aleniskendra

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About aleniskendra

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    http://www.nexusmods.com/skyrim/users/41151740/
  1. Thank you so much for your patience and help. I'm sorry for being so dense. I really try to fix things myself instead of being one of those people that doesn't try to learn and just has everyone else fix their stuff, but I'm just not figuring this out. I just worked on it for like another 4 hours. Still no luck. I even tried using Chesko's backpack (from Campfire- since I know his stuff is all done right), changing the fields to match, and pasting them in to create a whole new file. That one doesn't show up at all. I just wish I knew what I was doing wrong and understood better what each field does and what the codes and numbers all mean. I can guess at some things, but most of it is greek to me, so I'm just groping in the dark, trying to change things I don't understand. Here's the whole mess (The file that I seemed to make the most progress with in babyinbagsleeping.nif That's the one that shows up in CK, but not the game.): AttemptsatWarBabies.7z P.S. I haven't made final changes to the baby yet because I want to get the mesh showing up first and figure out what I'm doing wrong. :-) Don't worry- I do plan to take your advice and change the aesthetics before releasing anything officially.
  2. Well...it shows up in CK's preview window now, but doesn't show up in Skyrim. I'm getting 2 BSLighting error messages in the CK though, so I'm guessing I'm still missing something. Oh well, more playing with it tomorrow. At least I'm making progress, right? :-)
  3. Thanks! :-) I wanted a baby that would fit better with "The Kids Are Alright" mod and MakeHuman seems like a pretty good tool to do that. It's not perfect yet, but it at least looks like a human baby lol. (AND there are tools to make pointy ears and such so possibly mer babies in the future too!) Yes, I will have it in the bag better. (I may totally end up redoing the bag altogether.) I stopped to try and get it in the creation kit while it was still in a rough form because I wanted to make sure it would work before I went much further. I redid the n_maps last night and they work now. :-)
  4. Will do. Organization isn't my strong point lol. You don't want to see my desktop, trust me. :-D I'm apparently using NifSkope 2.0.0 PreAlpha 6
  5. I was going to have it a bit more securely tucked into the bag/sling... but really? I didn't even really think about that since it's not anatomically correct or gender specific. That will be my next puzzle then... trying to make clothing for it. MakeHuman only has very modern clothing options. OH! That was so helpful! Thanks! I had no idea. Now that I know that, I at least have a place to start looking for the problem. :-D Well, I just got the baby to show up in the crib mesh... but not the crib. *facepalm* Then, I tried just plopping the baby on the original (unaltered) crib in NifSkope and merging those files and that shows up just fine. So... it's some problem with the crib I edited the blanket on. I'm going to have to look at it tomorrow. My eyes are too tired lol. I have been comparing files and tweaking for hours. That said, I wanted to make sure I thanked you tonight, because you are really awesome and this is the second time you have helped me out! You rock!
  6. In case you're still having an issue with this, I used this tutorial and it worked wonderfully for me because I could actually watch the video and follow step by step.
