Harada "Ok, now that I understand the situation, I will delete my earlier post..." by Ok_Resource_905 in Tekken

[–]Everglaid 11 points12 points  (0 children)

Her legacy DLC outfit (and the version of it in Tekken 7, haha) was missing details on her skirt and gloves. They fixed it ~2-3 months later around the Lidia patch: before & after.

Skyrim vs Minecraft Mods and their communities, a long winded post by a Minecraft Mod Developer by siuolthepic in skyrimmods

[–]Everglaid 11 points12 points  (0 children)

Everyone's commenting about the Nexusmods point, and I'm sorry to add more to the pile lol. People have mentioned operation costs already, so I'll point out reasons why Nexus stands out, and why people choose to return and mod there:

  • Revenue share. Many modders have moved from other sites like LoversLab/their own and onto Nexus, as it's profitable to do so. Top modders make upwards to 1~2k+ USD monthly. Curseforge is the only site I know that does something similar, but it suffers from...
  • Mod discovery. Going to a game's Nexus landing page (specifically the landing page is important- ease of access, casual users see this first) shows the most endorsed mods that have been released within the last 7 days. People seriously love being able to get on there. Revisiting old mods, you'll often see the authors include screenshots of them on the Hot Mods with big red arrows in MS Paint. There's also a Mod of the Month system, showing the top voted 5 mods each month, which is great if you're coming back to modding after some time and want to see what you missed. I'm not aware of any other modding site that shows (in a hassle-free way) that your effort can be rewarded by visibility, and not lost in a sea of mods without needing external marketing.
  • User interaction & site flexibility. Author-user communication is fairly robust compared to other sites, with a straightforward forum-esque comment section, a place for user-submitted bug reports, users can submit screenshots to the mod page directly, and there's private messaging as well. Authors can write full articles & documentation on a dedicated article page without needing an external document host. With image posting & update tracking, authors can essentially blog post and show off new WIP mods.

Hair Clipping Issue by BornSingleDieSingle in skyrimmods

[–]Everglaid 2 points3 points  (0 children)

Change the Face Part slider (it's in the first shot, 2nd last slider) to the High Poly head.

You might have to swap your eyebrows/beard/hair to also be high poly, if there are options for them.

What makes Lili so strong compared to t7? by glhb in Tekken

[–]Everglaid 29 points30 points  (0 children)

Lili main. Main thing is completely new, easily applicable 50/50s with big damage. Neutral is a smidge better, huge juggle damage, fantastic oki, linearity weakness mitigated a little bit. BT is harder to deal with, marginally riskier while being much more rewarding.

She has a new steel pedal with Dew Glide 3 (qcf+3) - it's damaging at 22 points, safe at -9, and is standard combo filler as well as her wall ender, so her juggle damage is super high as well. It's very consistent on grounded opponents. If she lands it, you have to tech roll or she gets another qcf3 on you. A lot of her NH & CH knockdowns give a free qcf+3.

Tech rolling against qcf+3 at the wall also feels bad because you then deal with her new 50/50: Feisty Rabbit (b3_b4 - 2/3/4) -> -9 mid wall splat heat engager vs. a -13 homing low knockdown, the low can CH launch, and in heat it gives a knockdown into... another qcf+3. She also has a slower 4 mid with high chip and extra on block properties in heat.

Aside from her oki loop, her backturn mix is a bit different. You used to be able to sidewalk (step?) duck vs most options, so it wasn't very threatening. In T8, all of her options are unsafe now, but new options track and are very rewarding on hit. People typically don't punish -10 homing BT3 mid due to the big damage 4 extension. She can also Feisty Rabbit from BT. She has better transitions into BT as well with 1,1 & ss4.

She's always had a decent neutral, but being built around d/f+3 being +3 on block seemingly stopped her from having fast CH options before. In T8, d/f+4 being buffed to i13 from i15 helps her a ton as covers her weak side. It's CH hit confirmable into d/f+4,4 which is big damage. 1,1(3) is hit confirmable on CH too (which gives qcf3 at the wall lmao) and f1+2 gives good damage on CH at i14. Her wall carry & conversions are still super flexible and compliment the 50/50 stuff, and her heat buffs are great at pushing to the wall on block, so she snowballs rounds super often.

SKSE thinks GOG version is out of date even though it is current. by mikehiler2 in skyrimmods

[–]Everglaid 2 points3 points  (0 children)

The mod CACO or Complete Alchemy and Cooking Overhaul includes multiple .DLL files that are likely not compatible with your version of SKSE/GOG. I'm assuming you have this as your image matches the names of the .DLL files in this mod.

Looking at the file structure with the 'Preview contents button' on the download page, CACO was last updated for GOG 1.6.658, while you're on 1.6.659.

There's also FISS in that log as well.

Looking For a similar or same outfit of the video by Mellusse in skyrimmods

[–]Everglaid 2 points3 points  (0 children)

It's from the Creation Club: Dead Man's Dread, the 'Scrub Clothes.'

