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So, every few times I try to load a save (whether it's quick loading a save in game or loading from the menu) it just opens to a black screen. I can hear sounds and whatever, but I can't move or open menus or do or see anything. I wait around for a while to see if it'll fix itself, but eventually it doesn't and i just have to close the entire game via task manager and boot it up again. Here's my load order: https://pastebin.com/xkEik6At I heard it's a problem with memory, too heavy/too many mods, but i don't even have that many mods. I tried sorting my load with loot, and i also tried installing SSE Engine Fixes and it didn't fix my issue. Does anyone know what might be causing this? It's not game breaking, but it's really frustrating that i have to restart the entire game every few times i load a previous save.
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Hello, I’m working on a clothing mod that includes a transparent robe, and I’ve run into an issue with how transparency interacts with tattoos/warpaints (RaceMenu overlays). Whenever the robe uses alpha blending, any tattoos or warpaints on the character become invisible underneath it. I had a similar issue with clothing layers beneath the robe, but those were fixed by switching their shader from Alpha Blending to Alpha Test. Unfortunately, I can’t use Alpha Test on the robe itself—doing so causes the robe to disappear entirely. I’ve seen screenshots from other mod authors where tattoos still render correctly under transparent clothing using alpha blending, so I’m trying to figure out what I’m missing. Is there a known fix or workflow for this? Or is this simply a limitation of the Skyrim engine’s transparency sorting? Any insight or suggestions would be greatly appreciated!
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I’ve had an idea for a mod that I think could add real depth to Kingdom Come: Deliverance II. I tried digging into the modding tools myself but quickly realized it was more than I could handle. Still, I believe this is a project that many players would enjoy, so I’d like to put it forward in case anyone with the right skillset wants to take it on. The concept is the creation of a temporary military outpost in the Trosky region, functioning much like the rebuild of Pribyslavitz in KCD1 but on a smaller, more strategic scale. After Henry reaches Kuttenberg, he could be tipped off by the innkeeper at the Devil’s Inn, leading him to meet a scout sent by Hanush and Kobyla near the pond ambush site. The scout explains the need for a staging area to resist Otto’s forces, and Henry agrees to clear out a bandit camp or abandoned farm to establish the base. After a day, the scout returns with men, and the outpost begins to take shape. The outpost would grow in phases under the management of a quartermaster, with Henry funding construction through groschen. Structures could include wooden palisade walls, a gatehouse, archer towers, barracks, a smithy, stables, a combat arena, and a noble’s quarter where Henry stays. Patrols could radiate from the camp — disguised as villagers but recognizable to Henry by a secret phrase if he meets them on the road. NPCs would live, train, and eat within the outpost much like in Sigismund’s camp or Vranik, giving it a living feel. Supplies and support would tie into existing worldbuilding: the miller of Lower Semine providing food, the Semine family supplying horses, an herbalist contributing medicine, and even a bath wench character with gossip about Henry’s growing renown. Players could also hand over captured weapons to the quartermaster to equip soldiers, leveling them up through tiers. Soldiers would wear livery from Radzig, Divish, Hanush, and their allies, giving the outpost the look of a proper royal encampment. This would naturally lead into the siege of Suchdol. Before the battle, Henry could complete mini-quests supplying food, drink, and munitions to the outpost. After the siege, the mod could allow players to participate in rebuilding the outskirts of Suchdol into another defensive camp to prepare for counterattacks, echoing the rebuild mechanic but tying it firmly into the late-game narrative. Finally, the outpost would also serve as a narrative bridge: since it’s never fully explained where Henry meets Jobst and his father, this camp would give a logical and believable staging ground for that crucial encounter. If anyone with modding experience is interested in this concept, I’d be more than happy to collaborate and provide detailed outlines, story sketches, quest flow ideas, and design references to help bring it to life. While I wasn’t able to pull it off myself with the modding tools, I believe the foundation of this idea is strong and could add something really special to the game’s narrative. If you’re looking for a project that ties mechanics, story, and immersion together, this could be it.
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Help please! Apart from the patches I made on xEdit, I have no idea which ones can be safely flagged as light. Any rules of thumb? Also, do I have to do/check something on xEdit before/after flagging? Thank you!
