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I promised this guy to take a look at the issue. I think I covered immediate questions, but my lack of concentration might cause me starting at either the game or my pillow, until the headache gives up.
I will try to pop in to see where it heads. If I disappear, then could you check that OP gets help? Note that I fixed the link to load order in reply #1.
https://steamcommunity.com/app/489830/discussions/0/1734343428034607197/
I'm very sorry for your headache Ilja - I hope it passes quickly. Don't drink the coffee here, it won't help. The Old Farts are on the case in your link. I've subscribed as well but better minds than mine are there.
And, now I'm torn and have work to do to figure out how to fit Arthmoor's map markers into the the custom Atlas mod and Expanded Dawnguard ones I already have that make my map look like a bowl of Lucky Charms.
So the problem is I don't know/understand all of the option and if I remember correct I need to remember them later so they match up and don’t conflict.
To start with, I am using ECE, which already has XPMSE. Not that it matter to me for I am not using a costume body build for the most part (body sliders, they conflict with the animation which are based on vanilla measures, if not mistaken) as well as that back with RaceMenu and Oldrim I realized that it affects “all” female/male characters in game …
So just to make it clear, when I start the FOMOD XPMSE the first option would be
>Physic Extension (skeleton.hkx and skeleton_female.hkx for "HDT Physics Extension" and "HDT Soft Mesh Physics".
Requirement: Fores New Idles in Skyrim – FNIS
>Next up is Character creation; I just skip this one and use: None
I use ECE but I do not use the sub-module NetImmerse Override Standalone
>Next First Person Animations: Skip Option Axes, for I will not use one. Pick Option for Swords on Back
>Next Mounted Combat Animations: Skip Axes, Pick Sword and Add Bow (Belt-Fastened Quivers) even thou I doubt I’ll ever use Mounted Combat.
>Next Compatibility Patch Select: None (The Joy of Perspective, Schlongs of Skyrim, Deadly Mutilation)
>Next Install
For PCA FOMOD I would then select:
>Sneak Style 1 + Extra Option: Sneak Turn
>Karate Style Option: Style 1
>Crossbow Animation Rep.
>Ranger Belt-Fastened Quiver
>Skip
>Original Sneak Now Belt-Fastened Quiver
>2H Weapons: Skip (Vanilla)
. . . >1hm/dw Option: SpellSword or Warlord
However here it does tell me that it was designed to be used with Dual Sheath Redux, which I do not have, the remainign 2 steps as well all indicate the use of it . . .
>Skip
>Skip
Would this work or do I have to skip anything which involves having Dual Sheath Redux?
A reminder, the mods that I use are:
FNIS Behaviour
FNIS Spell + Creature Pack
FNIS PCEA2
XPMSE*
Belt-Fastened Quiver*
PCA*
let say you are using animation for dual dagger on the back of the hip.
without DSR - you will see the animation which moving the hands to the back of the hip, but the weapon will get sheated in the standard position.
with DSR - you will see the same animation but the dagger get sheated in the back position which aligns with the animation you see
other things which DSR does, is to make booth sheated weapon visible on the char. sheated staffs dont disappear in thin air, and move around the places to sheath a weapon (like 1H swords on the back instead of the hip)
but how good DSR works in SE I cant tell. but if I recall correctly, then your biggest issue was that you need to rerun the DSR patcher all the time, when removing mods. thats not necessery the case all the time because
#1 DSR working of the items you can use, removing a tree mod will not affect the DSR patch.
#2 you can check which files the DSR patcher processed, because it the same files the patched file (which were generated by the patcher) has as master.
as for generation is quite easy: start the .jar file, let it run and voila! finish
--
now for the animation mentioned in your post, you can use them without DSR but you will have inconsistency issues because like the mod mentioned, the animation where designed around the functionality of DSR.
https://steamcommunity.com/sharedfiles/filedetails/?id=1554105144
https://steamcommunity.com/sharedfiles/filedetails/?id=1554105611
Little does he realize it all started with a SATA HD storage disc that collapsed into a blackhole when 7 more mods were downloaded on top of the several thousand that were already there.
It may be that I've boogered up the texture, I'm not sure. The dds plugin for gimp that I'm using is old (2013) and has limited options for compression so I may have chosen an incompatible scheme. That's sort of a wild guess, the error messages from archive.exe are useless cryptic.
https://steamcommunity.com/sharedfiles/filedetails/?id=1554174020
When I leave the source bsa in the directory tree and write over it (I did check that I have full control) I get no errors but the archive doesn't load. I haven't checked the papyrus logs yet but the mod clearly isn't loaded, at least not correctly. Restoring the original bsa and bsl fixes it so I have that as a base, still.
Thanks for the tips.