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That Mod Looks Interesting, Trying To Keep Up With New Mods |
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ghastley |
Jan 7 2015, 09:53 PM
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Councilor
Joined: 13-December 10
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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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Mods for The Elder Scrolls single-player games, and I play ESO.
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Lopov |
Feb 11 2015, 02:04 PM
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Master
Joined: 11-February 13
From: Slovenia
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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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"I saw a politician the other day." "Horrible creatures - I avoid them whenever I can."
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ghastley |
Feb 11 2015, 03:00 PM
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Councilor
Joined: 13-December 10
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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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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley |
Feb 18 2015, 07:17 PM
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Councilor
Joined: 13-December 10
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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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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Feb 19 2015, 06:18 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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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 |
Feb 19 2015, 03:44 PM
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Councilor
Joined: 13-December 10
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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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Mods for The Elder Scrolls single-player games, and I play ESO.
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mALX |
Feb 19 2015, 05:52 PM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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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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Lopov |
Feb 22 2015, 08:36 PM
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Master
Joined: 11-February 13
From: Slovenia
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Look what I found - Tolfdir the Archmage. 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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"I saw a politician the other day." "Horrible creatures - I avoid them whenever I can."
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SubRosa |
Feb 22 2015, 10:52 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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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 |
Feb 23 2015, 12:49 AM
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Ancient
Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN
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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.jpghttp://static-5.nexusmods.com/15/mods/110/...-1406668890.jpg
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Grits |
Feb 24 2015, 04:30 PM
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Councilor
Joined: 6-November 10
From: The Gold Coast
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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! 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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