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Posted by: Grits Jan 10 2014, 01:38 PM

We dont have a Skyrim modding section, so I hope its OK to post a question thread here. If we have another one already Ill ask that this one be closed, but I didnt see any.

I just made a quick little mod to put pretty robes on the priestesses of Dibella in the Markarth Temple. Its dependent on another esp. (I did that part in Wrye Smash.) It works, but I cant shake the feeling that Ive done something stupid. Other than making sure my esp loads after the one its dependent upon, should I do anything else? Did I just create a problem thats going to pop up later?

Yikes!!


Posted by: ghastley Jan 10 2014, 04:02 PM

No problem. It's something I've done a lot for mods that have add-ons that are DLC-dependent. The add-on piece has the base mod (esp) as a master, so you can't try and use it alone. Remembering to flip the esp/esm bit whenever you fix anything is a pain, but it does work. Compatibility patches have to work that way, too.

If you use BOSS, you can declare your own personal mods' requirements in a userlist that supplements the communally-maintained modlist to keep the order consistent.

Posted by: Grits Jan 10 2014, 04:09 PM

Awesome, thank you. I do use BOSS, and I was pulling my hair out thinking about needing to check my load order every time I use it. Never occurred to me to tell BOSS what it needs to know. Thank you, ghastley! smile.gif



EDIT: OK, do I need BOSS Userlist Manager, or is this something I can do within BOSS? Im not seeing anything in BOSS I can fiddle with. Which is probably for my own good. tongue.gif


EDIT 2: Perhaps I should check in the BOSS User Rules ReadMe. D'oh! Going to dig and read...


EDIT 3: I DID IT! And nothing exploded. biggrin.gif Yay.

Now to deal with Hamal's unsightly axe. Hmm...

Posted by: ghastley Jan 14 2014, 06:17 PM

QUOTE(Grits @ Jan 10 2014, 07:38 AM) *

I just made a quick little mod to put pretty robes on the priestesses of Dibella in the Markarth Temple.

I have to confess to a strong temptation to reproduce the outfit on Dibella's statue for them - to be worn only in the locked-away part of the temple for ritual purposes. That would be a valid reason for keeping out the public! ohmy.gif


Posted by: Grits Jan 17 2014, 02:03 PM

And a reasonable incentive to check out the locked portion of the temple. hehe.gif I have a hard time starting The Heart of Dibella in a character-appropriate way. Except once Jerric broke in thinking that he was allowed, but he had only gained access in another of his games. rolleyes.gif Or maybe that was just his excuse.

Posted by: King Coin Jan 17 2014, 05:48 PM

Does Sam's quest deposit you in there?

Posted by: Grits Jan 17 2014, 06:01 PM

Just in the outer, public part of the temple. You have to engage in shenanigans to upset the priestess who then offers you The Heart of Dibella quest. Spoilers below.



Posted by: Grits Feb 10 2014, 09:08 PM

So Ive started using Wrye Bash profiles. I think Im doing it right. It seems that the profile thats active when Bash loads is the one whose mods are checked off in the mods tab. Then if I switch profiles I have to quit and restart WB to show the mods tab correctly for the different profile, though it seems that using the Skyrim launch button (or whatever its called) uses the newly active profile and loads the mods correctly.

Is there something Im missing? Is there something I should know to definitely not do? My ideas are starting to get complicated, and Im worried that Ive already sown the seeds of destruction. wacko.gif

Also Im afraid to run BOSS now since I dont know what it will do. Sort only the active profile? kvleft.gif

Posted by: King Coin Feb 10 2014, 09:18 PM

QUOTE(Grits @ Feb 10 2014, 02:08 PM) *

Also Im afraid to run BOSS now since I dont know what it will do. Sort only the active profile? kvleft.gif

BOSS will sort everything, but inactive mods won't have any effect on your game.

Posted by: ghastley Mar 21 2014, 07:22 PM

QUOTE(Grits @ Feb 10 2014, 04:08 PM) *

Also Im afraid to run BOSS now since I dont know what it will do. Sort only the active profile? kvleft.gif

BOSS is actually sorting them all, as the order is the same for all the profiles, which just determine which mods are active.

It pays to have a separate bashed patch for each profile (just rename it to match the profile after you build it), so that pieces of one load list don't get patched into another. That build only considers the active mods. All the bashed patches should get sorted to about the same relative location, but only one will ever be activated at any time.

You need to make sure the toggle on Wrye Bash locking the load order lets BOSS make its changes, or it won't do anything but show you the intended order for you to set up manually. You can also drag and drop on the mods tab in Wrye to change the LO, which is useful for temporary checks on your own (or other unknown) mods.


Posted by: Grits Mar 22 2014, 12:52 PM

Aha, that is exactly what was bothering me but I couldn't put my finger on it. Thank you! It took two cups of tea but now everyone has their own patch. Yay! smile.gif

Posted by: King Coin May 13 2014, 04:24 AM

Does anyone know if there is a mod that makes the food in Skyrim more beneficial? I am not looking for an immersion mod.

I would prefer one that changes most of them to have some buff that lasts for a while like venison stew or Elsweyr fondue.

Posted by: SubRosa May 13 2014, 07:29 PM

That would be nice. It would make the food more useful, since potions weigh less and are much more effective at healing, and I always get to a point where I have more potions than I can ever drink.

Posted by: King Coin May 13 2014, 09:27 PM

Yes, right now I see no point to carrying any of it except the stew and fondue.

Posted by: SubRosa Jun 18 2014, 07:00 PM

Does anyone know how to make the race/faction specific war paints available to all races? Once upon a time there was a mod that made them all available to every race, but the author took it down from the Nexus.

I have looked through the Construction Kit, and cannot even find the warpaints listed anywhere. Except in the Race entries of course. But even with those, there are warpaints listed in the race that you still cannot select during character creation. Like the Breton Race has the Forsworn tattoos listed, but you cannot pick them. They all have a Boeitath tattoo too, that you cannot use.

Posted by: ghastley Jun 18 2014, 07:06 PM

I think (I'm not on my CK machine right now, so can't check) that you look in the Headparts list and update the Valid Races for the ones you want to make available. It's similar to the way an ArmorAddon is checked off for the races that can use it.

The other possibility is that there are Formlists to associate Headparts with races, so check that category too.