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- vortexhelp
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I was crashing ever since I got to Langsley's house and won't stop. Did this to me on Xbox and now it's doing the same thing on computer. I made another character and immediatley started going through all my mods enabling and disabling to try to find the cause. Working perfectly fine with all my mods active. Go back to main character and still crashing to the point where I can't load in now. I got a crash logger, but have no I can't understand it and no clue how to fix it. This is what I am getting. I bolded the at code too match it up. There is more information after this, but I just included the Probable Call Stack. Skyrim SSE v1.6.640CrashLoggerSSE v1-8-0-0 Feb 1 2023 00:20:05 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF647CFAB2F SkyrimSE.exe+02BAB2F cmp byte ptr [rdi+0x1A], 0x0B SYSTEM SPECS:OS: Microsoft Windows 11 Home v10.0.22621CPU: GenuineIntel 12th Gen Intel® Core i9-12900HGPU #1: Nvidia GA104 [Geforce RTX 3070 Ti Laptop GPU]GPU #2: Intel Alder Lake-P Integrated Graphics ControllerGPU #3: Microsoft Basic Render DriverPHYSICAL MEMORY: 9.79 GB/15.70 GB PROBABLE CALL STACK:[ 0] 0x7FF647CFAB2F SkyrimSE.exe+02BAB2F -> 20210+0x12F cmp byte ptr [rdi+0x1A], 0x0B[ 1] 0x7FF647EDB542 SkyrimSE.exe+049B542 -> 30851+0x132 test al, al[ 2] 0x7FF647EDB3F8 SkyrimSE.exe+049B3F8 -> 30850+0x18 add rsp, 0x28[ 3] 0x7FF648B5F495 SkyrimSE.exe+111F495 -> 90542+0x405 test al, al[ 4] 0x7FF648B60EAD SkyrimSE.exe+1120EAD -> 90578+0x6D mov r9d, esi[ 5] 0x7FF648B5FB7C SkyrimSE.exe+111FB7C -> 90544+0x2AC movzx esi, al[ 6] 0x7FF648B57B4B SkyrimSE.exe+1117B4B -> 90441+0x17B movzx ebx, al[ 7] 0x7FF647ED2B3E SkyrimSE.exe+0492B3E -> 30658+0xAE movzx r13d, al[ 8] 0x7FF64811ED1D SkyrimSE.exe+06DED1D -> 40517+0xDD test al, al[ 9] 0x7FF647DD6C25 SkyrimSE.exe+0396C25 -> 25129+0x195 jmp 0x00007FF647DD6C8C[10] 0x7FF647DCADE8 SkyrimSE.exe+038ADE8 -> 25026+0x108 mov rdi, [rdi+0x08][11] 0x7FF64811E981 SkyrimSE.exe+06DE981 -> 40515+0x4C1 cmp dword ptr [rbp-0x79], 0x00[12] 0x7FF6483008B4 SkyrimSE.exe+08C08B4 -> 51612+0x1594 mov rbx, [0x00007FF64AA01B78][13] 0x7FF64895825B SkyrimSE.exe+0F1825B -> 82082+0xB8B mov esi, eax[14] 0x7FF647BA2BFE SkyrimSE.exe+0162BFE -> 13363+0x3DE mov ebx, 0x02[15] 0x7FF647FFE9C4 SkyrimSE.exe+05BE9C4 -> 35780+0xC4 mov rcx, [0x00007FF6499987D0][16] 0x7FF647FFF03B SkyrimSE.exe+05BF03B -> 35783+0x2DB mov r8d, 0xFFFFFFFF[17] 0x7FF647FFD882 SkyrimSE.exe+05BD882 -> 35772+0x462 test al, al[18] 0x7FFCECF70828 skse64_1_6_640.dll+0010828[19] 0x7FF64802C2DF SkyrimSE.exe+05EC2DF -> 36564+0x9F mov rax, [0x00007FF64999A748][20] 0x7FF648024DD5 SkyrimSE.exe+05E4DD5 -> 36544+0x165 test bl, bl[21] 0x7FF648EB4C1E SkyrimSE.exe+1474C1E -> 109636+0x106 mov ebx, eax[22] 0x7FFD2A3B26AD KERNEL32.DLL+00126AD[23] 0x7FFD2C46AA68 ntdll.dll+005AA68 This is my mod listI think I put this in right?
