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Winterlove

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Everything posted by Winterlove

  1. Confirmed, seems to be happy now. Well, at least as far as this problem is concerned. I seem to be getting a crash partway through running DynDOLOD itself (I don't have time right now to drill down into it, sadly). Still, thank you for fixing the original problem!
  2. +1 here, also seeing the issue, exactly as described, I'm using Alpha-63 DynDOLOD, Alpha-18 SE Resources.
  3. I've uploaded an LE version, the one that requires USLEEP, at https://www.afkmods.com/index.php?/files/file/2308-consistent-older-people/ This is provided "as-is", as I'm not maintaining my LE mods anymore.
  4. I've not seen any vertical line artifacts on bodies in my game, but that means little. If you do determine that it is a normal map issue, I'd be interested in knowing more (although I suspect there is little I could do).
  5. Understood. I was merely responding to the comments made here in this thread.
  6. You might want to consider just using the female variants, then. In my opinion the FS male muscle-tone maps don't look quite right on the legs. I'm not a texturing artist, so my options to do something about this are limited, but I am giving some thought to it. I use the FS male body replacer myself, so I am motivated to look into this :)
  7. It's actually quite straightforward to make some compatible assets, but does require some basic knowledge of working with NifSkope and is quite a tedious job. Essentially, you create versions of Prometheus' snowy meshes that are based on the SMIM meshes but with Prometheus' extra snow objects on them. It is, essentially, lots of copy-and-pasting. I've done it for myself, but since I'm mashing up assets from two other people's mods I'm not going to release what I've done. In fact, even if I had permission to release my munged meshes, I'd far rather they were incorporated into either SMIM or NSUtR directly. And, after all, I may have done it wrong, although it seems to look OK in my game.
  8. I had initial problems trying to set MemBlock1 above 512Mb without setting MemBlock2, but I found that it worked again once I also set MemBlock2. I've only tried MemBlock1=768Mb, MemBlock2=512Mb, but I saw no problems playing with this over the course of an afternoon. (For reference: Windows 7 64 bit, 12Gb, Core i7 980X, overclocked to 4GHz, AMD 7970. Using ENBBoost and CellStabiliser.) I suspect there are not many stable combinations of MemBlock1 and MemBlock2. I think the final "deployed" version of this patch will have to have the user select from a handful of combinations rather than allowing arbitrary sizes
  9. Necroing this here. Just so you know, the original author of Windmills Resized never got back to me about the problems they were having with my Katla's Farm sail re-positioning mod. As I said, it works fine for me and no-one else has ever told me of any problems (which could mean very few people use it, but I doubt that). So if you want to consider my mod for inclusion, fine by me.
  10. Oh, I see who you mean now. This means that COP is out of the frame - she's not one of those modified by COP, she's already a member of the Elder race.
  11. Just checked Agnis (I assume that's who you mean, the woman in Fort Greymore?) and she's fine in my game.
  12. Which specific NPC, please?
  13. I gave Tech a more in-depth reply, but to summarise, COP is completely body mesh and texture agnostic, and uses whatever vanilla resources are present, so provided they are in the usual locations, there should be no issue. It does not include any body, hand or feet meshes or textures at all. I use FemFeet myself, with a CBBE-derived body replacer, and there is no clipping issue that I can see. That said, if you have a mod that changes or varies the location of the various body resources (basically, something which modifies the NakedTorso, NakedHands or NakedFeet armour addons so the models they use are in different locations), I can see that causing problems, as this would have the effect of making all NPCs apart from those modified by COP different. This is the only thing I can think of. And if it is something like this, I suspect a patch for COP would be fairly straightforward.
  14. Out of interest, does this mod conflict with the various parallax mods? I believe they also modify meshes.
  15. Hang fire on the clipping fix, please. It works for me, and it works for other people ... but the author of Windmills Resized can't get it to work on their installation, which is annoying and embarrassing. Working on it.
  16. Just put a version absent elves up.
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