statmonster
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Everything posted by statmonster
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Note that the actual code pointing to your texture is in BSSahderTextureSet, which you can see if you click on the little triangle to the left of BSLighterShaderProperty in the left pane of NifSkope. If you click on BSShaderTextureSet and click on the triangle to the left of Textures in the bottom pane you will see a bunch of strings in the Value column pointing to the textures your mesh uses. It might be easier to directly edit these lines but I'm not sure if that would carry over all the data you want from the source.
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To be able to use all three of Cabal's Glass textures and his ESPs with a custom mesh the key is to use NifSkope to replace the BSLighterShadingProperty of the mesh you want to use with the BSLighterShadingProperty pointing to the texture you want to use from another mesh. (Note the BSLighterShadingProperty's should point to a texture compatible with that mesh.) 1. Install aMidianborn Glass Variants or Lore versions using MO and install the mesh you want to use (such as the Female UNP Armor BBP meshes in SR). 2. Download and install NifSkope (https://sourceforge.net/projects/niftools/files/nifskope/) version 1.1.0 3. Navigate to the mesh you want to modify to use a different texture: For example ...\skyrim\Mod Organizer\mods\UNP Female Armors\meshes\armor\glass\f) and right click on cuirass_0.nif, select "Open with" and select NifSkope.exe. (Or just open if you have already associated .nif with NijSkope.). Reduce this window to 1/4 of your screen and stick it in the upper right. Below I call this the Target Nif. 4. Click Render > Settings > Add Folder > Choose a Folder > Folder and type in "F:\Games\Steam\steamapps\common\skyrim\Mod Organizer\mods\aMidianBorn Book of Silence". (Replace F:\Games with the appropriate path for your Steam install.) 5. Click Render > Settings > Add Folder > Choose a Folder > Folder and type in "F:\Games\Steam\steamapps\common\skyrim\Mod Organizer\mods\aMidianBorn Glass Armor". (Replace F:\Games with the appropriate path for your Steam install.) 6. Repeat as above to add any other textures you want to look at in NifSkope. (You can actually do this without being able to see the textures but it's easier and more reassuring to see them.) 7. Check "Look for Alternatives". 8. Open the mesh containing the texture you want to use on the above mesh. For example ...\skyrim\Mod Organizer\mods\aMidianBorn Glass Armor (Variants)\meshes\armor\Glassvariants\MWV\f\cuirass_0.nif. Reduce this window to 1/4 of your screen and stick it in the upper left. Below I call this the Source Nif. 9. Click on the 0 NiNode in the top left pane of Target Nif and the Source Nif. Make sure in the lower pane the text name (Curuiss_0.nif in this case) is the same for the Target Nif and the Source Nif. (In my case they were.) If it is not click the txt button in the Target Nif and edit the name in the poppup window so they are the same. 10. Click on the picture of the armor in the Target Nif. This will cause a blue highlighted line NiTriShape to appear in the left pane. (Clicking on the picture makes sure you get the right NiTriShape.) 11. Click on the triangle to the left of the NiTriShape expanding the text underneath. 12. Click on BSLighterShadingProperty - highlighting it. 13. Hit Ctrl Delete on your keyboard. (You've just blown away the target's link to its texture.) 14. Click on the picture of the armor in the Source Nif. This will cause a blue highlighted line NiTriShape to appear in the left pane. 15. Click on the triangle to the left of the NiTriShape expanding the text underneath. 16. Click on BSLighterShadingProperty - highlighting it. 17. Hit Ctrl C (You have added the Source texture to your clipboard.) 18. Click anywhere in the left pane of the Target Nif. 19. Hit Ctrl V (The source's texture will appear at the bottom of the left pane.) 20. Click on the NiTriShape in the Target Nif you had selected before. 21. Go to the lower pane and scroll all the way to the bottom. Click on the arrow to the left of properties. 22. Find a property below that has "none" for value. Double Click on "none" and edit to to have the number of the BSLighterShadingProperty at the very bottom of the left hand pane. (In my case it's 35). Hit enter. 23. In windows Explorer create a new set of folders and sub-folder folder in ...\skyrim\Mod Organizer\mods called \MODNAME\meshes\Armor\Glassvariants\MWV\f. (Replace MODNAME with whatever you want to call your mod.) 24. In the Target Nif click File > Save As then type in cuirass_0.nif. Close both .nifs. 25. Repeat 3 and 8-24 for cuirass_1.nif. 26. Repeat 3 and 8-24 for Thalmor instead of MWV. 27. Place your new mod lower down in MO's order than the other two you were working with. Open MO, activate your new mod and try it out in game. To install Nifskope see Nightasy's tutorials especially 04, 05, 14 & 15: He has lots of cool tutorials on working with armor - very good intro.