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- skyrimcrash
- inigo
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Can someone help me make spinning weapon ash of war into a channel ability or a toggle like ash of war so that you can hold it and let go when you want but it consumes mana or stamina till you let go bonus - also to make it block projectiles too
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- mod
- mod request
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I've had a really dumb idea in my head in I wanna get it out in the form of a mod. Basically the mod idea is this: What if Quandale Dingle existed in the Fallout universe? What adventures would he have? What wacky stories would he tell? What songs would he play as a DJ? Basically the idea is I make a custom radio station mod where a Quandale Dingle fanboy (who calls himself Mojave Jangle) rants about random adventures he had in the Mojave Wastes and beyond in the typical Quandale style. Then he plays a bunch of dumb shitpost songs, including some Quandale-type beats, song actually made by Quandale, and other jokey fallout related songs like this: Marty Robbins - Big Iron (Shiro Remix) - YouTube I do have some grander plans of making custom messages where Mojave comments on various actions of the player and even custom messages that only work with certain mods like Functional Post Game, some quest mods, and even some of the bigger conversions like DUST, New California, and the like. But I wanna get a basic mod out first that I can improve on instead of working on one big mod forever. So, what's the best way to get started with making this bizzare radio station thought a reality?
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So I have a quick inquiry about the "placeatme" command in Oblivion. I know that it's overuse causes the savegame bloating, but does disabling whatever is summoned by the command undo or avert the risk of bloating? For example, Say for a moment that I used placeatme to spawn 5 bandits, but on these bandits I placed a script that would disable them when they died? Any thoughts/ideas are welcome, thanks in advance for the help!
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Hello, just a quick request for some Oblivion script help. Basically, I've created a new sword, and I have it so that when the player equips it, he gets a lesser power added to his spellbook, and when the sword is unequipped, the lesser power is removed. However, my issue is that this only happens when the *player* equips the sword, and I want the spell to be available for NPCs to use as well. This is what I've got so far... scn AAFangBladeScript begin OnEquip playerplayer.addspell 0FangAbilitiesAplayer.addspell 0FangAbilitiesBplayer.addspell 0FangAbilitiesC end begin OnUnequip playerplayer.removespell 0FangAbilitiesAplayer.removespell 0FangAbilitiesBplayer.removespell 0FangAbilitiesC end Obviously, the issue is that the script is specifically targetted at the player, since it's "player.script" But how am I supposed to make it so that the script activates on a variable target? (Hopefully that makes sense) Any help is greatly appreciated, thanks in advance!
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This is generalized help for a LEGAL Skyrim and Skyrim SE mod game I personally have over 300 hours into modding Skyrim, Fallout 3, Fallout 4, Fallout New Vegas, Tales of Two Wastelands, and Skyrim SE. So I learned a lot from how to set up mods that are maintained well and here I will be helping with my most frequent messups. First before I start I want you to download an unmodded version of your game from Steam (If it already heavily modded DO NOT do this, ignore it and proceed to next bold letters.) and I want you to do this. Go to your Steam game and right click it. Select properties and select 'local files' then select 'backup game files' then backup all the games you are going to mod, this will save you A LOT of time from having to redownload the entire game if something goes wrong. Generally speaking you shouldn't have to do this because Steam can simply validate the game however it doesn't always work and modding is a very complex thing. A single wrong script or modified data file can cause your game to crash. Now that that is done (I love english.) lets proceed to the often screwups I had with Skyrim and SE. Generalized Tips I understand these will seem random however I find this to be the most effective form of quick and easy help and I am sure you will learn something. First of all this is based on NMM because Mod Organizer is not as generally good and this is also to help promote NMM since I personally have spent around half the time on each modding manager and I found NMM to be the generally better choice however Mod Organizer is also good and should have the same features! No hard feeling MO. Okay onto