  7. So, I'm in the midst of a very exciting mod and after literally two days of almost non-stop frustration, I've created my models and managed to convert and import them into NifSkope. Basically, this will be sort of like a companion to Baby Mommas. A similar idea, but different on almost all levels in how it works and what it does. There will be wearable babies in backpacks and also babies in cribs as activators and custom sounds and stuff. I've got most of it all set up or at least planned out, except for one thing. (Oh and the baby in the backpack will look much better in the final version. That's just my test baby.) Anyways... all looks right in NifSkope- textures appear and everything. But when I import them into the CK, only part of the mesh is textured. (The custom part I created is invisible.) I'm pretty sure it's either a problem with the texture pathing OR a problem with how I'm exporting the nif from AutoDesk. I checked my file paths and made sure that I'm auto-detecting game files and everything. I *do* know that for some reason I can't get my _n file to work (any normal I path in seems to make my mesh invisible in nifskope too) but I've imported stuff into the creation kit without them before and they still showed up just fine. This is happening with two separate things I created- one is a static based off of The Witcher 3 Mega Resource Pack by LorSakyamuni and the other is an armor based off of the Fur Bag - Backpack by TreasureChest. I also used the open source program MakeHuman, AutoDesk 3ds Max 2017, and NifSkope. Here are all my files: WarBabies.7z It looks like this in NifSkope: It looks like this in CK: It looks like this in NifSkope: It looks like this in CK:
  8. Ohhhhhhhh! You were talking about both and I got confused. :-D Well, I found this: https://www.gamefaqs.com/pc/924363-the-elder-scrolls-iv-oblivion/answers/32274-a-cheat-for-sneak
  9. It's a follower mod, but it really is much more than that. I HIGHLY recommend it. It's one of my most essential mods and is compatible with practically everything. In my opinion, some of it's best functions are: It allows you to reset the friendliness/factions of ANY npc without entering the creation kit It allows you to add anyone as a follower without breaking anything (you can totally temporarily add someone as a follower to change their outfit or to have them do something or wait somewhere for a screenshot.) It allows you to set NPCs to Essential without entering the creation kit OH! AND you get a power that allows you to communicate telepathically with a follower if you accidentally leave them somewhere or if you are up high somewhere away from them or something. AND you can also teleport them to you. http://www.nexusmods.com/skyrim/mods/12933/?
  10. Cool! I haven't done the classes, just watched LOTS of tutorial videos. And used shared scripts (in my other, unpublished mod.) We don't have a console, but I totally play with a controller on my PC. With my play style, I just find using the controller more immersive. (That and my hand-eye coordination for things like archery and lockpicking with a mouse SUCKS lol!) You could always cheat and add EFF to make the guards friendly while you are doing your screenshots and then just reset them after. :-D
  11. Thanks. :-) What mods are you working on? I've got to play Oblivion still. Are you enjoying it as much as Skyrim?
  12. Thanks! Original, at this point. The main file doesn't have any scripts, but the patch for iNeed does.
  13. Hello all! I just finished creating my very first immersion mod! It can be used with or without other survival mods. I mainly created this mod for myself, to be used with iNeed and Be A Milk Drinker!, but my hope is that others might find it useful and fun as well. Feedback is very welcome! Download here on the TESAlliance: Download on the Nexus: http://www.nexusmods.com/skyrim/mods/83589/?
  14. Version 1.0.0

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    Don't want to be drunk while fighting a dragon? Sick of picking up all those alcoholic beverages and not having a good use for them? Well, here you go! This mod is designed as a standalone (only Hearthfire Required) or as an add-on for survival mods, such as iNeed by isoku It was inspired as an expansion on the concept introduced by CaptainRC in Be A Milk Drinker! Please be sure to check the optional files for further compatibility patches! (Isoku & CaptainRC kindly granted me permission to make my mod compatible with theirs.) This Mod Adds Crafting: Turn any alcoholic beverage into vinegar at a cooking pot! All you need to start the fermentation process is a sample of live vinegar, several bottles (of the same kind) of alcoholic beverage, and rainwater or boiled rainwater. Brew your own healthful posca in a variety of flavors at any cooking pot! All you need is water, vinegar, and your flavor ingredients of choice! Boil rain water at any cooking pot to sanitize it (adding a slight buff when you drink it!). Loot: Find vinegar, coriander seeds (new ingredient!), posca, boiled water, and rainwater scattered throughout Skyrim. Make sure you check bandit camps and farms for cooking pots and rain barrels! Buyable items: Buy vinegar, coriander