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Found 15 results

  1. it all started a few weeks ago after I updated the unofficial patch...I play as a Khajiit and even starting new games...purging and deleting ALL my mods...going fully vanilla...it didn't help...I recently installed XPMSSE skeleton to try and fix things but it did nothing... its most noticeable with the fur armors especially if you get the armor with the code "player.additem 10594b 1" heres a pic to show the problem https://sta.sh/08hm6anvfk0 it seems to only happen when jumping...I haven't tested other races or genders yet but I can update the thread with that info
  2. The east entrance to Nuka-Town USA, by Fizztop Mountain, is missing the underside of the entrance. A mod was recently posted to the nexus at https://www.nexusmods.com/fallout4/mods/40513 that fixed it.
  3. I felt it was necessary to create a thread about this subject as this is an old mesh issue that sadly seems to have been glossed over in the bug reports. If you play Fallout 4 in the third person and use power armour, it's a visual problem that is almost impossible to ignore because of how ugly it is. When the player wears an outfit that is not a Vault Suit and enters power armour, the gear you're wearing will change to a set of Road Leathers. This outfit has horrendous clipping problems at the rear of the power armour frame's shoulders during the walking, jogging and run cycles without a
  4. SSE NIF Optimizer by ousnius at Nexus https://www.nexusmods.com/skyrimspecialedition/mods/4089/? - a tool to optimize Skyrim NIFs for SSE - Description: This is a tool for mod authors to optimize old Skyrim meshes into the new SSE format and fix issues with them on the way. Make sure to create backups of your NIFs beforehand! Don't run it on your entire meshes folder at once either.Use the head parts option on ONLY head parts, without exception!So it's better to temporarily copy/paste all those heads, eyes, hairs to a separate folder for optimization. T
  5. A modest approach to distant viewable objects, aka VWD. You're all familiar with the various VWD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. In order to address these issues, I've decided to compile
  6. This issue was reported in the bugtracker (FS#21625: Clipping Bug on Ancient Nord Armor) and was closed due to "cannot reproduce". I've been able to reproduce the issue and have requested a re-open of the bugtracker task, for reasons I'll belabor here. The report was for an observation of the issue on the XBox One platform for Skyrim SE: Vanilla, and was apparently only checked against Skyrim LE on the PC, not SE. To my knowledge, this may be a recurrence of FS#12444 - 1stpersondraugrarmormale_0.nif missing parts, and thus presumably already fixed in USLEEP. I can confirm this is r
  7. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  8. After messing around with mods and dealing with creation kit problems involving creating a follower, I finally decided to continue with my main quest and head off to Whiterun. I fast traveled there and sometime after loading the game crashed to the desktop. Not only do I have this problem but all the dogs on my game have exclamation warnings on them. Please help, I'm really sick of dealing with one problem after another.
  9. I noticed it when working on a mod that there is a bug in the naming of the oremines with silver and iron. mineoresilver01.nif --> Uses iron textures (should use silver) mineoresilver02.nif --> Uses iron textures (should use silver) mineoresilver03.nif --> Uses iron textures (should use silver) mineoresilver04.nif --> Uses iron textures (should use silver) mineoresilver05.nif --> Uses iron textures (should use silver) mineoreiron01.nif --> Uses silver textures (should use iron) mineoreiron02.nif --> Uses silver textures (should use iron) mineoreiron03.nif --&
  10. LOD files are present in the 'Skyrim - Meshes.bsa' archive, and DLCs also bring their own LOD files. Once you have extracted the archives, and for the tamriel worldspace, you can find : - a bunch of files in meshes/terrain/tamriel with the '.btr' extension type. They are the landscapes LOD meshes. - a bunch of files in meshes/terrain/tamriel/objects with the '.bto' extension type. They are the objects LOD meshes (mainly rocks and buildings) Both can be opened in Nifskope , but let's have a look at the objects '.bto' files. Their names obey to a kind of
  11. Blender Basics; Add Materials and Textures to nifs ========================================================== Pertains to: Blender 2.49b This tutorial will explain the process of adding a material and texture to an existing .nif mesh that has been imported into Blender for the purpose of editing. This is just one step in the modding process, but a very important one. If these steps are not performed, the mesh will not have a UV map on export, will not contain normals, and will not be able to have textures assigned to it. There are 3 examples in this tutorial that should cover all s
  12. Version 1.0

    83 downloads

    A mesh and texture replacer to give Shadowmere some scars (since the beast loves to fight so much), that feature animated glow. They will pulsate in and out, the pulsation being more evident at night. The scars will still glow in the daylight, it's just the pulsation that is more apparent in darkness. Features asymmetrical mesh and texture, courtesy of AlienSlof. I have also made her just a tad more slender, nothing really major - just reduced the size of the belly and the croup, arched her neck a bit and gave her head profile an Arabian curve. Also gave her a longer mane and fuller tail,
  13. ** This is a placeholder for now. Tutorial to come ** Tools to make collision; NifUtilsSuite Tools to fix collision?; (unsure at this time if this is completely necessary although has fixed one issue so far) ChunkMerge MOPP Collision Crash Fix
  14. 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
  15. This is a quickie, but useful. When making a load screen mesh, testing it is normally a pain in the ass. Who wants to have to repeatedly fast travel for however long it takes before it shows up, only to get a fleeting glance at it when it does? The solution is relatively simple, and maybe slightly clever, who knows. Simply make a copy of the mesh in meshes\interface\logo\ and once it's in there, rename the actual file to logo.nif. Then all you need to do is load the game. Your mesh will be on the initial menu as the background image. You won't get the benefit of the camera path beh
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