tips! Firstly, if you have problems with your mods make sure they all all maintained correctly. Use common sense, make sure it has a lot of endorses, but even then sometimes its a dead mod. Go to the mod you think is broken and find it on the Nexus site, then click Bug Report tab and make sure that bug reports are being fixed and maintained, if they are more than 3 months old then dont bother, (Unless the mod is conflict free and often this will be quoted on the mod.) then its likely the mod isn't being maintained anymore. Another and better way to check if the mod is updated and maintained regularly is to find the 'actions' tab and click the 'logs' button, here you should see a very long list of logs, and the top one should not be more than 3 months old. If either/or is the case, then the mod is likely dead. If the list is extremely long or very recent then its very likely the mod is maintained well and the mod author is very good at their job. Look for the 'Immersive Armors' mod or 'Unofficial patch' mod for a good example of a well maintained mod. Kudos to these mod authors by the way! Next, if you do a clean install of your game and uninstall all your mods make sure the first thing you do is get to the menu screen of the game before you download a single mod. Also if you do a clean install âmake sure you delete your skyrim or SE folder in the documents section of you are cleaning your saves as well. This is extremely recommended if you are going to start from scratch as well and you modded your other saves heavily because the pref in your documents could also be modded. Unlikely but possible. Make sure once you do make stable mods that you create a backup of both your mods and your modded skyrim as well as your saves and documents! Preferably do this on an SSD because these generally last decades and some even a lifetime. I highly recommend that if you do mod your game successfully that you back it up on a spare SSD without an OS on it. This will prevent you having to someday delete everything if you have an OS failure. Another reason why I want you to do this is because if you add more mods and something happens, you can use this very backup to restore the state it was in ensuring that you can at least recover X time you played. Make sure to make these backups at least once a month. Do not bother too much with load order with NMM or MO, I personally never really have and in my 4 years of modding I can only count 3 times load order actually screwed something up and that was fixed not much later by NMM. NMM does an excellent job creating a correct load order and I've personally never used LOOT because it screwed up my game once. Mods are a very finicky thing, for instance if you uninstall Skyrim SE static mesh improvement mod, it will cause untold problems with your game. (The mod is still amazing, dont misunderstand, virtually all mods do this! Thats why mod authors almost never recommend uninstalling their mod. If you do uninstall one of the many mods that dont really work well with being uninstalled, I highly recommend you uninstall all your mods, reinstall them, delete your documents for the game, and reinstall the game. If you dont want to do this, then simply uninstalling all your mods and reinstalling them should work, but only do this if you encounter problems. If you want to uninstall a mod, the first thing you should do is check to see how the mod author wants you to uninstall the mod, as long as you do what they tell you to, 90 percent of the time you wont have any problems. Unless stated otherwise. I suggest if you want to heavily mod your game the first thing you want to do is create a new save, a new game, a new everything. I have not encountered a single crash or problem from my heavily modded games and I have 106 mods running on my Fallout 4 game, 75 mods running on my Skyrim SE game, and I lost my mods for my Tales of Two Wastelands when my HD drives disk broke (Which is why you want an SSD.) but I had well over 60 mods for that one and for Wastelands that is quite a bit. (Tales of Two Wastelands is a mod that is quite amazing and connects both Fallout 3 and Fallout New Vegas and does an amazing job doing so, they have their own website for this, do not post any mod from their site to here without their permission.) This is pretty much it, I will end this here, I will not go too indepth into this but if you have any questions at all dont hesitate to ask, as long as it's modding wise, I can probably help. I've probably encountered every possible problem you can find with modding but often times the answer is going to be something you wont like. Often times you are going to have to just start over from scratch, that is why I strongly recommend that if you want to heavily mod your game you either do it slowly on an old save or do it all at once on a completely new game and save. I highly recommend the latter.
