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  1. Nevermind :sweat: :sweat: :sweat: I found out the problem, it was not XP32 problem but a racemenu option: "Magic Style" which seems to change the position. Hello, I come here with an insignificant problem but it does break the gaming experience for me. I couldn't find any help or post from someone else with same problem. Anyone experienced this? Basically the right hand spell (only occurs with spells) visual effect shows in the wrong place, as you can see in the screenshots: http://i.imgur.com/vvpLbHU.jpg http://i.imgur.com/i2gLyJZ.jpg http://i.imgur.com/MRTUJju.jpg I think what is causing the problem is the XP32 skeleton, whenever i uninstall the skeleton mod from my game the spell goes to the right place again. But i cannot simply get rid of this mod since it is dependant for many other mods i have. There must be something I do wrong whenever i install my mods. GenerateFNISforUsers is also executed everytime i apply animation mod. This is my mod list: http://i.imgur.com/0xhGJ3d.jpg And this is my load order: http://i.imgur.com/bieOWtA.jpg
  2. It always bothered me how Jin gets his so unrealistically covered in mud just from just moving or whenever his body touches the ground even when it's supposed to be dry. Hopefully a kind sir will fix that by OBLITERATING that damn mud to keep him always nice and clean !
  3. A mod I've always wanted, since playing Red Dead Redemption 2, is a system replicating that game's camera transitions from 1st to 3rd person and vice versa. The camera will very briefly dip to black, to hide the transition - I've always thought this was a great way to switch the camera. It's naturalistic, almost like the character is blinking. We all know Skyrim already has a dip to black function, like exiting load screens, and mods like Wet and Cold have mechanics where the camera blurs if looking up into active rainfall. How hard would it be to create a mod that plays a brief half-second dip-to-black when switching camera? I've always found Skyrim's camera transitions very blunt, un-elegant and oblique. This is beyond my rudimentary knowledge, but it's something I would love to see. See GIF for reference.
  4. Can someone talented with Helldivers 2 Enemy mods replace some of the Terminid warriors with the Xenomorph model? Specifically the model by nes6791. I have found his link here: https://smutba.se/project/ba4aa6bd-ad09-4a2d-970a-0f28e9964317/ Unfortunatly I don't know how to mod Helldivers 2 enemies but I'm certain someone more talented can do this! Thanks!
  5. I've already posted this elsewhere but I realised that it probably won't get seen in that place so I'm putting it here too. I've been thinking quite a lot lately about how the Militech Canto works visually. The cyberdeck is great, with or without mods, but what's always annoyed me is the fact that quickhacks on other things, like cameras and turrets, don't apply the blackwall effect despite the fact that it does when Songbird uses it on objects and machinery (assuming she uses the Canto). I think it would be brilliant if all device quickhacks carried Blackwall residue. I understand that this might not make complete sense considering that it doesn't require the Blackwall to do these quickhacks however I feel it would heavily add to the aesthetic of the Canto to have those lingering effects after quickhacks the same way Songbird has the lingering effects on hers. In theory this would also include the sound design, however I feel like that's not as crucial of an element. I wasn't really sure what to do with this because I'm not capable of modding this in but I still feel like not sharing it could be a waste. I'd also love to read other people's input on this. To add to this, things like turrets could potentially have glowing red lights similar to the Chimera during it's possession, not sure how difficult adding that would be though and how exactly it would work or if it's even a good idea. Also, if someone wanted to go all out with this mod, they could rework the canto to work in a specific way. Here’s the idea. Since the Militech Canto is supposed to be an endgame item, it could have no quickhack timers and delay since the entire point is that you’d be using the Blackwall to hack into the devices which would be much much faster. This would actually turn the Canto into what I believe it’s actually supposed to be combined with the added effects of the Blackwall to signify how you’re hacking things with such ease. Also, you could make it so it either has more ram or doesn’t use ram at all but that’s a big maybe as I think the Blackwall gateway quickhack is supposed to eat into your health via overclock and that makes complete sense canonically so maybe just on devices or something.
  6. I know that mods of this type have been dragging on since the days of Morrowind, but I really got tired of editing NAC and Slevin Chem FX in FO4Edit, hoping for luck and digging into the numbers. And when I look at all these numbers and values, I realize that it is unlikely that one or another narcotic effect was created in ImageSpaceAdapter. I want to adjust the effects of drugs smoothly with the ebbs and flows, but I'm tired of following the values in xedit. In which program do you do this? CK?