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
If you want to use the new Lore or Varianet options of aMidianBorn Glass armor you will need new meshes for the UNPB body. A quick solution is to use the UNP variant https://skyrim.nexusmods.com/mods/36370 based on Exter's UNP body. If you want to use a UNPB body you should take your existing meshes and modify them to replace your old mesh's BSLightingShaderProperty with the one from Cabal so they point to Cabal's new textures, then just rename your mesh to match Cabal's naming and folder conventions. This is pretty straightforward and can be done using delete copy and paste (Ctrl-Delete, Ctrl-C &Ctl-V) in NifSkope (which itself can be downloaded from Nexus). If anyone would like details on how to do this I can post the step by step instructions later tonight. -
No. It allows you to have more than 508 including inactive in your data folder. Nothing can allow more actives though.Â
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Seems like a good idea. But I think maybe giving the mod a bit more than 12 hours to prove itself in the Nexus wilderness might be appropriate. (Though to be fair that's probably not what you were recommending and I do appreciate the pointer to take a look at an interesting mod - thanks!) Hopefully the authors will take on feedback and clean it up/improve compatibility. I was thinking about this in the context of Immersive Patrols - it seems like the two of them are potentially nice complements - one populating the wilderness and the other cities and towns.
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SKYRIMLE Player Headtracking (by Maegfaer)
statmonster replied to frihyland's topic in Skyrim LE Mods
I guess I sort of feel that way about first person view! :) I prefer the way the game looks in 3rd person - like I'm the author/director telling a story perhaps. I also find first person disorienting a bit as you don't have real immersive clues to what's going on like peripheral vision, quick glances to check surroundings... to give you the sense of being in the midst of the action. Seeing it unfold as the story I am directing makes more sense, at least to me. -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
Thank you Vond! Wrye Bash is offering to merge 6 patches for me. If I select merge patch when I build my Bashed Patch will it create a new patch and I can then deactivate the six merged ones for a net gain of 5 ESP slots? -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
What values doI need to change in the .ini files to duplicate this effect? "Check the "Windowed Mode" check box." I don't really want to have to go back and start all over with building new ini files if I can avoid it. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Good question Vond. I have used ACE for most of my playing and like it but decided to drop all of it except Realistic Fighting (which does not affect perks and I really like for adding a bit of tactics to combat). Overall ACE has some really great tweaks making things more logical but is not too far from vanilla. The smithing perks are well done. The enchanting/alchemy stuff is really well thought out but a bit removed from vanilla. I think it could use a bit of a general update. In general the perks in here are better balanced than vanilla - very few are useless and very few are so overwhelming you must get them ASAP. I use kryptopyr's Sneak (all except the skeleton key perk) and Smithing (Improved Vanilla) and really like them. (I used the smithing that used to be integrated in Weapons and Armor Fixes but she has now been broken out.) Since I like to play sneak characters I like how she has made sneaking more difficult and deliberate so you can really focus on this aspect of play rather than get a high skill and muffle and just waltz virtually undetectable. If you want to focus on sneaking in your game and just want to causully use it every once and a while it might be too much. SPERG looked like too much of an overhaul rather than just touching up vanilla's weaknesses but it might be good in it's own right. SkyRe even more so. Might be great but I'd sort of rather play vanilla with the kinks ironed out for now. What I am really looking for is a good set of combat perk mods - nothing too drastic but just a little more logical and smooth. (SOme vailla perks border on the useless and others are really overpowering.) A good overhaul of alchemy would be nice too. Not necessarily the nerfing of healing (though that might be ok); I just wish it were a bit more interesting. I liked the toxicity system in Witcher where potions were a double edged sword - very useful but if you took too many you suffer some serious negative consequences. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
https://skyrim.nexusmods.com/mods/36356/ Cabal's long awaited glass armor. Option D sounded interesting if you are looking for a replacer, maybe A if you want to use the esp and have various options. Sounds like Cabal might prefer the 'Golden' version (A/C). EDIT: ...and Tsun Armor: https://skyrim.nexusmods.com/mods/36336 EDIT EDIT: ... and he says there might be even more to come tonight! From his Glass description page: A) amidianborn_glass_variants _LORE : a golden replacer for default glass set a forgeable and buyable steel (morrowind themed) set, a "thalmorized" set that u can find on thalmor and forge ONLY if you're an elf ...esp ,folder structure,nif files adaptation by Modd3r esp must be activated. honestly my personal choice. B) aMidianborn_glass_variants : same as LORE version but without racial restrictions WARNING forgeable sets from A and B may have compatibility issues because they use their own meshes... standalone replacer are completely free from compatibility problems since they use vanilla meshes C) aMidianborn_glass_golden...simple replacer without any esp uses yellow/golden textures...in line with vanilla design D) aMidianborn_glass_MWV...simple replacer without any esp in morrowind style glass...malachite is more green and dark E) aMidianBorn _glass_thalmorized ....simple replacer without any esp file in line with dark thalmor style -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Weapons and Armor Fixes (https://skyrim.nexusmods.com/mods/34093) by Kryptopyr has been updated for Dragonborn, as has her Smithing Perks Overhaul (https://skyrim.nexusmods.com/mods/33959). Combined these do a great job of cleaning up various errors and inconsistencies in the weapons and armors stats and perks (such as damage, crits, speed, weight, value, perks and materials). There are three smithing perk tree options in Smithing Perks Overhaul: default Vanilla, Improved Vanilla and new Optional. The new Optional variation is quite logical but I think it might go too far in that it will require a lot more perks to be invested in smithing to get the same results. I like the Improved vanilla option which somewhat rearranges which perks affect which materials, mainly by making the DLC content more consistent with pre-DLC perks/items. -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
Makes sense - thanks! -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
It sounds like they are not associated with the correct smithing perk (i.e you do not have the perk associated with the gauntlets - they must either have another one or none at all associated with them). -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
I don't understand the Borderless Window installation. The readme says to copy the data to Skyrim directory. What about the src directory? MO could install the data sub-folder with the SKSE stuff but it can't handle the src folder. Do you just install the Data-SKSE stuff and forget abut the src folder? (What's it supposed to do?) Same for the DCF install. -
What AV will do is load a lot more textures, so it can cause issues if you enter cells that have lots of wildlife in them. Not a conflict per se, but it can push your system over the edge.
