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> That Mod Looks Interesting, Trying To Keep Up With New Mods
ghastley
post Jan 7 2015, 09:53 PM
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I've done all my home decorating using the console SetPos X, SetAngle z etc. only to find that it get knocked out of place by a follower. I may start using that just for the lock.


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Lopov
post Feb 11 2015, 02:04 PM
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I have troubles even with objects that are supposed to be locked in places. Some will stay there after being locked but others will appear floating in air when the cell is reentered or I reload the game. Does anyone know how to fix this? I tried finding the answer at Nexus but it's hard to find what you're looking for in a very long Posts section.

EDIT: After some more searching, I found the answer and I can confirm that locking objects in place works if done that way. Here's a copy from Nexus:

QUOTE
What you are describing is a known Skyrim bug.

There is a workaround that is described in the Positioner help information on the first page of the MCM menu.

Basically, what you need to do is drop items on the ground and then leave the area (so that you see a loading screen). After you come back, you can use Positioner to move the item where you want and it should stay in place.

This bug only affects items that you can normally grab. It is not an issue with static items.


This post has been edited by Lopov: Feb 11 2015, 02:12 PM


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ghastley
post Feb 11 2015, 03:00 PM
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That matches my experience. I have a habit of collecting dragon claws in the display case in the Lakeview Entryway, and they always leap back out the first time I put them in there. Second time always works, but the new ones sometimes knock out the old ones on the way.


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ghastley
post Feb 18 2015, 07:17 PM
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Just noticed that the Skyrim Child Overhaul is out. I downloaded it and tried it in an existing game. It messed up Uzgash, as it replaces some of the files she uses, but I wouldn't normally expect to use both together.

It changes all the existing children, and appears to do so in a way that may prevent it being used with any other mod that adds new children, as those won't use the new/replaced assets.

Except ... I'm currently testing to see if I can use it as a master to make extra children. Mixed results so far.


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mALX
post Feb 19 2015, 06:18 AM
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QUOTE(ghastley @ Feb 18 2015, 01:17 PM) *

Just noticed that the Skyrim Child Overhaul is out. I downloaded it and tried it in an existing game. It messed up Uzgash, as it replaces some of the files she uses, but I wouldn't normally expect to use both together.

It changes all the existing children, and appears to do so in a way that may prevent it being used with any other mod that adds new children, as those won't use the new/replaced assets.

Except ... I'm currently testing to see if I can use it as a master to make extra children. Mixed results so far.



I don't understand what the "morphs" means on that Overhaul link, really didn't understand what they were talking about on that Details page.

I have been trying hard to find a really good child face/head shape - was hoping to find a way to make a cute standalone vampire child.





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ghastley
post Feb 19 2015, 03:44 PM
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QUOTE(mALX @ Feb 19 2015, 12:18 AM) *

I don't understand what the "morphs" means on that Overhaul link, really didn't understand what they were talking about on that Details page.

Morphs = Shape variations - sliders for the CK facegen tab, since the mod does do playable children. So eye shape, pointed/round chin, eyebrow height/angle, thick/thin lips, wider/narrower nose.

E.g. a Redguard might use a rounder chin, wider nose, thicker lips than a Wood Elf. Same differences as the adults are made available, instead of all the kids having the same face.

A morph target set uses the same mesh as the base, with the vertices only moved - none added or deleted. The sliders determine how far in between the two positions for each vertex the result occupies. Since the meshes for the child head and the adult head are different, you can't use the adult morph targets with the child, and Hallgarth has made extra target heads for the kids.

However, there's a lot more in the mod than just heads, and it's the other stuff that's giving me problems. There's a new skeleton, for some reason, and all the clothing has been replaced with items that fit that. So my outfit for Uzi doesn't work on any other child. I'm still trying to track down what was done to textures, as Uzi's skin is also looking wrong with this in place.



This post has been edited by ghastley: Feb 19 2015, 03:58 PM


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mALX
post Feb 19 2015, 05:52 PM
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QUOTE(ghastley @ Feb 19 2015, 09:44 AM) *

QUOTE(mALX @ Feb 19 2015, 12:18 AM) *

I don't understand what the "morphs" means on that Overhaul link, really didn't understand what they were talking about on that Details page.

Morphs = Shape variations - sliders for the CK facegen tab, since the mod does do playable children. So eye shape, pointed/round chin, eyebrow height/angle, thick/thin lips, wider/narrower nose.

E.g. a Redguard might use a rounder chin, wider nose, thicker lips than a Wood Elf. Same differences as the adults are made available, instead of all the kids having the same face.

A morph target set uses the same mesh as the base, with the vertices only moved - none added or deleted. The sliders determine how far in between the two positions for each vertex the result occupies. Since the meshes for the child head and the adult head are different, you can't use the adult morph targets with the child, and Hallgarth has made extra target heads for the kids.

However, there's a lot more in the mod than just heads, and it's the other stuff that's giving me problems. There's a new skeleton, for some reason, and all the clothing has been replaced with items that fit that. So my outfit for Uzi doesn't work on any other child. I'm still trying to track down what was done to textures, as Uzi's skin is also looking wrong with this in place.



The screenshots didn't show much difference between them that I could see; and they still seemed to have a pumpkinish look - I wondered all along if someone couldn't do a better skull for the children; and maybe even have different ones for some of the races so they would be a bit more distinguishable and varied.

What is the difference in this overhaul and RS Children Overhaul? How did the RS manage to make those cute faces on the children? (or are they adults shrunk like that giant Orc girl I showed you?)



