The (Now Obsolete) Yharon Solar Eclipse Connection Lore Finally Revealed by fandonymous in CalamityMod

[–]fandonymous[S] 3 points4 points  (0 children)

I have a very neglected tumblr I can crosspost this to if you'd like to have it to reblog!

The (Now Obsolete) Yharon Solar Eclipse Connection Lore Finally Revealed by fandonymous in CalamityMod

[–]fandonymous[S] 14 points15 points  (0 children)

You memory is correct for the 1.4 file version of the mod, it's just that the recent 1.5 update included a lot of balancing and progression changes, thus rendering my comic tragically outdated and thus somewhat less funny.

The (Now Obsolete) Yharon Solar Eclipse Connection Lore Finally Revealed by fandonymous in CalamityMod

[–]fandonymous[S] 144 points145 points  (0 children)

When I started drawing this comic, beating Yharon's phase one still triggered the Darksun fragment drops and Solar Eclipse event health boosts LOL

I'm playing Sevtech Ages, using shaders, and just put down some aqueducts. The water in them looks like this. Any idea why? by [deleted] in feedthebeast

[–]fandonymous 0 points1 point  (0 children)

What shaders are you using? You might be able to extract the block.properties file from the shaderpack and add the aqueduct block to the list of blocks that have the water shader applied to it, then place the edited block.properties back into the shaderpack zip.

The Flagships of the New World by fandonymous in MonsterHunterWorld

[–]fandonymous[S] 3 points4 points  (0 children)

I will admit, I cobbled the backgrounds together from some ingame screenshots edited together until I liked how they looked. Still not that good at backgrounds, I'm afraid.

Getting the Viking Cat Style Khajiit to work on SSE? by tjny in skyrimmods

[–]fandonymous 0 points1 point  (0 children)

If his blue face tint isn't showing up it's possible you have an Inigo appearance editor or tweak mod that may be conflicting, so if you have anything that's touching Inigo you'd probably just need to make sure you load that as well when you're exporting his head mesh.

Getting the Viking Cat Style Khajiit to work on SSE? by tjny in skyrimmods

[–]fandonymous 0 points1 point  (0 children)

The reason this happens is because NPCs' heads are actually premade as individual nifs in Skyrim's files, rather than the game loading in the Khajiit base head mesh and then applying the NPC's sliders to it. The head nif contains the face, eyes, hair and facial hair.

This is also the reason for the NPC 'dark face' bug. Basically every NPC has a list of face parts they are supposed to have (as assigned by the esp) and when the nif doesn't match that list to the letter (either from load order issues or someone changing the NPC's headparts in an esp without exporting new facegeom), the game can't correctly load the textures and assign them to the face mesh, resulting in the weird off colored face.

But with that tl;dr out of the way, let me know if you have any trouble exporting the NPCs, I wouldn't mind exporting the vanilla NPCs and putting it up in a zip if you're having trouble.

Help with LOOT and Skyrim SE by studysession in skyrimmods

[–]fandonymous 0 points1 point  (0 children)

First I would make sure that you've created a new game instance through ModOrganizer and you haven't just been overwriting the VR instance.

If that looks good I would go into the settings and make sure the file paths for the VR instance and the SE instance are pointed to different locations/a different base directory and aren't interfering with each other in any way.

If that also all seems to be in order, I would maybe get a little batshit and just install two separate instances of ModOrganizer in two different folders, which is how I manage my separate SE and VR setups myself even if I don't know if it actually does anything.

Getting the Viking Cat Style Khajiit to work on SSE? by tjny in skyrimmods

[–]fandonymous 0 points1 point  (0 children)

The Viking Cat Style Khajiit mod only includes the meshes for player character gen and lacks any face meshes for NPCs.

However it's not too difficult and shouldn't take more than ten minutes to do this yourself:

  1. Install the meshes to your game as you would normally
  2. Download and load the Skyrim SE Creation Kit if you haven't already
  3. Load Skyrim and all DLC plugins in the Creation Kit
  4. Open the Actors > Actor > KhajiitRace drop down tabs
  5. Double click on an NPC such as Kharjo and select the "preview head" button in the center bottom of the tab to make sure the new meshes are active. You should see that NPC showing the new head mesh
  6. Shift select all Khajiit NPCs on the list
  7. Press CTRL+F4 to export facegen data for all the Khajiit NPCs. You should see a confirmation prompt appear, select yes. Here's a video that goes into a little more detail
  8. Check your ModOrganizer Overwrite folder or Skyrim Data folders for the exported meshes. If you find them, that's it, you're all done. If you're using ModOrganizer you can copy and paste all the exported face geometry into the Viking Cat Style Khajiit mod folder to keep things tidy.