  7. Alright so hear me out. I want to put this request here because I work on cars, not code. I know how to mod games, like putting existing mods into the game but I haven't found a mod that does what I would like to have. Basically I want to play as a character that is blind and finds his way around using echolocation. In my mind the way this would work is something like this: The world itself is black or like very very dark, you can barely make out things but not enough to identify them. Being blind is the inability to see but this would be for player comfort, like just to know that your game ins't frozen or anything. You could press any key on your keyboard to ...well start echolocating. Not sure if it would be like one, two or three soundwaves that would get sent by pressing the key once but atm that doesn't really matter. After you pressed the button, soundwaves would travel everywhere (in a fixed and maybe adjustable radius) and the edges of objects would get bright. This condition would also last a fixed amount of time. This would be your primary way to see. For NPCs I thought it would be cool if neutral NPCs would be highlighted in a normal color, whatever that would be and for hostile NPCs it would be red. I think it would be great if those variables could be changed in either an ini file or the MCM, dunno. For the most part this would be a visual mod, the key binding for echolocating is as I imagine a game mechanic and sounds that this mod would need also fall under that I assume but I have no idea how hard it would be to realize such a mod. Would be nice if someone would build it and upload it to Nexus. For good measure I provided some example pics so that you understand what I am talking about. Lemme hear your thoughts! Cya^^
  8. Greetings! Just wondering if it's possible for someone to create a mod to change the visual of arrows/bolts during combat. As of right now I know of only two mods that does this. One is from 2020 and outdated and the second one is in the combat module for RBM (realistic battle mod). I bet I'm not the only one who is tired of seeing the spear sized wooden sticks flying in the air when fians go ratatatata :) Thanks for taking the time to read and have a great day!
  9. I am running into an issue with my pipboy where the apparel screen shows "::)" to the left and as I play it seems to stack on top of itself. Eventually it also appears in the weapons screen. I have tried disabling every UI mod but it doesn't go away. Don't suppose anyone else has run into this? Here's my load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmoHUD.esmBraveNewWorld.esmSomeguySeries.esmWMR.esmTGMIO.esmTLD_Travelers.esmWMVM.esmNew Vegas Redesigned II.esmWMIMNV.espUnofficial Patch NVSE Plus.espYUP - NPC Fixes (Base Game + All DLC).espUncut Wasteland.espJSawyer Ultimate.espNVR2 - YUP Patch.espBraveNewWorld-YUP.espRussell.espNVR2 - BNW Patch.espBraveNewWorld-JSU.espNVR2 - UW NPCs Patch.espClarity.espThe Mod Configuration Menu.espNVR2 - JSUE Patch.espWMR_DeadMoney_R.espWMR_DeadMoney_S.espWMR_GunRunnersArsenal_R.espWMR_GunRunnersArsenal_S.espWMR_HonestHearts_R.espWMR_HonestHearts_S.espWMR_LonesomeRoad_R.espWMR_LonesomeRoad_S.espWMR_OldWorldBlues_R.espWMR_OldWorldBlues_S.espWMR_Vanilla_R.espWMR_Vanilla_S.espMelee Reach Fixed Ultimate.espFNV Realistic Wasteland Lighting - All DLC.espADAM Complete.espADAM - MERGE.espJSUE_ADAMmerged.espBaddarkl Perk Overhaul.espJSUE_BPO.espFIXforLegionArmors.espJSUE_FIXforLegionArmors.espSimpleStreetLightFix.espADAM - Trooper Gloves.espJSUE_ADAMtroopergloves.espCCSP2_5d.espEVE FNV - NO DLC.espJSUE_CCSP_MeleeRangeFix.espPerkEveryLevel.espThe Weapon Mod Menu.espJIP Improved Recipe Menu.espJustAssortedMods.espWeapon Retexture Project.espVanilla UI Plus.esp
  10. Could anyone get Delemain working as intended? It's the one mod I've been waiting for, in addition to potentially flying auto-taxis(like in the first scene of the Corpo intro). Would be greatly appreciative if anyone could let me know if this is possible/actually feasible!