Posted by: SubRosa Jun 18 2014, 07:12 PM

I found it. In the entry for each Race, in the Tint tab, the disabled ones just need you to go into each paint entry and set the Type to Paint. To add the new ones it looks like you just have to right click in the field, select new, and then manually select the .dds file. So I would have to unpack all the paint textures first.

Looks like a lot of work. Plus doing this affects the Race entries, which will cancel out any other mod I use that changes the Races. Decisions, decisions...

Posted by: ghastley Jun 18 2014, 07:49 PM

That may be the reason for others creating a "new race" just for that sort of thing.

Posted by: Acadian Jul 13 2014, 03:48 AM

Question: Any idea why some critter followers will follow you through doors and others won't? I haven't tested that many, but flame atronachs and sabre cats happily follow you through doors. Familiars, wolves and foxes simply wait outside until you come back out.

The reason I'm asking is that Buffy has a conjured fox - and it would be really neat if it would follow her through doors like her sabre cat does.

Posted by: SubRosa Jul 13 2014, 05:04 AM

I found when I created new homes no followers would enter them until I created navmeshes for the buildings. So if you are seeing this with a modded area, that might be the case. Though I doubt it. If a human companion will follow you somewhere, I would think a fox or sabre cat ought to as well.

Posted by: Acadian Jul 13 2014, 12:33 PM

No modded areas. It's definitely something different about the critters themselves. As I said, I haven't tested that many but here is what I reliably see:

Flame atronachs and sabre cats follow through doors.

Wolves, foxes, familiars (wolf) don't.

In Oblivion, critters needed an intelligence of 30 or higher to go through doors but obviously that doesn't translate to Skyrim. In the CK, I don't see any readily apparent 'follows through doors' or such box to check.

Edit: Did a bit more testing. Bears can be added to the list of critters that will follow you through doors. None of the canines though, it appears - not familiars, wolves, foxes; again, I'm wondering if there is something simple I could change so they would follow like the cats and bears do.

Posted by: Grits Aug 8 2014, 09:04 PM

Acadian, Ive been working on my Ulfe mod and I found something to check for your conjured critters who cant follow through doors. Open their race and look under the General Data tab. In the middle theres a check box for Cant Open Doors.

Now here I must emphasize that I dont know if allowing the summoned canines to open doors will let all of the wolves of Skyrim enter buildings. In my mod I made a separate race for Ulfe to avoid such exciting surprises. ohmy.gif Anyway I hope that helps!

Posted by: Acadian Aug 8 2014, 10:05 PM

Grits! You're my heroine! That worked perfectly. Sure enough the bear and sabre cat races have that box set so they can go through doors. My interest is in the fox race more than the dog and wolf races. Sure enough the fox race had the box set to preclude going through doors So I changed it for the fox race, tested it in game, and Buffy's little fox now follows her perfectly through doors!

We've been debating between sabre cats, bears and foxes. This is just our observations purely from a perspective of what best suits Buffy -

Sabre cats are too unreliable for Buffy. She's been hammered too many times while the cat is just deciding whether to get up from his nap or not. And he gets in the way of her bow by jumping up unpredictably.

Bears are actually quite reliable. Even though they sleep alot, they get up quickly to follow and stay close. They are big and can get in the way though requiring quite a bit of caution with Buffy's bow. They're also noisy, but we use a mod to dramatically lower the roaring and grunting volume of follower bears.

Foxes are incredibly attentive and reliable. They remind us of a clannfear in that they are reliable foe-seeking missiles. They rapidly inject themselves between Buffy and a foe and do a great job of keeping he foe occupied. They're small and stay low so shooting over them is easy. The fact that they do poor damage is actually good for Buffy and helps define their roles. The fox pins/distracts the foe in place so Buffy can do the killing. We've found that it makes for a superb team. Using the 'familiar visuals' like you helped me achieve simulates a magic shielding aura to account for the fact that our foxes take little damage (while also dealing out little damage). The biggest downside was that they couldn't follow through doors. Now they can! Another consideration is (as ever), Superian. A fox doesn't scare the other horses when Buffy pulls into a stable. tongue.gif

Another Superian consideration is that Buffy's critters are 'summoned' and 'unsummoned' by equipping and unequipping a ring - the primary benefit of that is that they can be 'summoned' from the saddle.

Anyway, thanks so much again for finding that gem of a tweak in the CK and posting it!

Posted by: SubRosa Aug 8 2014, 11:12 PM

Congrats Grits on lighting the bulb that illuminated that problem! Often the smallest, simplest thing is the one that is our stumbling block.

As ever, you make very concise observations Acadian. I found with Mielikki that the bears were also excellent summons. Even though like you noted, they are so big they can get in the way. I am reminded of Oblivion, where I found that the boars were an ideal summoning for an archer - because like the clannfears and Sky foxes - they went straight for the enemy. They were also so low to the ground that you can always easily shoot over their heads. The Sabre Cats in Sky are like the Lions in Ob. They have that nasty habit of jumping up right when you shoot.

Posted by: Acadian Aug 9 2014, 01:38 PM

Well, the 'can open doors' tweak has really helped Buffy's fox become more alive.

She's traveling with a very neat Bosmeri Bard companion named Anduniel, who is incredibly interactive and custom voiced with thousands of lines of professionally added dialogue and has her own story and quests. Sha has full sandbox AI and her own horse. Andie doesn't count as a follower, so Buffy can also travel with a vanilla follower of her choice. Right now, that is Brelyna.

Buffy has her fox, Andie summons a spriggan and Brie summons astronauts - so there is plenty of combat power.

Convenient Horses + King Coin's Followers Can Relax give vanilla followers full horse abilities and add sandboxing to thier AI - the combo really brings vanilla followers to life and we're very much liking it.

It's nice that Superian has the company of other horses, and a group of three means someone can always watch the horses.

Posted by: Grits Aug 9 2014, 02:11 PM

Im so glad that check box did the trick! I never considered a fox follower, but Buffys fox friend sounds wonderful. Im debating my next adventure in the Creation Kit. A fox animal follower/pet for The Boy (I found a texture that looks just like the one who lives in my back yard), a skeever follower, or a summonable Ghost Fox? A fox familiar would suit Darnand who is far more clever than wise, but the idea of a handsomely retextured skeever trailing along after him is just delicious. Also The Boy has a lot of summer homework and should not be encouraged to play Skyrim right now. Hmm.