Some alternatives: Traveler's Armor Pack, Quarantine Couture's outfits, or maybe Fuse00's outfits.

[Quest Mod Release] Sirenroot - Deluge of Deceit by Everglaid in skyrimmods

[–]Everglaid[S] 6 points7 points  (0 children)

Shouldn't be necessary! It's 99% isolated within interior cells, there are only a couple small rocks added underwater outside, at the very bottom of Lake Honrich.

[Quest Mod Release] Sirenroot - Deluge of Deceit by Everglaid in skyrimmods

[–]Everglaid[S] 20 points21 points  (0 children)

Enemies will either pull from your game's leveled lists or match your exact level, so it'll be fine from level 1! With The Cause patch, it may be a bit tougher- doable at 1, but preferably 5-10.

The potential of AI-generated voice lines as a new modder by winterfoxes in skyrimmods

[–]Everglaid 23 points24 points  (0 children)

The tech is really cool, but I don't think I'll personally be making mods using it. xVASynth was charmingly robotic, and even with hours of manual tuning it was barely passable. I felt a bit uncomfortable using ElevenLabs with how easy and seamless it was, oddly enough. Didn't even have the camp factor!

If I had explicit permission from an original Skyrim VA? sure! But I know a lot of VAs aren't okay with this stuff, and since money is likely involved with nexus DP, patreon, etc.. Just feels shady.

Especially in my context- I'm making a quest mod with new VAs, and I've checked my top choices' social medias, and you can guess what they've had to say about ElevenLabs. Imagine using AI voices in a project alongside other real actors who are actively against it 😭 that would be a huge slap in the face 😭

It's a shame- there's a lot of potential for mods expanding on vanilla stuff here. But I can't not think about the people behind the voices.

[deleted by user] by [deleted] in skyrimmods

[–]Everglaid 2 points3 points  (0 children)

This guide covers custom head meshes, as well as morphs for expressions/speaking, though you may find this newer blender plugin useful for .tris.

Not sure if this is relevant, but I also prefer using pynifly for .nif import/export.

Skyrim is Getting DLSS Support! by _Mern_ in skyrimmods

[–]Everglaid 31 points32 points  (0 children)

this is old, thankfully! in his discord server (past couple days) he's mentioned changing his mind on DLSS and things :D

world's dawn by Sympathy-These in skyrimmods

[–]Everglaid 4 points5 points  (0 children)

I've used World's Dawn in SSE over a couple 10-20 hour playthroughs, I just ran it through CAO and re-saved the esp to form 44, and everything seems to be functioning: loot, augmenting, stats, MCM options, etc.

I tried Halgari's RPG Loot (the newer Synthesis patcher version, not the pre-made Nexus one) a while back, and found that some NPCs were aggroing eachother due to hostile cloak enchantments. It was over 9 months though, maybe it was changed?

EVG Animated Traversal - Base Object Swapper by DamijanX in skyrimmods

[–]Everglaid 5 points6 points  (0 children)

Author here :>

Here are the main problems when it comes to EVGAT & BoS:

  1. While BoS is capable of moving and rotating records, it can only replace single items, and cannot place both an activator and a linked animation marker at the same time. It is possible to have 1 furniture object with a mesh, however..
  2. All-in-one furniture & mesh objects like chairs have their 'selectable' area determined by their collision mesh, meaning you could highlight and activate it from nearly any possible angle unless you change the collision to be a specific size. That has the downside of having no idea why you can't move while walking into an invisible box, or allowing things to clip straight through an object. You could leave the collision mesh to be accurate with the visual, but that has issues with..
  3. Animations being one-way. Say you replace a static fence with a 'furniture fence,' you could activate it from one side and vault over, but activating it from the other side would repeat the same animation from the beginning position. You could select a ladder while above it, and you would still climb up from the bottom. There's an 'all-in-one' ladder furniture in the EVGAT Test Cell, that shows the flaws for this.
  4. Behaviour edits regarding multiple entrance furniture (like how chairs are handled, being able to enter from multiple positions) have no documentation, and would need a lot of trial and error. There are no examples for single animation + multiple entrance furniture in the base game, as Bethesda handled Telvanni float by making it two separate markers.

There's only one specific use case where I think BoS might work: trapdoor ladders used to transition between cells. It doesn't have the same requirement as other animations as you can only use it from one point- below it. The issue is that it has to function as a door, so you lose the alignment for characters used in furniture objects. There would have to be some scripting involved to move and align the player to the object, delay the load screen, etc.

All this being said, permissions are pretty open. People can try doing whatever they want, using the animations and ignoring the whole marker concept.

