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Everything posted by delgathar
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[WIP] Skykids - Child races & other technical goodies - No more armor patcher! New CotS R2 Race!(6/22/15)
delgathar replied to en_hawk's topic in Downloads - Skyrim Non Adult Mods
You can open up tes5edit with all mods active and type "kids:" no quotes in the search box. -
[WIP] Skykids - Child races & other technical goodies - No more armor patcher! New CotS R2 Race!(6/22/15)
delgathar replied to en_hawk's topic in Downloads - Skyrim Non Adult Mods
They are from a CotS armor pack, or a CotS combo pack. Try installing the pack again, or redownloading it. -
armor mods not showing up in crafting menu
delgathar replied to slackjaw's topic in Skyrim Technical Support
a lot of x117 mods simply lack previews. Changing to skykids wouldn't have affected crafting previews. -
neck seams can be a lot more noticeable in certain shades of light. Try going to where you usually check the neckseam and see if it fades out. Sometimes the face will have slightly different subsurface scattering or handle shadows differently.
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armor mods not showing up in crafting menu
delgathar replied to slackjaw's topic in Skyrim Technical Support
could I just copy and rename an armor_0.nif to armor_go.nif ? -
Maybe you guys will have more input. Very Unstable Skyrim with Xp32
delgathar replied to nafeasonto's topic in Skyrim Technical Support
one basic thing is to make sure your left panel mod order is the same as your right panel order. Also, lots of mods have several install options. You might have installed a mod then later installed a mod that the first mod has a patch or install option for. So sometimes installing one mod requires a re-install of another mod, even if it is up-to-date. I'm unstable a lot, and usually fixing it requires that I start from the top of my mods in the left panel and do a visit nexus for each one to make sure there aren't any mod conflicts or patches -
Looks like I just got lucky. http://www.nexusmods.com/skyrim/mods/68653/? The original creator re-released
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I found this witch's hat I'd like to wear, but my hair goes right through it. It doesn't matter what hair mod I use so I figure the problem is with the hat not my hair. Is there some setting that I can modify with nifscope somewhere to prevent hair from clipping through? Thanks.
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@Kendo Yes, it is the hat. It doesn't matter what hair I use it clips except the bald and shadow head Ok, I've tried modifying the had in Outfit Studio but it keeps telling me one of the vertices has no weight. There is also the problem that I can't seem to load a sample head to check as I modify the mesh. I've tried loading a reference of the hair, but the hair appears maybe 8 feet above the hat, which is no good as a reference. The studio seems totally focused on body mods, and I'm having trouble finding any documentation on exceptions for modifying hats. So far disabling X mirror, Auto normals, and smooth seam normals first thing seems to be a good idea. I don't know what to do with the unweighted vertices. I've tried inverting mask but there isn't anything visible unmasked anywhere to weight.
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There are no nifskope partitions, no dismemberment at all. Unfortunately, the I haven't found a tutorial yet on ADDING this information, they are all about modifying existing partitions. I've tried adding Body parts hair or longhair in tes5edit, and adding 31 made my hair disappear completely, longhair did nothing.
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Thank you. I guess I'll download Bodyslide, although I thought it had to have an xml to modify armors...
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Here's a pic. The hat is already pretty big,..
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[WIP] Skykids - Child races & other technical goodies - No more armor patcher! New CotS R2 Race!(6/22/15)
delgathar replied to en_hawk's topic in Downloads - Skyrim Non Adult Mods
SK_COTS_TES5_Scripts.zip OK, These are the edited tes5 scripts for COTS. Use them as according to the OP directions, but without the manual editing part. I tested it by installing Eyes of Aber and can now select about 600 eyes as opposed to 12. edit- I thought 600 was a bit much. Went back, apparently all the highelf/woodelf/etc eyes got added too for a lot of duplication. I went back and deleted all the male eyes and the elf eyes and have a much smaller list. But still a lot bigger than 12 -
[WIP] Skykids - Child races & other technical goodies - No more armor patcher! New CotS R2 Race!(6/22/15)
delgathar replied to en_hawk's topic in Downloads - Skyrim Non Adult Mods
So to give the new COTS R2 version a try, I did a racemenu preset save of Iria on the LEFT, and saved her face in sculpt menu. Both were required. Without the face save it was still a little wonky. RCOTS changed the facemarks to accessories, so I lose the glasses and get a standard mole. I also replaced the skin textures with fair skin but did not change the face textures. Skykids cots is on the right. I'm impressed. Now if I could find the mod the glasses come from, or find a glasses mod that fits unp.... edit - I'm not allowed to add image extention but I can attach images? Could someone explain? -
Modding Question... fantasy overhaul...