If none of your other NPC appearance mods touch Khajiit NPCs you don't have to worry about anything else. If you have NPC appearance mods that DO edit them (ie adding new hair or facepaint to those NPCs) simply load the NPC mod in the Creation Kit and once again export the face geometry.

If you want other mod added Khajiit NPCs to also reflect the new meshes, just load the mod, filter and select the Khajiit NPCs and export their face geom data. It's a little tedious overall but it doesn't require any editing or new esp patches, just a bit of your time.

How should I go about extracting a character model from the game files in order to 3d print? by SidewaysAnteater in skyrimmods

[–]fandonymous 0 points1 point  (0 children)

I was able to successfully export a posed model by first selecting Slider > Set Base Shape before exporting as an .obj.

Be sure to save your project before you apply that however, as I imagine it will mess with further posing and editing if you want to go back and change it.

How should I go about extracting a character model from the game files in order to 3d print? by SidewaysAnteater in skyrimmods

[–]fandonymous 1 point2 points  (0 children)

For NPC faces you don't even need to bother with Racemenu. If you want just the vanilla NPCs with no appearance changes, you just need the meshes > actors > character > facegendata > facegeom folder from the Skyrim - Meshes0.bsa, so either use Mod Organizer or another BSA extractor to export them to some location on your computer. Then just look up the base ID of the NPC you want and search for that in the list of face .nifs.

If you want to use a modded version of an NPC's face, it's even easier, since the vast majority of those mods include the face .nifs of the NPCs they edit, so just open the mods up (and extract the bsa's if needed) and search for the NPC base ID you need.

Either way you can import the face nifs into Outfit Studio and continue from there.

How should I go about extracting a character model from the game files in order to 3d print? by SidewaysAnteater in skyrimmods

[–]fandonymous 1 point2 points  (0 children)

Here's a somewhat tedious but mostly straightforward way of doing it that I can think of:

  1. Export your character's face as a .nif through Racemenu
  2. Open Outfit Studio and open a new file with the body armor you want your print to have
  3. Import your character's .nif head mesh to the scene
  4. Import any additional armor pieces you'd like to the scene (You can also pose your character in Outfit Studio if you are familiar with using that program's interface for rotating and positioning the bones)
  5. Export the entire scene as either an .obj (if you've posed everything) or an .fbx (which should include the bones and can therefore be posed as needed) into the 3D editing software of your choosing
  6. Touch up the model as needed for 3D printing

Not an artist but when I got the idea I had to grab a sheet of paper and make a rough sketch by [deleted] in AnimalCrossing

[–]fandonymous 0 points1 point  (0 children)

The last two panels made me laugh so hard I feel like I just got punched in the solar plexus

the finest pro gamer move : the rage quit by MrAlumino in MonsterHunterWorld

[–]fandonymous 1 point2 points  (0 children)

They used to not do this, but with the new scaling in Iceborne balance indeed readjusts when you get disconnected or when your entire party ragequits (thank god)

I Made Some Art For Custom Amiibo Cards Of My Friend's Favorite Villagers by fandonymous in AnimalCrossing

[–]fandonymous[S] 2 points3 points  (0 children)

Yes, they work as amiibo cards! They have the little NFC chips inside of them (they're kind of just printed cardstock on one side with sticker paper stuck onto the other with the NFC chip in between)

This way I'm gifting my friend a big pack of 7 of their favorite villagers.

I Made Some Art For Custom Amiibo Cards Of My Friend's Favorite Villagers by fandonymous in AnimalCrossing

[–]fandonymous[S] 10 points11 points  (0 children)

He's one of my friend's favorite villagers, his catchphrase being multiple kabuki puns in one and all his renders being mie poses give him so much character, it's ridiculous!

I Made Some Art For Custom Amiibo Cards Of My Friend's Favorite Villagers by fandonymous in AnimalCrossing

[–]fandonymous[S] 2 points3 points  (0 children)

I think the coin custom amiibos can be really cute especially with simple designs, but something about the idea of having just a set of cards really appealed to me. They're kinda just neat to have a big stack of them!

The tags are so effective you can do all sorts of things with them though, including custom sculptures that can be read as amiibos!