Ive recently switched to Convenient Horses, and I just love it. My favorite feature is that now everyone rides their own horse. wub.gif

Another light bulb came on last night and I got Ulfe properly decked out in AleinSlofs Better Dogs textures. I just had to make a new texture set! Im still not sure what to do with the _s.dds file, though. Also Ulfe unexpectedly came along with Jerric without her recruit dialog, http://i.imgur.com/htaRqax.png. smile.gif


Edit: Lildereth has spoken up and shuffled my priorities. This is what happens when I leave her idle in Anvil for too long. Apparently Darnands inner Witch requires a stag familiar. Since theyve all learned to summon wolves with SubRosas Nature Summoning Lil thinks that a Ghost Fox might make a nice Conjure Familiar replacer. And the whole gang wants a pet skeever for Darnand. laugh.gif

Posted by: SubRosa Aug 9 2014, 05:59 PM

The new and regroomed Ulfe looks marvelous! She is much more colorful than the vanilla dogs.

A summoned stag sounds neat. I never thought to use one of the normally prey animals for a summoning. But it works really well. Even if poor Darnand ends up with a rat instead! You could name his Scabbers...

An _s.dds file is a specular map. It determines how shiny a surface is. The blacker the color looks in the file, the less shiny the finished product will be. Add it to your new Texture Set. If there is a Specular line in the little graph area up at the top, select it, then click on the button down below to select the _s.dds file. You will see its full path name show up in the Texture field right next to the button.

If the Specular line is not there, I am not sure how to add it in. When I added Specular Maps for my Deadwalker Race, I copied a vanilla race texture set, and it was already there.

Posted by: Grits Aug 9 2014, 07:38 PM

Thanks, Ive been holding on to that texture forever. Shes really beautiful in the game! I can see Darnand getting stuck in a hall between a spectral stag and Jerrics frost astronaut, lol. The fox familiar replacer was easy, so he might get his stag sooner than I thought. Oh, and funnily enough it seems that foxes are 0.6 scale. My first summoned fox was wolf sized!

Thank you for the specular map tip. Theres not a place for it in the texture set I made, so Ill look around for a different set to copy. In the meantime if Ulfes coat looks especially lustrous and shiny we can blame it on Jerrics refreshing http://i.imgur.com/5feaSIt.png. tongue.gif

Posted by: SubRosa Aug 9 2014, 07:58 PM

Orange for cleaning, aloe vera for moisturizing, and lavender for a nice scent. Perfect!

That reminds me, I have been thinking of making a cooking mod for Skyrim that adds more recipes. Not for straight healing, but for special effects. I was thinking Chicken Soup would be perfect for a Cure Disease. I would like to do something with the Gourds as well, since they are not used for anything in the game. Maybe some kind of squash dish. The same with green apples (Granny Smiths, or maybe Granny Steiners wink.gif).

Posted by: Acadian Aug 9 2014, 08:06 PM

Grits, I'm so glad you're having fun with critters! At 0.6, a fox is perfect to bite 'em on the knees while Lil shoots 'em in the chest. And I love the recipe for dog shampoo. Buffy and Jerric will have to swap recipes for grooming products. It's nice to see that, despite his rough edges, Abiene and Lil have him a little bit domesticated. happy.gif

Posted by: Grits Aug 11 2014, 01:15 PM

Found it! On the texture set page there are two check boxes, one of which puts a specular map entry in the list. Then you can click the entry and add the file. Thank you!

Id love to see some more useful recipes, especially ones that use squash and clams. It seems I always have clam meat available. I was thinking about Three Sisters Stew for the squash, but Skyrim lacks beans and corn. Doh! Chicken soup is perfect for Cure Disease.

Jerrics friends have noticed that his coat is more nicely scented and lustrous since he started caring for Ulfe. I suppose now that he has shampoo and a brush handy hes more likely to use them. tongue.gif Jerric could use Buffys advice for making shampoo in Skyrim. He starts off with juniper berries for astringent purposes but then he wants to add garlic for pest control! ohmy.gif


Posted by: SubRosa Aug 11 2014, 03:23 PM

When you said Three Sisters, the first thing I thought was the Inn in Leyawiin, with the three Khajiit sisters. The one who works, the one who worries, and the one is is mostly decorative. laugh.gif Then it clicked that you meant the Native American farming technique, which I even used in the TF!

Posted by: haute ecole rider Aug 11 2014, 06:55 PM

QUOTE(Grits @ Aug 11 2014, 07:15 AM) *

Jerrics friends have noticed that his coat is more nicely scented and lustrous since he started caring for Ulfe. I suppose now that he has shampoo and a brush handy hes more likely to use them. tongue.gif Jerric could use Buffys advice for making shampoo in Skyrim. He starts off with juniper berries for astringent purposes but then he wants to add garlic for pest control! ohmy.gif

OMG! So does that mean Ulfe's shampoo works on Big J because he's a dog, too? blink.gif

In any case, I'm thinking of creating a new recipe called Flea Repellent (after an ironically interesting conversation with a particularly Interesting NPC regarding her underappreciated canine companion). But first I need to find a Skyrim analogue for chrysanthemum. Works better than garlic and doesn't smell so bad! Though the garlic recipe would be useful against vampires . . . cool.gif

Posted by: Acadian Aug 11 2014, 07:37 PM

Add a few more hairs to Ulfe and you'd have a Nord! biggrin.gif

Posted by: Grits Aug 11 2014, 07:44 PM

laugh.gif

I do miss custom spell potion names. Cooking is a fantastic addition for roleplay, but we have a lot of fun in Oblivion with named potions.


Edit: Looks like I was tired. rolleyes.gif

Posted by: haute ecole rider Aug 17 2014, 06:00 PM

Hey everybody, I want to give dual casting a try.

The problem is that the mice I have don't support pressing both right and left buttons together - due to their physical configuration they support only either/or. So the dual casting, and the zoom perk in archery are lost on my character. She is beginning to experiment more with magic in this playthrough and I really want to give her that ability.

I do have a third-party mouse with distinct left/right buttons, but it is so jerky in its motion that I couldn't stand moving around the environment with it. So I went back to the standard Apple mice I have (Mighty Mouse, with a scrolling ball as the third button).

