears to be regenerating the faces with CK so I guess I'm going to have to try chasing down my issues with CK to fix the root problem. ** Fixed . Thanks for replying/assisting. Basically involved ignoring a ton of 'warnings' and not attempting to preview the NPC's in question at all (which was what triggered the crashes in CK). Just straight up select them all, and CTRL+F4. **
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Wanted to ask if anyone else was encountering this issue I'm having with the Elin NPC's and Enemies (v4.2) mod and/or has solved it. New NPC's - Tried using it, but causes drastic FPS drops and will explode/CTD whenever I try to get to Dragonsreach in Whiterun. Would be nice to have, but not overly concerned with this one. Replace NPC's - Replaced NPC's have dark face. New Followers - Seem to work fine. Don't have the dark face issue. Tried to dig around and find some answers. Earlier in this thred (Reply #383.... I would link it, but for some reason, LL is giving me grief about it), previous versions were provided by PsychoMachina. Version 4.1 had the same issue. Version 3.7 fixed the dark face, but caused the altered NPC's to have blocks for names (Japanese Unicode?) and some of them had hair that looked like wax/plastic. Also tried following the common solution to dark face (also from a waaay earlier PsychoMachina post from the 'New Elin Race' Thread, Reply #1740 ... once again, I would just link it, but I can't for some reason) utilizing CK, but for some reason the FaceGen wouldn't properly perform it's task and bombed out as well. Last resort is to go with the tanned skin textures in order to mask the problem, but I'd really prefer keeping the fair-skinned/light-tanned variants. Just no beating the system, I guess...