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SubRosa
post Feb 22 2015, 05:43 AM
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I came across Alternative Scaled Armor today. It is a good pair of lore- (and realism) friendly cuirasses. There are several different versions, from replacers for the vanilla scale armor, to a standalone version.

This post has been edited by SubRosa: Feb 22 2015, 06:40 PM


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Acadian
post Feb 22 2015, 01:30 PM
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SubRosa - that does indeed look nice. I like the scaled armor, but this in addition looks like it could be nice for some characters. Thanks for sharing! smile.gif


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Lopov
post Feb 22 2015, 08:36 PM
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Look what I found - Tolfdir the Archmage. laugh.gif Awesome! Lucius was forced to join the College as a part of the main quest and I roleplay it in such a way that he doesn't have access to the library immediately so he has to act as a student for some time. But I didn't want to do any quests because I knew that you become the Arch-Mage at the end. However, with this mod I can safely do the questline and choose Tolfdir as the new Arch-Mage. This mod my day!


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SubRosa
post Feb 22 2015, 08:47 PM
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I use that. There are a few things it missed, that you can fix with the console. Which naturally I cannot find now, even though I have posted the commands on these forums, and saved them to my backups...

Here is some of it. This will stop people calling you the Archmage. It takes you out of the Archmage faction, and puts you back in the regular Mages Guild faction:

player.removefromfaction 103372
player.addtofaction 1F259 4

This post has been edited by SubRosa: Feb 22 2015, 08:54 PM


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SubRosa
post Feb 22 2015, 10:52 PM
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I came across two more interesting looking armor mods today while hunting for something for Molly to wear.

Ghorza's Armor adds a light and heavy (mailed) set of armor.

Deadly Trio adds three sets of armor. The one for females looks really striking.


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mALX
post Feb 23 2015, 12:49 AM
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QUOTE(SubRosa @ Feb 22 2015, 04:52 PM) *

I came across two more interesting looking armor mods today while hunting for something for Molly to wear.

Ghorza's Armor adds a light and heavy (mailed) set of armor.




Of the two, this is my favorite. I never wear heavy armor, but loved the look of the mail in this one better than the light armor the mod offers. It was really awesome how you could get many different looks out of it too! Both of these are made with the heavy armor:

http://static-5.nexusmods.com/15/mods/110/...-1407667846.jpg

http://static-5.nexusmods.com/15/mods/110/...-1406668890.jpg


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Grits
post Feb 24 2015, 12:43 AM
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Thanks for those console commands. I’m adding them to a note I keep on my phone. I can never find these things when I’m looking for them! wacko.gif

Here’s one that is supposed to allow followers to walk next to you: Followers As Companions. There is a long list of follower mods that won’t work with it, but I’m hoping that walking at the player’s side will become a new feature for others now that this one is out there. Also I hope it works with KC’s Followers Can Relax. I remember the follower distance part of the Game Jam video. I wanted that so much!!


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Lopov
post Feb 24 2015, 12:28 PM
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@SubRosa: thanks for these commands, I'll use them when needed unless Lucius changes his mind and accepts the honorary title of the Arch-Mage.

@Grits: sounds like an interesting mod, I'll try it out because followers walking behind our characters really annoys me. Lucius intends to travel with Brelyna in the near future, I'll let you know if it works.


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Grits
post Feb 24 2015, 04:12 PM
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Lopov, I'm told that Followers as Companions really does require the SKSE 1.7.2 beta, which I'm not using yet. I'd love to hear about how it works if you try it.



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Lopov
post Feb 24 2015, 04:20 PM
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I did some testing.

In the MCM you have the option to choose which button to assign to change follower's position from behind to beside. This works fine as long as you don't stop walking, then you have to press the button again because the follower is yet again behind you. This might be because I use AFT.

I will do some more testing but it might be that it conflicts with AFT.


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Grits
post Feb 24 2015, 04:30 PM
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Thank you, Lopov! From the mod comments it definitely conflicts with AFT. I use KC's Followers Can Relax in my games where I don't need multiple followers, so I'm hoping it will work with that one.

One of the things I like about AFT is outfit management, but I don't use AFT in all of my games. There's a new mod called Empty Slots that might work for giving followers invisible items so that you can dress them from their vanilla inventory menu if you make stuff that they will equip. I'm giving this one a try with my own tweaks. Then poor Stenvar won't have to wear his armor into the spa. Hopefully.


Edit: Empty Slots works great. I spent about two minutes in the CK making a few heavy armor versions of the hands, feet, circlet, and body slots so that I can play dressup with followers using the Trade Items dialog. No more gauntlets at the dinner table or armor in the bathhouse! biggrin.gif

Also handy for its intended use, unequipping items like capes and earrings when you use a hotkey to change outfits.

This post has been edited by Grits: Feb 24 2015, 06:38 PM


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SubRosa
post Feb 24 2015, 08:50 PM
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Lind's Necromancer Robes adds some spiffy retextures of the vanilla necro robes. This is now in my regular rotation.


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mALX
post Mar 2 2015, 12:12 AM
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This is regarding Ghastley's children project - in playing Fallout 3 since Skyrim came out; I've been struck by how well done the children were in Fallout 3 - I went to Rivet City and that cute little girl kept waving at me and saying hi - very cute idles on those children; the children were cute and realistic looking for children -

What I want to know is; if Bethesda had that kind of capability in Fallout 3, why did they not use it in Skyrim? I would love to see those children - or at least some of those awesome child idles - in Skyrim.

I know WE can't bring them over, but Bethesda could have.

I really wish they could be used as a model to try for though.






This post has been edited by mALX: Mar 2 2015, 12:28 AM


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