I tried searching on the Nexus to look for a mod that changes the way the mouse works when I'm dual equipped. I found http://www.nexusmods.com/skyrim/mods/5954/ that sounds perfect for what I want to do, but it requires ScriptDragon. So far I've avoided mods that require this, because I'm not sure just what it is or how it will affect my game. I'm currently using SKSE and SkyUI and love what they do for my gaming experience.

Is there a simple way to modify the game (such as an ini edit) that allows me to dual-cast, zoom in archery, etc with either a single button press or even using the third button (scroll wheel) on my mouse? I really like the smooth movement and responsiveness of my Mighty Mouse and would like to keep using it.

Thanks!

Posted by: SubRosa Aug 17 2014, 07:57 PM

Sorry, I didn't notice that you mentioned the scroll wheel. I thought it was the typical one button apple mouse that I used years ago when we had one at the computer store I used to work at. If it is the kind of scroll wheel that you can click like a button as well as spin, you might be able to map it to the left hand. Go to Controls, find the Left Hand, press space to select it, and then try clicking on your scroll wheel. It might work, it might not.

Posted by: haute ecole rider Aug 17 2014, 10:18 PM

Already tried that, it kept telling me it was already reserved.

I'm not sure if Boot Camp/Win 7 is reading that as a left/right button or if another mod in my load list is already using that. I haven't come across any actions that can be traceable to it, though.

Posted by: Renee Apr 12 2015, 04:02 AM

I just found an awesome plug-in the other day called http://www.nexusmods.com/skyrim/mods/56024/?, which adds a lot of new critters to the game, most of which are non-violent, or so I thought.

I've had a couple moose attack Claire, and I don't want this to happen, because I've been around moose when I lived on the west coast, they won't just attack humans. So I go into TES5 Edit, and try to see if I can change this. Oddly, moose are given an Aggression rating of Unaggressive, a Confidence rating of Cautious, Mood of Neutral .... nothing to suggest that they're anything but peaceful. Any idea how to fix this?


Posted by: Lopov Apr 12 2015, 08:39 AM

Was it a one-time occurrence or moose in general attack Claire?

I've been using http://www.nexusmods.com/skyrim/mods/9778/ which adds some new subspecies of animals as well, both hostile and non-hostile, however it's possible for non-hostile creatures to get aggressive if they get attacked and have to defend themselves. What I'm saying is, that it's possible that some other critter or enemy attacked and provoked these animals, that's why they're now aggressive towards Claire.

Posted by: Renee Apr 12 2015, 03:20 PM

QUOTE(Lopov @ Apr 12 2015, 03:39 AM) *

Was it a one-time occurrence or moose in general attack Claire?

I've been using http://www.nexusmods.com/skyrim/mods/9778/ which adds some new subspecies of animals as well, both hostile and non-hostile, however it's possible for non-hostile creatures to get aggressive if they get attacked and have to defend themselves. What I'm saying is, that it's possible that some other critter or enemy attacked and provoked these animals, that's why they're now aggressive towards Claire.


"I figured it out". biggrin.gif That was my motto for the year 2014, and it still pertains in 2015.

All I had to do was set the Moose's Awareness from Cautious to Cowardly, so it flees instead of stands its guard. I want to tweak this further though, because a large, 700-pound moose (or whatever they weigh) isn't going to just flee from a skimpy, 130-pound, snotty little elf. Ideally, the moose would just stand there, so I'm going to see if there are other options. I also want to see I there's anything which removes all the freeking bears in this game, especially in The Rift. XD There shouldn't be so many damn bears, and hardly anything for them to eat.

I read about Real Wildlife, but I'm trying not to add any more hostile creatures, and instead only focus on peaceful ones. That's how wildlife should be, lots of non-hostile critters, with only a few predators at the top of the food chain. New Animals & Fixes adds some hostile animals, but it focuses mainly on adding female versions of hostiles, and merely tweaks some of the males a bit.

Posted by: haute ecole rider Apr 12 2015, 08:26 PM

QUOTE(Renee @ Apr 12 2015, 09:20 AM) *

All I had to do was set the Moose's Awareness from Cautious to Cowardly, so it flees instead of stands its guard. I want to tweak this further though, because a large, 700-pound moose (or whatever they weigh) isn't going to just flee from a skimpy, 130-pound, snotty little elf.


Male moose typically weigh about 1000 pounds, though they can reach 1500 lbs. By comparison, white-tailed deer so prevalent around the US Midwest weigh in at about 300 lbs for the males and 125 lbs for the females (which explains why Errol Flynn can carry a full-grown buck across his shoulders - properly gutted of course). Horses in Cyrodiil typically run between 750 for Slof's and vanilla horses and 1500 lbs for Zira's horses. Skyrim horses are roughly between 1500 to 2000 lbs - they are heavy draft horses, after all.

Just sayin'. wink.gif biggrin.gif

Posted by: Renee Apr 13 2015, 12:20 AM

Yowza, well I was only off by ... 800 pounds. *whistles*

Posted by: SubRosa Apr 28 2015, 01:01 AM

This is not a mod question but an answer. Today I figured out how to make water transparent when viewed from above it and looking down into it. Go to WorldData -> WaterType, and you will see about two dozen different water entries. Open any one of them and go to the Fog Properties tab. Make sure the Above Water setting is toggled.

The two sliders to pay the most attention to are Fog Distance - Near Plane and Fog Distance - Far Plane. For water to be transparent from above, the Far Plane value has to be higher than the Near Plane. It does not take much. A little bit goes a long way here. Using the numbers rather than moving the sliders with the mouse works best here. I found that keeping the Near Plane at 0.0000 and the Far Plane at 300.0000 gives a nice amount of transparency. It is enough that you can see the bottom in places where the water is shallow enough to wade through without having to swim.

The Fog Amount also can be changed, but I found the value here did not make a huge difference. I wound up setting it all the way down to 0, and I still have quite a bit of fog in all the deeper area.

Posted by: haute ecole rider Apr 28 2015, 01:52 AM

You're talking about going into the CK, right?

I opened it up the other day for the first time. blink.gif Yowza! I couldn't for the life of me figure out how to navigate the darn thing, let alone look up a value for a specific quest!