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wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Yeah - I feel like a Cargo Cultist here. I have no idea what a runway and control tower do but if I just copy exactly all these changes in TES5Edit the airplanes full of supplies should start landing again. -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
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wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
So I went and read that webpage and now my head hurts because I've been scratching it trying to figure out that it means. As near as I can figure out this is "junk" that seems to vary from one entry to the next for some unknown reason. :confused: -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
@Vond - Good idea - I just hesitate fearing I will screw it up! @FCqt - Thanks for the HLE-CoS patch. I notice all the NPC (Actors) have "AIDT - AI Data Aggro Unknown" There seems to be no rhyme or reason for the values it takes on - sometimes it's 0 for HLE and 70 for Cloaks, others it's 46 for HLE and 0 for CoS. One or the other is always 0 it seems. The value carried over into the patch seems sort of random - sometimes it takes the HLE value, others the Cos value. What does it do? Actually looking it in the non-scaled version it seems you always carry over the HLE value. At least I understand the pattern now. Since the scaled version of HLE has different values I think I will go into the patch and carry these forward from the HLE scaled version to the patch. Still the question remains - what does this field do? Thanks again for the patch! -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
High Level Enemies -
SKYRIMLE Training Dummies and Targets by B1gBadDaddy
statmonster replied to rpsgc's topic in Skyrim LE Mods
Sure it makes sense but bashing away at dummies just to earn exp. seems pointless in a single player game. I can't imagine I would use this one. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
I used to use EoS but found that its extensions into crafting was becoming less and less desirable. They were very heavy handed had trouble finding the right balance. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks. What actual changes does YASH make to combat? Archery? Close combat? (Stamina, bashing, critical damage, perks, power attacks, healing/regeneration, AI, etc.) Stealth/Sneak? Or is it all pretty much black box and you like the ambiance it creates? Does it play well with other ST mods? (For example, does it's AI work well with or interfere with the AI changes in SkyTest?) Any external mods you avoid using when using this (and why?) or any external ones that really complement it? (It modifies a lot of plant nifs - does this work OK with Vurt, Lush, etc?) Not working with existing saves makes it hard to test mid-level+ play, which IMO is where these mods really need to work well. IT also makes the commitment to this mod pretty substantial - if I decide I don't like it that whole play through goes in the bin. The fact that actual numeric effects are never discussed in the Read Me and the warning about compatibility are (mild) caution signs to me. Hence my questions to you to try and tease out exactly what it does do. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Interesting. I remember looking at this a month or two back and being turned off by how much of a "change everything in Skyrim" sort of a mod this seemed to be. In particular I wondered how well it would play with all the other mods. (The advantage of comprehensive mods like this, or perhaps SkyRe, is that they get all the changes integrated together so you have fewer plugins and all the various alternations interact in a coordinated fashion with each other - the problem is that other people's mods (which one m,ay prefer to use for this or that feature)( often don't integrate into the new system very well without braking and unbalancing things.) Maybe just the combat AI section you point out wouldn't do that. In any case, I think it would be really nice to see a set of reviews laying out the different approaches of various combat mods and how well they integrate into the overall SR framework. (While some judgment of which is better or worse will ultimately need to be made, it's better to start off exploring the alternatives rather than rushing to explicitly weighing their relative merits.) -
General Support Thread
statmonster replied to Solist's question in Guide Support & Bug Reports (retired)
@aeanea - that's my understanding. Neo has been musing recently about changing to a set of general patch like patches. See"The Future of Patching" thread. It would save ESPs and maybe upfront time when first installing SR, but would make maintanence and updating considerably more time consuming.