  11. I have no idea why, but on my latest playthrough I started experiencing VERY weird graphical glitches. My entire screen starts flashing extremely bright white (to the point there's sometimes less than 10% screen is non-white). This happens when near "glowing" enemies, as well as some robots. From fiddling around the robot workbench, I can say at the very least it's caused by the Sensor Array, the Stealth Field, Resistance Field and Regeneration Field. It doesn't even happen as soon as they are on screen. No. It happens when I get closer than some ~5 meters maybe? I've tried verifying the game files but it seems nothing was corrupted and it does the thing anyways. Tried turning off NAC (which is probably the only mod I have that should even affect graphics in this way) but it did nothing as well. Turing off the ENB only dims the blinding whiteness by about 5-10%. Stripping all gear does nothing either. Weird thing is, when I load a different character and spawn a glowing enemy or fiddle with robot workbench, I'm not getting those flashes (even through the mods loaded remain the same, which makes me think it might be vanilla issue..... if not for the absolute lack of info I could google). It seems it's specifically on this last character I made.. Which is weird because I think I'm using the same damn build and gear lol. I'm assuming one or more shaders related to a mob giving off an ambient glow got messed up (or something on the player character related to RECEIVING AoE buff/debuff aura's effect), but WHY it only affects that single character is beyond me. For now, I can at least pick a different mod on Ada so she's somewhat usable, but some enemy robots, as well as all "glowing" enemies are a problem, if they decide to attack in melee... I literally can't see enough to do anything so I just VATS and hope for the best. The effect waves away a second or two after such enemy dies or I leave their proximity. Anyone got any insight?
  12. ive been trying for MONTHS to get my game to look the best it can but so many mods just dont work together and i simply dont have the technical know-how to fix alot of the clashing. i already have close to 110 mods installed, some being QOL and most being visual (textures, effects, sound, npcs textures, etc), but i simply cant get it to look half way decent. ive spent hours and hours scrolling through vortex trying to find what i want, vanilla skyrim is just bland, has emptyness, the lighting could be WAY better, the npc textures are EH. if someone could recomend a list of mods that would completely overhaul SSE i would greatly apreciate it. as a matter of fact, making a collection of it in vortex would be even better! im not looking to add any extra stuff armour or weapon wise. i would just like the game to look and act better :) thank you!
  13. Hello all! I am currently streaming Fallout New Vegas for the first time. I focus more on comedy content in my streams. I’m very new to modding, but I have used the nexus app before. I was wondering if anyone could recommend some funny FNV mods that will only alter the models or sound effects, memes and such. E.g. fighting Thomas the Tank Engine in Skyrim. It’s also important to me that the mods don’t prevent me from obtaining Steam achievements, so I would really appreciate some assurance for that. Thank you!
  14. Something that could make the game look cooler, and take advantage of the engine capabilities on PC would be to add the point lights effects from MHW in Rise, one of the reasons I think they avoided using them in Rise was to avoid fps drops on the NSW. But i'm sure these kinds of effects are possible in the engine considering that the little wirebug/fairy in the shoulder lights the map most of the time, the issue would be finding out a way to actually turn them on in most of the in-game effects, maybe this can be also turn on for other effects like Hits, CB phials, GL explosions and jet, Zinogre lighting, Teostra fire and explosions, Bombs, Narwa attacks, fireballs, Rajang energy beam, Valstrax attacks etc or even some map effects to make them look prettier. I'll leave the link to a mod from MHW that changes the intensity of these hit effects, maybe it can be useful for anyone trying to make it work in Rise. I think it is related to the .efx files, maybe the small fairy/wirebug effect can be compared to other .efx files in game and try to increase intensity and play around with them. I wish i knew more about that kind of stuff, but I'm too noob to move these files. Examples: Example 1 (gif) Example 2 Mod Links: https://www.nexusmods.com/monsterhunterworld/mods/5496 https://www.nexusmods.com/monsterhunterworld/mods/468
  15. I know this isnt a "killer new mod idea" but it's still an essential part of the LHRM Mod. The following Patch for CCOR and LHRM exists: https://www.nexusmods.com/skyrimspecialedition/mods/32403 The problem is, that there are no models for Left Hand Use. That means, sadly, that Left Hand Rings from CCOR (some of which are my favorite (Onyx Rings)) will not show up in either 3rd or 1st person. So the whole patch is null and void apart from allowing left hand CCOR rings. Which is essentially useless considering that the only reason you'd use the Patch is to see both rings. So what I think would be a long overdue fix would be to create a new CCOR/LHRM Patch (or someone asking the original author for their permission to change their patch) and actually create visible Left Hand CCOR Rings.