Guess I have to find a good CK tutorial . . . rolleyes.gif

Posted by: ghastley Apr 30 2015, 09:15 PM

Has anyone used the Skyrim magical effects for Reflect Damage (Heavy Armor perk) or Absorb Spell (Atronach Stone/Perk) to re-create the spells they took away? Mellewen, being a Psijic acolyte, would like some more Mysticism spells/enchantments to go with her Absorb Health. Those two would be better as enchantments than spells, but "cast on self" would work as alternatives to the mage armour spells.

I may also create the Elemental Shield spells for her, which would work like Stoneflesh etc. but combine specific resistance to one element with the base defense, with each component being a bit lower. E.g. Stoneflesh gives 60 defense, whereas IceFlesh could provide 50 general defense + x points of resist frost. X wouldn't be 50, as the defense points cap at 576, not 85. Duration would stay the same. Mage Armour perk would affect only physical defense part. Magic resist would stack with Magic Resistance perk.

It would be fun to try and add a whole Mysticism skill tree, but I'm not sure I'm up for that.

Posted by: SubRosa Apr 30 2015, 10:41 PM

QUOTE(haute ecole rider @ Apr 27 2015, 08:52 PM) *

You're talking about going into the CK, right?

I opened it up the other day for the first time. blink.gif Yowza! I couldn't for the life of me figure out how to navigate the darn thing, let alone look up a value for a specific quest!

Guess I have to find a good CK tutorial . . . rolleyes.gif

The basics have not changed from the Oblivion Construction Set. So http://cs.elderscrolls.com/index.php?title=Category:Getting_Started is still relevant for things like the difference between an .esp and .esm file, how to save files, and so forth. http://www.creationkit.com/ is a good starting point for Skyrim specific stuff. Think of it as a user manual for the Creation Kit. It describes what everything does, and has many tutorials on things such as how to create a merchant, and so on.


QUOTE(ghastley @ Apr 30 2015, 04:15 PM) *

Has anyone used the Skyrim magical effects for Reflect Damage (Heavy Armor perk) or Absorb Spell (Atronach Stone/Perk) to re-create the spells they took away? Mellewen, being a Psijic acolyte, would like some more Mysticism spells/enchantments to go with her Absorb Health. Those two would be better as enchantments than spells, but "cast on self" would work as alternatives to the mage armour spells.

I may also create the Elemental Shield spells for her, which would work like Stoneflesh etc. but combine specific resistance to one element with the base defense, with each component being a bit lower. E.g. Stoneflesh gives 60 defense, whereas IceFlesh could provide 50 general defense + x points of resist frost. X wouldn't be 50, as the defense points cap at 576, not 85. Duration would stay the same. Mage Armour perk would affect only physical defense part. Magic resist would stack with Magic Resistance perk.

It would be fun to try and add a whole Mysticism skill tree, but I'm not sure I'm up for that.

I cnanot say I ever tried them. The elemental shields sound like wonderful ideas.

Posted by: Grits Apr 30 2015, 11:17 PM

I havent but I second SubRosa in that these sound like wonderful ideas. For the longest time I actually thought that the flesh spells provided some magic resistance as well as the AR increase.

Ive been meaning to take a crack at an Absorb Spell enchantment to recreate Jerrics ring of Hump You Fetching Mages. Ill see what I can come up with tomorrow. (Right now there is a growler of mosaic pale ale calling my name.)

Posted by: Grits May 1 2015, 02:05 PM

OK, heres a start. I made a spell absorption spell and enchantment and put them on a ring and a novice level Alteration spell. The enchantment can be placed on the same items as Resist Magic. Everything in the CK can be found by searching Grits, and the ring and spell tome can be found in-game by searching Absorption (not Absorb).

Heres a dropbox link for the esp in case anyone wants to use it for anything: https://www.dropbox.com/s/zxcwdz6653w4esf/SpellAbsorption.esp?dl=0. I hope it helps!

Posted by: ghastley May 1 2015, 03:10 PM

QUOTE(Grits @ Apr 30 2015, 06:17 PM) *

For the longest time I actually thought that the flesh spells provided some magic resistance as well as the AR increase.

Mellewen found out the hard way trying to take on Otar in Ragnvald. That's why she asked for a slightly different spell. I'll give your absorption a try this weekend, and see if I can make some others.

I don't think it's possible to add a whole new Skill Tree for Mysticism, and even replacing one (such as Lockpicking, which I never use) would need tools I don't have. So the spells will have to be connected to the other schools for now.


Posted by: haute ecole rider May 1 2015, 05:01 PM

QUOTE(SubRosa @ Apr 30 2015, 04:41 PM) *

QUOTE(haute ecole rider @ Apr 27 2015, 08:52 PM) *

You're talking about going into the CK, right?

I opened it up the other day for the first time. blink.gif Yowza! I couldn't for the life of me figure out how to navigate the darn thing, let alone look up a value for a specific quest!

Guess I have to find a good CK tutorial . . . rolleyes.gif

The basics have not changed from the Oblivion Construction Set. So http://cs.elderscrolls.com/index.php?title=Category:Getting_Started is still relevant for things like the difference between an .esp and .esm file, how to save files, and so forth. http://www.creationkit.com/ is a good starting point for Skyrim specific stuff. Think of it as a user manual for the Creation Kit. It describes what everything does, and has many tutorials on things such as how to create a merchant, and so on.


Thanks, I've bookmarked the CK wiki. If I get sick again, I'll spend some time there! Right now I'm too busy playing Alise's fourth foray through Skyrim. She really pwns this game! The other site you provided has been in my bookmark list for the longest time, it's how I was able to mod Gweden Farm into Julian's Homestead after completion of the Sirens quest. At this point in time I'm not finding anything in Skyrim that I'd like to fix that isn't already provided by an existing mod.

Has anyone played the Civil War Overhaul? I'm thinking about pursuing the CW storyline with a different character (Alise has zero interest in this), and I keep hearing stuff about how disappointing the vanilla version is.

Posted by: Grits May 2 2015, 10:40 PM

I made a little Resist Magic on Self spell for the Restoration school this morning. I used the AlchArmorMagicaFXS Hit Shader, which I think http://i.imgur.com/R40Q5kD.png, but Im still tweaking everything else. Darnand has jumped on the new spell bandwagon (Apprentice born) and would like a Shock Shell spell. I think the AlchArmorShockFXS would look neat for that.