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I've been using mods for a while on Subnautica and I've never had this problem before. I'm not sure if one of the mods I downloaded had an update that caused this or what's going on. I deleted the mods and reinstalled the game so I know the game isn't actually the problem. It's a bit upsetting because I feel the mods made my experience with the game a lot more fun, (Not that it wasn't already.) If anyone can help me, I would definitely appreciate it. I will list what mods I have below so that you might give me a few suggestions as to what the problem was. QMods Auto sort Lockers Better Power Info Better Scanning Blips Blueprint Tracker Custom Beacons Decorations Mod Docked Vehicle Storage Access Drillable Scan Easy Craft Enhanced Sleep Habitat Control Panel No Warpers after Quarantine Shutdown QCreature Config QMultimod-NoDayNightPatch Safe Autosave SML Helper Subnautica Map Utilities White Lights More Ingots More Seamoth Upgrades Unpack Ingots
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I just installed SkyrimRedone two days ago and all the mods I was informed it would need to work with my other mods, and ever since then my game has been crashing only a few minutes after start-up. I've been searching for hours for a fix but none of the forums I've found have had solutions that have worked for me, though it's possible I've missed some since there are so many. I'll post my load order below, please help me if you can. Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espSkyUI.espAHZmoreHUD.espHolds.espWeapons & Armor Fixes_Remade.espSkyRe_Main.espAOS.espAmazingFollowerTweaks.espAuto Unequip Ammo.espDYNAVISION Dynamic Depth of Field.espFollowerWander2.espiHUD.espRealisticWaterTwo.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espSkyRe_EncounterZones.espWeapons & Armor_TrueWeaponsLvlLists.espImmersive Weapons.espSkyRe_EnemyScaling.espWeaponsArmorFixes_ImmersiveWeapons_Patch.espHothtrooper44_ArmorCompilation.espBFT Ships and Carriages.espRealisticWaterTwo - Legendary.espSMIM-Merged-All.espSFO - Dragonborn.espSkyrim Flora Overhaul.espAOS2_RealisticWaterTwo Patch.espConvenient Horses.esp1nivWICCloaks.espTrueStorms.espHothtrooper44_Armor_Ecksstra.espSkyRe_StandingStones.espSkyRe_Races.espSkyRe_EnemyAI.espSkyRe_Combat.espSkyRe_SiC_Patch.espPre ReProccer WAFR IA7 IW Patch.espReProccer.espPost ReProccer Fixes IA7 IW Patch.esp Unofficial Skyrim Legendary Edition Patch.esp is currently deactivated since SkyRE apparently needs the Skyrim and Dawnguard patches to work and nothing I found said whether or not it would work with the legendary edition. Please, if any of you can help or direct me to a forum that has a solution, I'd be truly grateful. Thank you so much for your time.
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got an answer. all g
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Hi, I'm trying to upload a file to my mod here: http://www.nexusmods.com/fallout4/mods/2481/? and I'm getting an unexplained error from winrar. So basically I've merged three of my files together and cleaned them up in FO4Edit and uploaded them with no problems, but now that I've added a very small addition (I added a file to remove weight from special ammo like artillery grenades, it has given me errors when downloading it from the site. On the file list it will say that it is 70kb which is correct, but when I download it, Winrar gives me an error that says it is either damaged or in a broken format. I've tried uploading it from different folders, and I tried remaking the entire thing from scratch but the same errors keep coming up. They don't exist in my other files (even the merges), and so this is very confusing for me as to why it's occurring. Any help would be appreciated! I attached the .rar file in the attachments here if anyone would care to take a look at it.
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How's it going gang, happy Thanksgiving! So! I decided to buy FO4 GOTY cuz I never got to enjoy any of its DLC which despite the... lackluster outcome of FO4 looks very good :) I was wondering, do you guys think I'll be okay JUST using NMM to mod the game? If I recall I did that last time, but I don't remember if I used LOOT or not. Also does LOOT still sort of work itself out? I remember modding Skyrim and using LOOT to help with the load order and it sort of just did it's own thing. I plan on downloading only a FEW mods and would like to know if you think I should avoid NMM or if you could greenlight its use. So here are the mods I'm gonna DL by title... -Unofficial Fallout 4 Patch - https://www.nexusmods.com/fallout4/mods/4598 -Improved Map With Visible Roads - https://www.nexusmods.com/fallout4/mods/1215 -Enhanced Blood Textures - https://www.nexusmods.com/fallout4/mods/212 -Armorsmith Extended - https://www.nexusmods.com/fallout4/mods/2228 -Mod Configuration Menu - https://www.nexusmods.com/fallout4/mods/21497 -Fallout 4 Script Extender - http://f4se.silverlock.org/ -Start Me Up - https://www.nexusmods.com/fallout4/mods/18946 -See Through Scopes - https://www.nexusmods.com/fallout4/mods/9476 I'm assuming I'd put the load order like this in NMM..... -Unofficial Patch -Start Me Up -Armorsmith Extended -Improved Maps -See Through Scopes -Enhanced Blood If anyone has any tips or a good (not half hour long video) to help out with these few basic mods. That'd be solid. Thanks everyone!