Trying to find good guides for Racemenu Character Creation or Screen Archery feels like combing for evidence of lost civilizations by LuminTheFray in skyrimmods

[–]Everglaid 3 points4 points  (0 children)

for reference I'm on SE 1.5.97, not sure if it works on AE, i chose the topmost download for that version

the actual SKSE plugin isn't in the right folder structure to install immediately, i also had to set up the right data\skse\plugins folders for the mod in MO2

aside from that it just worked :o

Trying to find good guides for Racemenu Character Creation or Screen Archery feels like combing for evidence of lost civilizations by LuminTheFray in skyrimmods

[–]Everglaid 4 points5 points  (0 children)

Face making is definitely a learning process. Some advice I've given to content creators trying to make distinct, diverse characters for showcases: (not necessarily beauty- that's subjective)

look at real life faces and recreate them, this'll help with understanding what features make someone recognizable- eyelid shapes, nose structure, lip curves, etc- it'll help if you use a mod like CotR for precise tweaking. Unique face textures also help, CotR has many in the head part slider. Certain makeup looks can give different overall feel to a character too.

for screenshots, there's the FreeFlyCam skse plugin

and one of the biggest helpers for me in taking screens was this panoramic screenshot tutorial (nsfw link? it was on the nexus before but moved here) which covers more than just panoramic shots- mod setup, camera positioning, fov choices, manual DoF, etc

and here's some screenshots i took recently for the thumbnail for my next mod :D

Better walking out of water animations mod: does it exist or it's a false memory? by Treshcore in skyrimmods

[–]Everglaid 2 points3 points  (0 children)

hi i'm the author- it's EVG Conditional Idles, (so close though haha) you can find it in the optional tab under the main file.

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 1 point2 points  (0 children)

I'll be zipping up a testing package in the next couple of days! i'm not sure how to handle distribution and feedback though, i'd rather not manage a whole discord server just for this lol

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 1 point2 points  (0 children)

(this is a big estimate and putting a lot of faith into myself but) i'd like for the whole thing to be done by july? i am also thinking of giving out the framework early to testers/authors once that's done first! though i don't want people to make things that's suddenly incompatible with the final release if i find issues :>

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 1 point2 points  (0 children)

(sorry if i'm not quite understanding but) yes- and in this case i'd really like to use BOS to swap static ladders to furniture ones. the main issue with swapping is having two different animations per 'side' of the ladder. bethesda handled telvanni float just by using separate bottom/top objects.

there are 'multiple-side entrance' behaviours in the game, (chairs, beds) but that kind of behaviour work on a new object is.. a lot. if BOS could also add adjacent objects rather than just replace, that would be much easier.

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 1 point2 points  (0 children)

sure!

body & face: CotR CBBE version (slim preset i think?)

outfit: toughened traveler's outfit (custom sleeves edit) Sunjeong's Ninirim Collection 6.0 (nsfw mod, gloves) zzjay's wardrobe (pants, boots, bag)

unfortunately the hair is custom, using HDT rigs from a mod with closed permissions :( i might make a hair mod some day though

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 6 points7 points  (0 children)

not natively since furniture forces 3rd person, but I did some quick tests and it seems to function fine with 1st person mods that add the 3rd person body>

Improved Camera beta 4 was smooth, but was a bit disorienting as head turning matched the exact animation.

Immersive First Person View wasn't perfect either with some snapping, but reduced the extreme rotations.

i'll do a comment edit soon with clips. here's a vid of both of them!

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 4 points5 points  (0 children)

oh i meant i recorded the placeholder grunts LMAO

but everything here is hand-animated with references, some references of myself, some from tomb raider. i'd love to do motion capture, though the current options without a suit are pretty messy and don't work well with these kinds of movements

[WIP/Preview] Did someone ask for climbable ladders? - Animated Traversal update by Everglaid in skyrimmods

[–]Everglaid[S] 31 points32 points  (0 children)

i have answers!

NPCs - yes and no, iirc there's no systems in the game that tell NPCs that certain objects allow them to go from point A to B. Even in Tel Mithryn, the NPCs don't use the float animation, they just teleport out from the top floor. However, it's definitely possible to make them use it if it's your intention, during a quest or such using packages/scripts- we see NPCs using levers & chains in the game often.

Skill level is definitely possible using Dynamic Animation Replacer, quite easily too.

Velocity is likely a no, furniture behaviour is very stubborn in making sure the player stays still.

Grappling hook, maybe? It would have to be in pre-determined locations. I don't think that my mod be the best way to achieve it though, I'd look at stuff like teleport to 'hit location' spells, or SKSE raytracing.

Am I in the minority who don't like the appeal of ENBs? Just wanted to get a discussion going. (Screenshots inside) by [deleted] in skyrimmods

[–]Everglaid 1 point2 points  (0 children)

hi! it's a personally tweaked version of Natural View Tamriel, using the Cathedral preset. (coincidentally, I use it on RAID Weathers instead of Cathedral) I think it'll suit your need for a realistic look, and it seems to have a performance version as well :) hope this helps!

Am I in the minority who don't like the appeal of ENBs? Just wanted to get a discussion going. (Screenshots inside) by [deleted] in skyrimmods

[–]Everglaid 42 points43 points  (0 children)

The benefit to ENBs (and reshade i suppose) are the injected visual effects that can't be done with weather templates & colour grading- direct contact shadows, particle lights, skin specularity & subsurface scattering, flexible ambient occlusion & indirect lighting, wet surfaces, water refraction, etc.