  16. edit - deleted mod, dont need request. encountered game breaking bug unrelated to request, so just uninstalled. idk how to delete if someone lets me know ill delete asap, or if someone can delete for me thank you
  17. Hi, I have just installed the Steam GOTY edition of Oblivion and had a go at applying a few mods to the game (never done this before and I am a complete novice) using Vortex. Once I have exited the sewers into the open world for the first time everything seems fine but once I approach the water the surface disappears and the water goes completely transparent. If I go under the water (swim) then the water is visible but once I go back to the surface but remain in the water (say standing in the water at the edge of the lake) the water surface is only visible in a disk around the character (both in first and third person). I have had a look at other threads about water issues relating to invisible water and had a look at the .ini folder in the "My Games" file to see if any of the water settings are off but they seem right when compared to the advice given. I have checked my graphics drivers and they are up to date. My system specs are: - Operating System: Windows 10 Home 64-bit (10.0, Build 19043) (19041.vb_release.191206-1406) - Processor: Intel® Core i5-6600 CPU @ 3.30GHz (4 CPUs), ~3.3GHz - Memory: 8192MB RAM - Card name: NVIDIA GeForce GTX 970 Current running Plugins are (from wrye bash 309.1 plugins.txt): Bashed Patch, 0.espBetter Cities - IC Imperial Isle.espBetter Cities - Vanilla Ferns.espBetter Cities .espBetter Cities Chorrol - Knights of the Nine.espBetter Cities Full.espBetter Cities Market District - Oblivion Uncut.espBetter Cities Resources.esmBetter Dungeons.espBetter Imperial City.espCarry all you want-5118.espDLCBattlehornCastle.espDLCFrostcrag.espDLCHorseArmor.espDLCMehrunesRazor.espDLCOrrery.espDLCShiveringIsles.espDLCSpellTomes.espDLCThievesDen.espDLCVileLair.espFaster Level Up x4.espImmersive Weapons.espKnights.espMaskar's Oblivion Overhaul.espOblivion Citadel Door Fix.espOblivion Uncut.espOblivion.esmOblivionReloaded.espUnofficial Oblivion Patch.espUnofficial Shivering Isles Patch.espUOP Vampire Aging & Face Fix.esp I've attached a picture for an example of how it looks If anyone has any idea how to solve this one that would be most excellent, the game seems to play fine otherwise! :smile:
  18. Heavily modded playthrough, these things keep showing up in areas. They're intangible and I can walk through them without harm. They only show up at certain angles and are only a hair's breadth thick. I've encountered a few that look like they're stretched tree tectures, like they ragdolled two miles long. It also shows up through the power armor HUD, but not the pipboy. Any help would be appreciated.
  19. I found my issue was with a nif object and I will have to fix this. For now I will just be working around not using it until I learn how to fix it in blender. Thanks for the help! I Have been working on making a mod that overhauls the wasteland and as a result I have edited and added interiors in the GECK. My problem is whenever I enter the Sloan mess hall interior cell in-game, I get what looks to be the world box stretching all over the place. It's either the color of the worldbox, black, brown or with nevada skies off, a bright cream color Only in this Specific interior. Up until now I have had no issues with my edited interiors, with all of them working perfectly in-game except for the Sloan mess hall. I Have tested this interior with all other mods disabled and still have this issue and use no ENB. https://imgur.com/a/Ao7lZ3t Example 1. https://imgur.com/a/d2BWyyv Example 2. Hopefully some one knows what this is. I should add that whenever I selected all objects and move them in the GECK even in a fresh save I get severe lag when entering the interior in-game and all of the objects are on top of eachother/combined when they aren't like that in the GECK.
  20. DO yall think it'll be possible for someone to create a mod that just keeps the day/night/ cycle to daytime only. Even if it just freezes it at noon or something. Just a visual thing, you could still have the mechanics of day/night running invisibly in the background, for nocturnal traits etc, but I just find the night so very ugly. Game looks so much better during daytime.
  21. I've had this visual glitch for awhile now and can't find out whats causing it, mod or the vanilla game files? In combat especially in Concord it give me this blue fire and blue skin on enemy's as well as wrecking havoc on the black white balance. Any one else have this problem and know how to work around it? Tried wetness turn off, uninstalling several mods and still can't find the source. Any help is appreciated. https://imgur.com/a/J7ezHcJ ^Link of some screenshots^
  22. i know not everyone likes marvel heroes , but i would really like to be able to play some characters in bg3 it seems like a fun / interesting idea not just skin overhauls but also abilities kinda like in marvel heroes omega but then tuned to bg3 any pointers on where i could start creating this stuff myself are also very welcome
  23. Would it be possible for someone to import Dagoth Ur's mask from Morrowind to Baldur's Gate 3? Please and thanks.
  24. i like using astarion's head for my character since i play with ascended mod, but i find his ears too long for half-elf and would like to see variants with short pointy ears or human ears, a tiefling variant would be incredible too, and since it's now possible thanks to mods to play a vampire custom character, i think vampire variants of other heads like raphael, ketheric, shadowheart... would be great for rp.
  25. Hello. This is my first time posting here, but I was wondering if a mod is possible to fix the tail for tiefling male (specifically for body type 4) to resemble more like the other tiefling body types. Reference: (2) Does this look weird, or is it just me? Tiefling Tail issue : BaldursGate3 (reddit.com)
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