One comment about the Absorb Spell enchantment, it seems to work on NPCs which is not necessarily good. A bunch of mods use magic effects to do their thing with followers, so NPC Jerric had an absorption cloud swirling around him pretty regularly even out of combat. Now I remember why I didnt give him the Atronach ability as an NPC.

haute, sorry I've never tried a Civil War overhaul. The vanilla progression does get a little tedious.



Added: Darnand put Jerric on his knees twice tonight with his dual-cast fire spells, so I made him a Resist Fire on Other spell. I dont know if it will actually help a follower, but the enchantment supposedly does work for NPCs so I have hope. Anyway http://i.imgur.com/YLw3X7K.png.

Posted by: Renee Apr 28 2020, 10:57 PM

Thread Necromancing ... Activate. emot-ninja1.gif

Does anyone know of a mod or program which tells us what adds something into my game? For instance, let's say there's an object which I know is not vanilla. I click on the item and it'll tell me where it came from. Maybe the console can handle this, but I wonder if anyone's made some sort of mod which can do the same.


Posted by: SubRosa Apr 29 2020, 01:03 AM

Open the console and click on the item in the game. That will give you the ID of the item or person. Check the first two digits. That will tell you the load order of the mod it comes from. Then look in your mod manager, and see what mod is loading in that spot.

I am not sure if the vanilla console will give you the IDs or not. I use https://www.nexusmods.com/skyrim/mods/44596, which gives you lots more info through the console than the vanilla game. Including the name of the mod an object comes from.

Posted by: Renee Apr 29 2020, 06:00 PM

Gracias senora. cake.gif

Posted by: ghastley Apr 29 2020, 06:25 PM

If you have a name for the item, then "help xxnamexx" will often give you the same ID info, even if you can't pick it. Running multiple screens breaks cursor selection in console mode for me, and there may be other thing that do the same, so I resort to that often. It's easiest for NPC's, who have obvious names, but can work for other stuff, if the mod author named logically. The operand of the help command will match substrings of the names, so "help boots" would find "Joe's boots of grunge" - among a lot of others, of course.

Posted by: Renee Apr 30 2020, 06:52 PM

Thanks good to know. So that would help with objects like houses maybe, which can't be physically taken.

Posted by: Lopov May 2 2020, 10:11 PM

Any ideas what must be changed in the Skyrim CK to allow having multiple radiant quests from e.g. Companions active at once? I guess the same applies to other radiant quests within the same faction.

Thanks.

Posted by: Renee May 3 2020, 04:17 PM

Now that's a can of worms. Ew.

I guess it depends on how the quest was written. The way I've written radiant quests in Vyvoor's game, no, they are not all active at once, because this would cause the quest to go haywire. But I wrote it that way so one thing could get done at a time.

Are you thinking of your Companions mod? What's its name? Maybe I can DL it, and also look at it and try to discern how it's been structured. Otherwise, ghastley can answer better than I can.

Posted by: ghastley May 3 2020, 06:19 PM

QUOTE(Lopov @ May 2 2020, 05:11 PM) *

Any ideas what must be changed in the Skyrim CK to allow having multiple radiant quests from e.g. Companions active at once? I guess the same applies to other radiant quests within the same faction.

Thanks.

The problem is that it's not multiple quests, it's the same quest running with different aliases. So the only way to do it is to make it into multiple quests, which then need distinct way to start them, or you end up getting the same one every time again. It's a laborious process to create the parallel quests, which is why they made them radiant to start with.

There's no setting involved, as the engine just can't run two copies of the same quest at the same time.

Posted by: Renee May 4 2020, 01:30 PM

QUOTE(ghastley @ May 3 2020, 01:19 PM) *

There's no setting involved, as the engine just can't run two copies of the same quest at the same time.

Yeah, this.

Well I guess I should ask: are these quests all coming from the same NPC? You said the same faction, Lopov, and I am assuming you are talking about that mod you've got in your Companions hall.

Posted by: Lopov May 9 2020, 02:35 PM

I meant radiant quests given by different Companion leaders (Aela, Vilkas, Farkas or Skjor). I don't run any mods in this regard, I only use a mod that increases the number of radiant quests that must be completed between main quests.

Posted by: Renee May 12 2020, 01:03 PM

OH I see. I don't know. I would think they'd all have quests to offer at once (the way Vex and that other NPC in the Thieves Guild do), although it's been too long, and I don't remember how Companions handled this because I completed that quest line way back in 2012 or 2013. What does UESP say?

If they're all supposed to offer quests at once but aren't doing so, I would blame that Companions quest mod you've got. It's already caused problems.

Posted by: Lopov May 12 2020, 05:13 PM

It's what ghastley said, you can't have multiple quests active at once, because it's basically the same quest you're getting. The mod I've been using, just increased the number of required radiant quests completed to trigger the next main quest.

But thanks anyway, I already left Skyrim behind.

Posted by: ghastley May 12 2020, 05:30 PM

For anyone else interested, the Companion quests and the Bounty quests both seem to be controlled by the Story Manager starting them if the conditions are met, when a Location Change event happens. The quests themselves don't restrict anything, but make sure the dialog isn't offered if the quest can't be given.

SM stuff is not simple. I added the Rescue Greta quest for my Succubus mod that way, and would not want to repeat it.

Posted by: Renee May 12 2020, 07:17 PM

QUOTE(ghastley @ May 12 2020, 12:30 PM) *

SM stuff is not simple.

MM hmm to this! I managed to figure it out for my one idea (repeatable bounty quests) but it took me months.

Posted by: haute ecole rider Jul 7 2020, 02:18 AM

Hey, I finally started playing Skyrim SE on BootCamp, and it plays beautifully! All modded out as per STEP Guide, and everything is smmmooooooth and gorgeous!

But one thing I miss (having played ESO) are dresses/gowns that double as light armor. Is there anything like that in SKyrim? I love the look of the various noble clothing, but nothing comes close to a proper gown and still has a better than 0 armor rating.

Posted by: SubRosa Jul 7 2020, 03:42 AM

I don't think there are a lot of dresses and gowns for Skyrim. It is usually actual armor or bdsm wear. The https://www.nexusmods.com/skyrimspecialedition/mods/37878 is kind of like a gown, but it is all armored.

There was an Elven Dresses mod for regular Skyrim, but I don't think it ever got exported to SE.

There is https://www.nexusmods.com/skyrimspecialedition/mods/4937. It is not gowns, but some are quite feminine.

