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Found 7 results

  1. Hello everyone, Very recently you've been very helpful to me fixing errors in my companion mod and thus making it portable to Skyrim Special Edition. Being eager to continue development on my mod, there's one very last issue about my companion's appearance I haven't been able to fix myself so far, but I'd very much like to eliminate it first before moving forward. Therefore, I thought that I might find some more help with my troubles here again. As it says in the title, this one is about some rather strange neckseam issue I'm having with my companion on both old Skyrim and Skyri
  2. I am not an English speaker. So I want you to forgive me for my English I read the definition of a bug,but I think that "Starting MS 06" is a bad change. Why are you changing start conditions?(I think that it is the following two. "Increaselevel" and "enough time to rest" is it right?) We were not able to start MS06(The Wolf Queen Awakened) in the past, when it was a level limit character.But now this problem is solved by official. Of course, I know that this quest is quite buggy. it will start soon. Immediately after The Man Who Cried Wolf. It would be strang
  3. Read: A quest is buged in Skyrim special edition called Destroying the dawnguard because Iran is essential, he can't be killed so completing the quest is impossible. You can't kill him even with cheat spells Please fix this Platform : Xbox one DlC: DawnGuard
  4. Version 1.1

    77 downloads

    This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greet
  5. Now working on the critter scripts and there are a couple of questions already. The script lets critters die when hit by a magic effect. Makes certainly sense for destruction spells, and it is understandable that they won't survive the magic turbulences associated with a conjuration, illusion or alteration attack, because they are tiny creatures. But what about a restoration spell ? If no one objects, I'll make them immune to "restoration attacks".
  6. This is by far the worst mesh I have been working on so far. I've run into a problem now with the wall meshes: the main wall mesh is duplicated in place, but it seems that they wanted them to display both: the two meshes have different vertex colours and one of them has an alpha property which makes it blend with the other. Though, both meshes have gaps (not always in the same places) and numerous issues with stretched and misaligned UV. In addition, their vertex colours still don't match the colour of a third wall section which forms part of yet another mesh (and the textures don't align
  7. Almost forgot about this one, which I was working on about two weeks ago before I became aware of some glitches that required another "quick look" at the weapon rack scripts ... http://www.afkmods.com/index.php?/files/file/794-lvlpredatorscript-fix/ It is well known that the LvlPredatorScript constantly prints errors on the log, which all are revolving around the script's trials to modify the enable state of enable-parented references. Without going into details, this script basically does nothing else than enabling or disabling individual predators, based on immersion and balancing co
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