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Hi Everyone. I'm new to FO:NV modding but one thing has always bugged me about the coolest armor in the game; the enclave remnant armor. Those damn shoulderpads. I've modified the chestpiece from the .nif file to remove them. but I'm lost as to how to rig it or texture it to use as a replacer or custom armor. If some kind, bored modder feels like making my day, contact me at [email protected]. Credit where credit is due If I put it in the mod I've been working on. As for a realistic powerarmor mod: I've been tinkering in the geck and adding different mods to try and make the most "realistic" Powerarmor/game mod possible. The game mechanics I've tested work flawlessly for what I was intending; power armor that could take Alaska in a day. I've always felt that powerarmor, as an end game item only available via BHOS of Gannons quests, to be severely nerfed on DT, which when paired with the 20% damage bleedthrough in the stock game doesn't allow you to be the walking one man tank in the Lore. Currently the only 1 hit kill weapon on t45d suit is a mini nuke or plasma mine, with the hardest armor to find in the game (advanced power armor) being able to withstand a big kid fired at the ground leaving a severely crippled, but alive player. Short version is realistic damage mod+powered power armor+removal of 20% damage through dt+dt for vanilla power armor ranging from ~50-120dt. Essentially the only thing that can put a big scratch on a suit of powerarmor are mines, grenades, grenade rifles (my guy is using a fully upgraded 25mm grenade rifle as... a rifle), the gauss rifle/unique v., multiplas rifle (sometimes effective), and tesla cannon. With the realistic damage mod, these weapons can kill a man in power armor in 2-10 hits. Limb crippling against harder hitting weapons is common, even if the character still has high health. Lower level enemies are essentially powerless with smallarms, but have a fighting chance with explosives to keep you on your toes. No longer will a tweaker in freeside get through your T51b power armor with a pool cue. Since the only 3 factions with power armor are NCR (kinda), BHOS, and the enclave remnants, these changes to powerarmor dt don't affect the base game much over the standard realistic damage mod. Once you go through one of the options for power armor training, you become a walking tank only subject to damage from well placed explosives and the few baddies wandering the wastes with heavy weapons. It finally makes sense for why the BHOS is so feared by every faction, they are nigh unkillable without anti armor weapons. Any interest or suggestions?
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- powerarmor
- enclave
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So cutting to the chase, I want to convert armors for different body mods. For example; converting a custom armor made for UNP body to Touched by Dibella. I've downloaded blender and the creation kit and have absolutely no idea how to use them. All I'm asking for is a little help or advice here.
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Hi - The tutorial I am following: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_Quest Once you create your first Quest Dialog View, it says go into the game and test it. I do and when I arrive to Bendu Olo - I press "E" to talk and the dialog never appears. EDIT: Figured out second issue. Now need help with dialog. Thanks in advance
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***SOLVED*** So I want to start off by saying that I have had success in converting mods, including animation mods. I know how to use Cathedral, Creation Kit, etc. My issue is not a problem with conversion itself; rather, there are a few animations in particular that will not run in SSE (this is a known issue, stated explicitly by the mod author). So what I would like to know is if there is some more advanced form of conversion method or tool that I could use to resolve this issue for my build? Do the animations not work because they need a few extra tweaks before they can run in SSE? Or are the animations fundamentally incompatible from the ground up, and there is no possible way to convert them without recreating them from scratch? The mod in question is Moonlight Tales Essentials ( https://www.nexusmods.com/skyrim/mods/59463?tab=posts ). I have successfully converted the mod to form 44 and all that jazz, and the mod runs smoothly; other than the fact of course that instead of triggering a howl animation, the player werewolf just idles in place for the duration of the "ability" (the sound effect and buffs still work, just no movement of the model). Once extracted, the animations in question can be found at /meshes/actors/werewolfbeast/animations/brevimoonlighttalesessentials (I'm not going to be posting the files here, for fear of violating some sort of nexus policy). The animations (afaik, 99% sure) are only used for making the player howl while in werewolf form. If it is possible to fix them, I would prefer to be taught HOW to fix them, but I would also graciously accept if someone would rather just do it themselves. If it isn't possible to fix them, then... iCri And I am of course using FNIS NOTE: I did see that one person on the mod's posts tab mentioned a fix wherein the user tricked his mod organizer into running both FNIS AND Nemesis, but if that is the only solution then I'll just accept that it isn't fixable. I have too many other mods that are heavily dependent on FNIS, and I don't want the pain of having to figure out if they are all Nemesis compatible or not. I would much rather just "fix" the animations themselves, rather than find a workaround to make them work in their current state. EDIT: Some of the animations are also the Revert Form ability animations. Not sure it really matters. Same file location. EDITx2: Solution, for those who it may help: Once the mod was converted, I duplicated the /meshes folder, zipped it up, and installed it as it's own separate mod via Vortex. Voila! It works! Any further questions, feel free to ask
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So I made my follower, she works great in the game and such but now I'm trying to see if I can make her into a marriageable character. I'm pretty new to modding hence why I am coming here for a little bit of assistance. So if any expereienced modders can help out I'd be very grateful.