Posted by: haute ecole rider Jul 7 2020, 02:20 PM

Well then, here’s a thought: is it possible to take some of my favorite clothing in game and give them an armor rating equaling that of a full set of mid level armor?

Posted by: SubRosa Jul 7 2020, 06:50 PM

Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.

Posted by: macole Jul 7 2020, 07:49 PM

QUOTE(SubRosa @ Jul 7 2020, 12:50 PM) *

Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.

Would that method change all instances of the item in the game? What if I want to make an unique item?
When playing Morrowind, I made mods to alter garments, armors, and weapons by copying textures and meshes, renaming, altering stats, re-pathing the file structure, and placing the new unique creation in a game location. I was really happy with my meager accomplishments but um, I didn't know what I was doing (still don't) and may have cause myself more work than what was necessary.

Posted by: SubRosa Jul 7 2020, 08:24 PM

QUOTE(macole @ Jul 7 2020, 02:49 PM) *

QUOTE(SubRosa @ Jul 7 2020, 12:50 PM) *

Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.

Would that method change all instances of the item in the game? What if I want to make an unique item?
When playing Morrowind, I made mods to alter garments, armors, and weapons by copying textures and meshes, renaming, altering stats, re-pathing the file structure, and placing the new unique creation in a game location. I was really happy with my meager accomplishments but um, I didn't know what I was doing (still don't) and may have cause myself more work than what was necessary.

Yes, it would change all the items in the game. If you want it to be unique all you have to do is make a copy of the original by changing the ID. I suggest putting a 0 at the start of the new ID's name, as that will automatically sort it at the top of every list.

The game will say that you changed the Form's Editor ID, and ask if you want to Create a New Form? Say yes, and it will create a new record with the new ID you entered.

Posted by: haute ecole rider Jul 8 2020, 02:30 AM

What? You didn’t port your Animal Friends Mod to Skyrim SE?? sad.gif

Posted by: SubRosa Jul 8 2020, 04:46 AM

I don't have SE. I do not like the things it adds.

Posted by: haute ecole rider Jul 9 2020, 01:27 AM

Like what? I am curious - I am enjoying it so far, but I like hearing others’ opinions as well.

Posted by: SubRosa Jul 9 2020, 06:53 AM

I hate the depth of field effect. It just makes half the screen look blurry to me. I hate the godrays. The effect makes everything look hazy, because the game needs that haze to see the rays of light through. That is all I can think of off my head. I had to find ways to manually force all of that stuff off with Fallout 4.

Posted by: haute ecole rider Jul 9 2020, 02:52 PM

Ah, I see - the ENB type stuff then. I understand, when I first noticed the DOF, I was like dafu—??

With my sucky eyes and even more sucky old glasses it’s not something I notice so much, but maybe when I get my left cornea fixed and get new glasses . . .

When I set it up, though, I did see an ini line for that, you can decrease it to zero, I believe.

Now for the God Rays, I’m not so sure of that, but yeah, I get the haze can be irritating when you’re trying to spot a skeleton on a distant mountainside. For some reason I always have such a difficult time seeing skeletons. And Ice Wraiths . . .

Posted by: Renee Feb 15 2021, 08:44 PM

Is it possible for scripts to be installed into a BSA file?

I am asking because I have Vigilants of Stendarr Quests, which has some problems with stages not setting and just generally, some stuff works, some stuff obviously does not work. "Come speak to me when you're ready" the mod's main NPC says. So I do this, and there's no new dialog. My character waits, my character sleeps, my characters goes outside and waits. Sometimes, all this waiting/sleeping will cause missing dialog to suddenly show up.

So I go into the mod's .esp file and notice all of its scripts are missing. In its Papyrus Script boxes, it'll say ; CODE NOT LOADED over and over. But no scripts! The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.

Posted by: Renee Feb 16 2021, 01:13 AM

Well, what you should do is check out the Loose Files archive that the mod author provided. Therein lies your answer.

Posted by: macole Feb 16 2021, 05:59 AM

QUOTE(Renee @ Feb 15 2021, 01:44 PM) *

*
The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.

But what if the mod author doesn't provide the loose files?
BSA Browser is a good program that I've used for cracking BSA's. It should work for all Bethesda games except ESO. It does come in handy searching for suspected missing textures and meshes. When I was playing Skyrim, I used BSA Browser a lot to grab armor and weapon resources to make custom arms and armors.

Posted by: Renee Feb 16 2021, 02:09 PM

QUOTE(macole @ Feb 15 2021, 11:59 PM) *

But what if the mod author doesn't provide the loose files?


In this case, David Brasher (mod author) did provide them. smile.gif I was not aware of this at first.

QUOTE

BSA Browser is a good program that I've used for cracking BSA's. It should work for all Bethesda games except ESO. It does come in handy searching for suspected missing textures and meshes. When I was playing Skyrim, I used BSA Browser a lot to grab armor and weapon resources to make custom arms and armors.

Oh nice, do you have a link? I've never broke open a BSA before, but tegeus-Cromis did one time for me, for Kvatch Rising. I don't understand. Why do modders try using .BSAs if they seem to have problems like this?

Like I said, the mod author for Vigilant of Stendarr Quests did provide a .BSA, but I didn't realize he also left an archive full of loose files as well. The installation instructions said nothing about this though, so for about 5 years I've been wanting to try this mod, but had no idea why it didn't work. rolleyes.gif

Granted, I'm still learning about modding, even though I've been PC gaming for 7 years now, I don't know everything.

Posted by: ghastley Feb 16 2021, 05:36 PM

QUOTE(Renee @ Feb 15 2021, 02:44 PM) *

Is it possible for scripts to be installed into a BSA file?

I am asking because I have Vigilants of Stendarr Quests, which has some problems with stages not setting and just generally, some stuff works, some stuff obviously does not work. "Come speak to me when you're ready" the mod's main NPC says. So I do this, and there's no new dialog. My character waits, my character sleeps, my characters goes outside and waits. Sometimes, all this waiting/sleeping will cause missing dialog to suddenly show up.

So I go into the mod's .esp file and notice all of its scripts are missing. In its Papyrus Script boxes, it'll say ; CODE NOT LOADED over and over. But no scripts! The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.


