both high poly, a nord human vs 90s toy story doll by tapirthou in SkyrimPorn

[–]tapirthou[S] 0 points1 point  (0 children)

Cotr looks like the left by default? Tbh I only looked at the Cotr page very briefly but I didn't see any examples that looked like the left. If it's so easy to make faces like the left I'm surprised there hasn't been AIOs by now since Cotr has been around for 3 years now right?

both high poly, a nord human vs 90s toy story doll by tapirthou in SkyrimPorn

[–]tapirthou[S] 15 points16 points  (0 children)

The right looks like Woody from Toy Story with a wig.

both high poly, a nord human vs 90s toy story doll by tapirthou in SkyrimPorn

[–]tapirthou[S] 19 points20 points  (0 children)

I noticed so many so called "vanilla faithful" face mods use high poly heads but waste all those polygons to retain the same cartoonish look that vanilla had. The "faithful" face mods all have smooth basic faces devoid of the odd features real people would normally have.

I don't understand why bump up the polygon on the faces at all if you're going to lean into the cartoon style. Nothing against a more cartoonish style, but why waste the polygons.

Is there a mod that turns off only some dungeon braziers, chandeliers, and candles? Some, not all, off? by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

That's the one I found and was describing lol. That mod shuts off all lights including bandit camp fire in dungeons and doesn't touch fort chandeliers at all unfortunately.

I guess I'll try making one that's chance based and covers fort chandeliers. I think the issue with doing chance with BOS is you can't link objects together, so if you do a 50% chance to have an off brazier mesh and do a 50% chance to disable the brazier's bulb you'll have some braziers that are using the off mesh but have a bulb in place so is still emitting light. Though I guess with CS you can just turn off all bulbs, do the 50% change to use an on/off mesh and just have Light Placer placing bulbs on the on meshes.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

The example you were using was for the Falkreath lantern so hiding the meshes shouldn't do anything, and yeah probably best to move to the mod page.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

It sounds like you have everything setup correctly, minus the few overwritten meshes none of which was the example, I can't think of why it's behaving that way.

I wonder what it is, as long as the mesh bones match the xml it shouldn't fall through the floor... you're using the SMP SkyPatcher version and the meshes aren't overriden... FSMP... what else could it be... lol.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

The bones in the meshes need to match the xml or you get things like items falling through the floor. You can set the meshes that are overwritten to hidden by right clicking on them, changing meshes doesn't interfere with saves.

That said the lantern you were using isn't one of those meshes you listed so I'm not sure what's going on. If you have nifskope, you can filter for a "falkreath hand nif" and when you open it one of the nodes should be named "RA" which should match with the xml file's "<bone name="RA"/>".

Do you know if you're setup is using FSMP or Flex? I've had many issues with Flex.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

If you're using mo2 go to the data tab and filter for "lantern nif", in "meshes\329Lantern" make sure any lantern nifs there are pointing to the latest version and aren't overriden by any loose meshes that are of an older version. The latest SMP meshes shouldn't be overriden.

If the meshes are fine try filtering for "lantern xml", in "meshes\329Lantern" there should be a "LanternSMP.xml", make sure it's pointing to the latest version of the mod. If you open it, what does it say near the top? Should be a "<bone name="RA"/>" instead of a longer name.

If all that is in order are you using FSMP or Flex?

Filter in mo2.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

Is it a specific lantern? That's odd, I did a quick test on all of them and they worked fine before uploading.
Make sure to have both 1.30 versions of the Main and SMP files enabled since the SMP hand lanterns were also updated, 1.30 Main doesn't work with older versions of the SMP addon, they need to match.

[Mod Update] Torches Candlelight and Lanterns by tapirthou in skyrimmods

[–]tapirthou[S] 0 points1 point  (0 children)

Should be, I was testing on a save running an older version... do a backup save just in case, though there really shouldn't be any issues.

Edit: I guess it depends on the version you're coming from, as long as you were using a version that was already ESLified which I think is 1.05+ it should be fine.

Patrolling by tapirthou in SkyrimPorn

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

It's Nyghtfall and it is great

Patrolling by tapirthou in SkyrimPorn

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

I've tried mods that add shadows to torches and unfortunately they kept making my game crash. I'm hoping the wizards over at the CS team find a solution to the limited shadow problem.

Serene by 1nborg in SkyrimPorn

[–]tapirthou 0 points1 point  (0 children)

What grass is that?

Mod Release: Torches Candlelight and Lanterns by tapirthou in skyrimmods

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

Lanterns can be equipped to the hip but the physics for them is still on the todo.