- 4 replies
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- modhelp
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Hello I started Skyrim (again for 17th time) 3 days ago with goal of actually going past first town and mod it to hell while at it Currently have 50~ installed ones from all over the place which are doing fine but I can't make 3BBB and certain body mods to work So I figured time for guidance Have uninstalled all my mods (Using Vortex) to go for a clean one I'm planning to have the following, if anyone could tell whether they will work together seamlessly or have problems that will be nice, and how to actually get 3BBB bodies in game since my Body Slider only gets the CBBE version options.. Body, Face, and Hair Animation Patches/Bug Fixes/Utilities Presets Clothing NPC UI CBBE 3BBB XP32 Maximum Skeleton Special Extended - XPMSSE HDT-SMP (Skinned Mesh Physics) CBBE Presets Compendium Osare Underwear (CBBE 3BB) Bijin Warmaidens+High Res Skin Textures RaceMenu Caliente's Beautiful Bodies Enhancer -CBBE- CBPC - CBP Physics with Collisions for SSE and VR USSEP Bijin Wives+High Res Skin Textures SkyUI Bijin Skin CBBE CBP PHYSICS CONFIG QUASIPC Bijin NPCs+High Res Skin Textures World Map Bijin Skin CBBE 8K Body Diffuse CBP PHYSICs USCCCP Interesting NPC Bijin Family Bodyslides - CBBE FNIS Body Slide and Outfit Studio Eyes of Beauty SSE+ Elves+NPC+Player SKSE KS Hairdo's Male+Female Enhanced Character Editor or Total Character Makeover? Will these work seamlessly? and correct load order if any ( Using both Vortex and Loot standalone, but if a certain mod requires it to be on top to work like 3BBB, do tell) Thanks a lot in advance really. If have any good mod suggestion that enhance gameplay and all, do tell using Follower Live Package for followers + Multi Marriage as I plan to re-create some stories so will need those
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Some mods, Such as Textures or simple changes to objects dont have Esm files. As someone who is currently trying to help modders port their mods over to console, how would i go about that? i know its possible as body mods that dont have esms (atleast on pc) are on console. Do i need to find a way to make it into a esm? Any help would be awesome. :D
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LE Black Aura Eminating from the Player when in Combat
NexusKaizen posted a topic in Skyrim's Mod Ideas
Modding Suggestion / Mod Creation Help I'm currently trying to role play as a fallen knight with a hidden power kind of ability, where the dragon's power or soul manifest in a form of black aura whenever the player detects danger or hostile enemies. I have seen the FX Eye Candy Ring mod that let's me add that Aura through the rings but I want it to be automatic. The aura the ring used is a vanilla aura, I think it's the poison cloak from the Ebony Armor, maybe it's another aura in the game or edited, though it's black as you can see on my screenshot, maybe it's got to do with my enb. If someone can make this I'd appreciate it, though looking as this can be a very very minor mod I would also appreciate if someone can teach me how to make this Mod for myself since I don't have a single idea on how to create a mod. Maybe if I'm seasoned enough on modding I can also make some sort of lore item or book on it to connect the aura to the Skyrim World and make the mod public If I actually learn how to mod it myself. Armor Mod: Knight of Thorns Armor -
Hi, I really like to swap to Bayek & Geralt layered armor, so it feels like playing many characters at the same time, yet I'm trying to mod them to their different looks in their original game, here is what I've always wanted to do, but unable to achieve: 1. Remove Geralt's beard just like his apearence in Witcher II 2. Would like to Change Bayek's hair(I've removed his hat), just like what it is in Assassins Creed Geralt's problem is I cannot find the files that are refering to his beard. Bayek's problem is I cannot find which is his hair, I've tried quite a lot, like 10-20 Hair styles following this site: https://github.com/Ezekial711/MonsterHunterWorldModding/wiki/Hairstyle-IDs Can anyone point me out these two? Thank you in advance!! >.<