Two answers here:
1. Yes, the .pex files can be included in the .bsa archive.
2. But when the CS is trying to load them, it's looking for the .psc ones. Papyrus SCript files get compiled into Papyrus EXecutables when you hit the compile/save buttons. depending on where you're doing it. You don't have to include the .psc files in a working mod (although most authors do so). And the .bsa could have them, but in the wrong place,depending on how the archive was built. Even Beth could not get it straight, with DLC source in subfolders where the CS doesn't look.

Posted by: Renee Feb 16 2021, 09:31 PM

Ha, that's interesting. Go figure. Yes, that is one thing which I remember... at first I thought the David Brasher team simply forgot to install any scripts. So I began trying to write my own (setstages and such) but then I also realized that some other gamers posting on that mod's page seemed to have no problems getting it to run. David Brasher is a name I know from Oblivion, I've got about a half-dozen of his mods in OB, so I feel I can trust his work.

But when I was trying to write my own scripts, I do remember the CK kept complaining bout missing .PSCs (maybe it was missing .PEXs ... something like that). I still don't really get why BSAs are used then (except by Beth themselves) but at least I solved my own problem.

Posted by: ghastley Feb 16 2021, 09:56 PM

The main reason for mod authors to use .bsa files is that they get loaded in the same order as the .esp's so things all overwrite together. Load order can be swapped around until things work, but with loose files, install order is what matters, and that's a lot more work to correct. Having something like Wrye Bash helps with that, but it's still more work that adjusting load order.

Posted by: Renee Apr 4 2022, 10:34 PM

What Pose mods do you all use for Skyrim?

I've looked at several already, but some of them make me nervous because of all the stuff which are required. Maybe this is the nature of pose mods, but which ones do you use? (This way I'll know what's safe and what I should avoid).


Posted by: SubRosa Apr 4 2022, 10:43 PM

I use Puppeteer Master, which does not have any special dependencies. It uses only the vanilla poses, and gives you a figurine that you click on to apply them to yourself, and a spell to use them on others.

Posted by: Renee Apr 4 2022, 11:05 PM

Awesome, thanx.

Posted by: Renee Jan 21 2023, 08:55 PM

Does anyone know if there's something which makes NPC lips move, even if dialog is silent?

For Oblivion we had https://www.nexusmods.com/oblivion/mods/16622, for instance. Anything like this for Skyrim (old version, not SE)?

Edit: Never mind. Found something.

Posted by: TheCheshireKhajiit Feb 13 2023, 08:23 PM

Hey guys, I’m trying to add items from a mod into my character’s inventory with console commands. I type in “player. additem [item’s ID I got from the creation kit] [1]” but it doesn’t recognize the ID. I think I read somewhere that it will have other numbers in front of the editor ID based on its position in the load order, so that may be why it doesn’t recognize the editor ID. Any advice for finding the actual editor ID?

Posted by: ghastley Feb 13 2023, 08:36 PM

The first two hexadecimal digits of the id are determined by the load order. Typically, they show as 02 or 03 when you look in the CK, as you only have Skyrim.esm and Update.esm loaded at that time. If you know where the mod is in the load order, you have the whole number.

If you know the name of the item, it’s usually easier to type help “item name”, with the quotes around the name, and pick the one where last digits match what you know, if it’s not unique.

The new esl format tweaks that a bit. For those the first two digits are FE, and then the third and fourth are load order determined. That kind of mod can only use the last four digits.

Posted by: Renee Feb 13 2023, 09:33 PM

Right, you don't need to use those messy number-oriented ID names, you can just type player.additem FoodMead 10

Hmm... of course, "FoodMead" is how the Creation kit defines the base ID. You'd have to get into the Creation Kit to know that name. Because oddly, UESP doesn't use those easier-to-read names, they've only got the codes. rolleyes.gif

Posted by: ghastley Feb 13 2023, 10:40 PM

QUOTE(Renee @ Feb 13 2023, 03:33 PM) *

Right, you don't need to use those messy number-oriented ID names, you can just type player.additem FoodMead 10

Hmm... of course, "FoodMead" is how the Creation kit defines the base ID. You'd have to get into the Creation Kit to know that name. Because oddly, UESP doesn't use those easier-to-read names, they've only got the codes. rolleyes.gif

And if you’re trying to find an NPC, then they have a name, a short name, and an editor id, which can be the same, but usually are not. Only the editor id needs to be unique, as some characters exist more than once, and one gets disabled, and a replacement enabled, as a quest progresses. And then there are Base ids and Reference ids, which are the hex strings, on top of that. If an NPC is a generic guard or bandit, there can be multiple instances of the base id, with ref ids starting with FF, created when they spawned.

At least with most items, you’re looking for the base id, so you can get one. The one that is put in your inventory gets a fresh FF series id, and weapons and armor get new ids as you improve them.

Some of those item names make no sense, too. There is no item called “gold” but there is a “gold01”, possibly because they were going to have piles of different amounts, but put them in bags instead. Some gloves are called gauntlets, and vice versa.

Have we confused you enough yet? laugh.gif

Posted by: TheCheshireKhajiit Feb 13 2023, 11:52 PM

Wow, thanks guys! I didn’t know we could just type the item name into the player.additem command! Greatly appreciate the info!

Posted by: Renee Feb 14 2023, 03:44 AM

QUOTE(ghastley @ Feb 13 2023, 04:40 PM) *

Some of those item names make no sense, too. There is no item called “gold” but there is a “gold01”, possibly because they were going to have piles of different amounts, but put them in bags instead. Some gloves are called gauntlets, and vice versa.


I just read about Gold001. Yeah, there were supposed to be other quantity choices, or something.

There is also F. Literally the letter F. Player.AddItem F 300 adds 300 gold to the player. blink.gif Why the letter F? On the Period Table of Elements gold is AU. Wouldn't Player.AddItem AU 300 make at least some sort of better sense? whistling.gif


QUOTE

Have we confused you enough yet? laugh.gif

Modding. Quest-writing. World-building. Such a strange activities we've chosen for a hobby. Modding can be fun at first. Then it gets frustrating. Confusing. Daunting. Aggravating!


Posted by: SubRosa Feb 14 2023, 04:33 AM

In this context F is a number in the hexadecimal number set, not a letter. Hex goes 0-9, then continues with A-F. So it is a base 16 number set, rather than our standard base 10. For example F in Hex is the same as 15 in decimal. A lot of programs use Hex.

Posted by: Renee Feb 14 2023, 03:32 PM

Nice. I did not know that.

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