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Kesta's post in Merging Cells and Navmeshing Issues was marked as the answer
Technically yes :
1) Double click on the cell you want to merge other cells into, so it load in the render window
2) Select one of the cell you want to merge in the previous one in the cell list with a single click (so the previous one is still the one in the render view)
3) Use Shift+Click to select all the content of the cell you want to move to the new one (from the list in the right pane of the cell view window)
4) Do a massive drag n drop from the list to the render window.
But you'll probably need a few try before actually having the two cells merged properly, so don't forget to save before doing this ^^
Be aware that drag n dropped stuffs keep their relative position, but the origin is the top of your cursor. Be sure to drop in a place where there is a "little something" (just add a tile of floor where you want to move the stuff), or the Z position will be super-messed up ^^
Also : don't drag n drop the navmesh if there is any, rebuild it once you're done merging/editing. And check in game, i don't know what's in the cells you want to merge, but if there is a lot of stuff linked to each other (like activator and so on), stuffs might end up broken.
And finally, you'll have to switch every loading doors to simple doors. And perform a quick check in xEdit in case there is any record that's kept from the former cell in the dat of the placed objects you added (stuffs like location, owner, and so on...), I'm not sure how this is getting copied when you use the trick described above. If you have massive changes, throwing in a small xEdit script to fix it all should do the trick.
But to be honest, I think it's a bad idea... I'm pretty sure you'll never get proper alignment between the various cells you merged together. But if you manage to do it somehow, you'll probably be a pioneer in one of the many sides of skyrim modding
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Kesta's post in FO4 & Wrye was marked as the answer
Yes, you can. Latest build uploaded on github (should also be the one on Oblivion and Skyrim Nexus) recognize FO4. However if things haven't changed, it still have no .ba2 support so will systematically complains about missing string files for the official files, unless you unpack those yourself.
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Kesta's post in Asking for Better Dynamic Snow, but is not in the guide. was marked as the answer
This is included in The Ruffled Feather. See FOMOD instructions of the mod's section.
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Kesta's post in ELFX Door Effect was marked as the answer
It's just a placed object with glow properties. Editing the nif to remove the emissive color should do the trick without further need to edit the plugin itself.
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Kesta's post in Wet and Cold hoods too small for children causing clipping was marked as the answer
Don't you have a patch already available from W&C's fomod installer ? It's supposed to be for other childrens, but you should try that if you see clipping, it's supposed to make hoods for childs a bit bigger IIRC.
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Kesta's post in Load order change and dual sheath redux patch was marked as the answer
Yes, the load order "definition" is : The sorted list of checked plugin
So checking/unchecking a plugin, adding/removing a plugin, changing a plugin's name, or changing a plugin's position is a change to your load order.
However, regarding DSR, you only really need to rerun the patcher if you add/remove (or check/unceck) a mod which have weapons / shields.
Note that not only weapons/shields pack actually have weapons and shield. Lot of quest mod or populating mod add their own as well. And it's not necessarily obvious since they can have the same visual, only different stats / enchantment / or so.
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Kesta's post in Furry Follower was marked as the answer
Just sounds like the armorspells visuals re-enabled by CRF. Provide screenshot for confirmation, or check CRF screenshot page on nexus to see if this is wht you see in your game.
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Kesta's post in Can't Replace Missing Textures - TERA - IM was marked as the answer
Make sure to tick every .bsa in the archive tab of MO. You most likely deleted the dummy plugin Hothtrooper44_Armor_Ecksstra.esp but forgot to activate the related .bsa
Nota that .bsa get sometimes unticked by MO when switching between various profiles, so even if you ticked it in the past, double-check.