delgathar replied to ColdFlamme's topic in Skyrim Non Adult Mods
What do you mean you can't get the right thing? Are you trying to create a look you saw in someone else's screenshot? Or do you just mean you can't get the look you are trying to create. If the first option, try posting a screenshot or asking person you got the inspiration from. If the second, all you can do is just keep trying different things. I'd recommend trying the texture mods separately and not all together. One dungeon overhaul might have the best floors, while another mod has better walls. So you'll just have to, over time, load a mod, play through, remembering or writing down the aspects you really liked. And the ones you did not, set to mohidden in MO If you like bleak enb you might also want to give Noir ENB fogbound a try. -
Hello, I had trouble adding a keyword, then I read to add an alias, attach the keyword to the alias, then force the alias on the player. CAE_EnableAlias.ForceRefTo(PlayerRef) It worked. But now how do i get rid of it? I've tried the clear() function but I just get compiler errors. "None is not a known user type" "CAE_EnableAlias is not a property on script actor or one of its parents" CAE_EnableAlias.PlayerRef.Clear() PlayerRef.CAE_EnableAlias.Clear() PlayerRef is not a property on script referencealias or one of its parents Now CAE_EnableAlias.Clear() gives no errors, but it doesn't seem to work either. I was still showing the keyword after it should have been deleted. Thank you.
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How to remove a keyword by script?
delgathar replied to delgathar's topic in Skyrim Technical Support
Is there some kind of delay, because I used CAE_EnableAlias.Clear() first. I double checked the logic but it didn't remove the keyword, that was why I tried the other options. Thank you. -
Steam Skyrim/SKSE Issue (CTD after bethesda logo)
delgathar replied to Larryna's topic in Skyrim Technical Support
1250 saves? Clean your save folder like Whoa! Try to keep under 100 in the folder. You can archive them somewhere else if you don't want to delete. -
How to remove a keyword by script?
delgathar replied to delgathar's topic in Skyrim Technical Support
Thank you -
When should I create a new quest as a script container?
delgathar replied to delgathar's topic in Skyrim Technical Support
Thank you. I'm going to spend some time mulling over what you said now. -
When should I create a new quest as a script container?
delgathar posted a topic in Skyrim Technical Support
Hey, Another Noob scripting question incoming. I've finished my MCM status window that I'm using as a control. Now I want to create perks and scripts for various checks to activate OnItemAdded etc.. I'm figuring now is the time to go ahead and set the MCMquest aside and make another script container quest. Is a script container quest necessary or just better from an OOP perspective? Or should I just keep everything tied to my MCM quest? The creation kit tutorial and most quest tutorials are for making standard quests. What about container quests. How can some of the quest options e.g. Quest Data, Quest Stages, be useful or be made useful for a background utility quest? Thank you. -
I had this problem. It affected every save I had until I went far back enough to find one it didn't. My location was different, but it ended up being related to a location based quest. Since I did the location out of order the quest crashed my game. Basically think I entered a cave without discovering it first, so I cleared it, went to town, and when I left the town, I tripped the discover trigger, which triggered a quest, that crashed my game. The papyrus logs were essential to tracking down the cause. But nothing stood out until I started turning off scripts and cleaning my save. before I turned of zazanimation pack the log was a total mess. What I did was create a clean save with no mods at all, went to the place, and it STILL crashed! But at least with no mods loaded the papyrus log made it easier to find the cause.
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When should I create a new quest as a script container?
delgathar replied to delgathar's topic in Skyrim Technical Support
Alright, so it sounds like adding a stopquest to my MCM menu is the most uninstall friendly way to make my mod. Thank you. I am just not understanding how Aliases are used here. I understand alias as "instead of" so AV is an alias for ActorValue But when I look at alias scripts, they seem completely different. Examples from another post in LL by B3lisario to help another modder. Don't worry the examples are short. Main Script example: Scriptname AE_Alias_Script extends ReferenceAlias AE_Quest_Script Property QuestScript AutoEvent OnPlayerLoadGame() QuestScript.CheckArmors()EndEventEvent OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) QuestScript.CheckArmors()endEvent Somewhat germain because I'm making my own CheckArmors() function to make sure only cloth is worn. So alias scripts aren't just doing the same thing or changing the name, they have a different purpose. So, what is the purpose of an Alias script? The wiki tutorial is all about an alias to a normal quest, but I don't see the correlation to a utility quest. Thank you. -
When should I create a new quest as a script container?
delgathar replied to delgathar's topic in Skyrim Technical Support
Thank you. In reference to what I read in Redit "If you attach scripts to a quest alias (such as the player alias), as soon as the mod is uninstalled, the quest stops running, the alias no longer exists, and the script is automatically dropped. Clean uninstall. This applies to any type of quest alias and is extremely useful." Does this mean it is better to create a player alias in my Quest Aliases tab and add scripts in the Papyrus Scripts box as opposed to adding them in the scripts tab? I'm assuming that I need to add a playeralias to my quest if I'm going quering player info and making adjustments to speed etc. Can I leave the scripts tab entries blank and put everything under PlayerAlias? Thank you. -
The other way around. Load PcaPP normally. Run patcher, but if CTD, then option individually different PCaPP patches. Figuring out Perma bugs is a pain because of the 1 hour or so delay waiting for the patcher to run.
