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ETA: Now that I think about it, this could solve my problem with Workbench Containers, if I could figure out how to make it work with DAK.
A minor update. It seems the MCM for OSLA didn't appear immediately, so I didn't realize it defaulted to OSA mode. I switched it to SLA mode and opened a dialog with Ysolda again. It didn't clear her sandboxing AI unfortunately. I did join the companions, and as I was leaving for the first 'Animal Expermination' quest, I trained with Aela in Archery, and 'that' Seems to have fixed Ysolda. I'll keep an eye on it now that it's on my radar. But the SLA setting may fix the issue.
0 is the lowest weight, 100 is the highest weight. If you use Bodyslide the weight slider all the way to the left is 0, all the way to the right is 100. As for the tag in the mod description, it's referring to the available console command. Just keep in mind you may not need to use this, it's only if you have visible seams.
setnpcweight <0–100>
Sets the weight of the selected NPC and updates the model to reflect the new weight.
Open the console while in front of her, target her with the mouse and enter:
setnpcweight 100 <enter>
I have a quick question about MO2 and conflicts. Can I edit individual files within two mods that have conflicts?
Example, I prefer to use Skyland AIO for the three Solitude window textures that are also included in Lux.
In MO2, the only way I can see to do this is to copy the three files into a folder, ZIP them up, and install them as a separate mod after Lux thereby these take priority over the Lux files. In Vortex, I can manage individual files in mods that have conflicts easily using the Manage Conflicts option in the right dropdown menu next to each mod.
DAK is indeed very limited, as it is a requirement for their own mods. Just one modifier key and one selection key. The mods that require DAK will probably have an MCM in which you can define those keys, or the MA has those keys predefined.
You can turn off individual files in MO2, even .esps. Edit: Do this in the left pane Information>Filetree tab.
In your hypothetical
Mod A
Window Tex A (unwanted)
Window Tex B (wanted)
Mod B (overwriting Mod A)
Window Tex A (wanted)
Window Tex B (unwanted)--for Mod A's texture to win, right click on this file and select "hide"* You can right-click and select "Unhide" at any time if you want that file back.
*You can also disable files when you first install a mod; when you select the Manual option on the popup, you can expand the filetree, deselect any file(s) and those files never get installed at all. It's on you to remember that you did this when you are scratching your head wondering where a missing file is.
I do have DAK in my mod list. It is used for
- simply knock versus crouching lockpick + peek (DAK)
- simple follower healing (Jayserpa's mod, DAK to give them your 'lowest' potion
- campfire: DAK to have various quick actions such as collecting stuff or quickly lighting campfire
- alchemy requires bottle: quick spill if you need some
- vampire feeding, DAK to feed, otherwise regular interaction
<evil villain Laugh>. Its actually Mature rated. If you allow your kids to play skyrim you are a cool parent....but you are also a bad parent. It's one of those Daedric Prince type choices.
Don't make me tell Tipper Gore on you.
You are so right it is and after playing it all these years and never having to worry about game ratings didn't even think about the rating of the game itself thanks for the correction.
Workbench Containers defines its hotkey in its scripts, so I will have to edit those scripts. There is guidance on the DAK mod page. WC doesn't have an MCM and creating one would be extra work I don't need to do.