seeds, posca, rainwater, and more from a select number of vendors throughout Skyrim! (Note: coriander is a favorite of the caravans!) Also added honey to several merchants. Optional Further Compatibility Patches (Look under the Optional Files): iNeed: Having a full waterskin will allow you to boil water at any cooking pot to remove some of the minerals and soften it, which makes it usable for vinegar and posca making. As an added bonus, drinking water you have boiled straight from the pot adds a slight buff (because the water is now cleaner.) All drinks added by The Sober Soldier's Supply should also now have the same thirst buff as drinks from iNeed. Be A Milk Drinker!: WATER bought from merchants can now be boiled at any cooking pot to remove some of the minerals and soften it, which makes it usable for vinegar and posca making. As an added bonus, drinking water you have boiled straight from the pot adds a slight buff (because the water is now cleaner.) Planned Future Updates I hope to add a more lore-friendly vinegar fermentation process, based on the BYOH planter system, which would allow you to set your vinegar to ferment and then come back a few days later to harvest it. (While this SOUNDS simple enough, I've discovered that doing it correctly and making this method easy for the player to access in any part of Skyrim, while also allowing it to be compatible with as many mods as possible is actually quite difficult.) I would also like to add a portable posca mixing kit that the player can carry with them in their inventory. (I'm going to have to study Chesko's brilliant modding work a lot more to make this a reality.)FAQ Is this mod "clean"? Yes. I cleaned all of the files with TES5Edit before uploading them. Is that really how you make vinegar? Yes! (Or, at least as close as I could easily do ingame.) It could be argued that a cooking pot isn't the most lore-friendly crafting station for fermentation, but it *is* the most easily accessible and workable option I have currently. (See Planned Future Updates for more info.) Vinegar making sources: http://phickle.com/wine-vinegar-how-to/ http://www.motherearthnews.com/real-food/fermenting/make-vinegar-at-home-zmrz14fmzmat http://healthywithhoney.com/honey-vinegar-what-is-honey-vinegar-and-what-is-it-good-for What the heck is posca? "Posca was a popular drink in ancient Rome and Greece, made by mixing sour wine or vinegar with water and flavouring herbs. It originated in Greece as a medicinal mixture but became an everyday drink for the Roman army and the lower classes from around the 2nd century BC, continuing to be used throughout Roman history and into the Byzantine period. It was not usually drunk by the upper classes and was associated with the peasants. It was made by reusing wine spoiled by faulty storage and had important dietary advantages. As well as being a source of liquid, it provided calories and was an antiscorbutic, helping to prevent scurvy by providing vitamin C. Its acidity killed harmful bacteria and the flavouring helped to overcome the bad taste of local water supplies." - Soldiers' Lives Through History by Dennis E. Showalter (via Wikipedia) "...posca was the drink of the common people and the upper class looked down on it. It was also the standard drink in the army. Drinking quality wine was considered impertinent in the military and sometimes standard wine was totally banned from army camps in the provinces." -romae-vitam.com Posca history/recipe soures: http://www.romae-vitam.com/roman-posca.html http://pass-the-garum.blogspot.com/2013/09/posca.html https://en.wikipedia.org/wiki/Posca#cite_note-1 A Few Mods I RecommendFor Survival/Realism/Immersion iNeed The Survival Mods by Chesko Berts Hearthfire Dairy Goods Upgrade Be A Milk Drinker! Bathing in Skyrim Showers in Inns Drinking Fountains of Skyrim CreditsThanks to Bethesda for creating Skyrim.Thanks to the Nexus for being an awesome place to find and share mods. Thanks to the TES Alliance for being such a great resource for mods and modders.Thanks to InsanitySorrow for the ReadMe Generator my ReadMe is based on.Thanks to my husband for lovingly putting up with my frustration, rambling, grumbling, obsession and being my long suffering, on demand, unpaid and unrewarded official mod-tester.Thanks to isoku for creating iNeed and encouraging me in creating my mod.This mod is designed as a standalone/add-on for iNeed by isokuIsoku kindly granted me permission to use whatever I needed from iNeed to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/51473/?)Thanks to CaptainRC for creating Be A Milk Drinker!, which inspired this mod and for encouraging me in making my mod.CaptainRC kindly granted me permission to use whatever I needed from Be A Milk Drinker! to make my mod compatible.(http://www.nexusmods.com/skyrim/mods/17836/?)Thanks to icecreamassassin for the "havok disable script that actually works". (https://forums.nexusmods.com/index.php?/topic/3082689-havok-disable-scripts-that-actually-works-here-it-is/)Thanks to NexusComa for the Enable/Disable Script that makes all the things go.(https://forums.nexusmods.com/index.php?/topic/4701815-new-to-scripting-how-to-make-a-dwemer-pipe-valve-activate-running-water/)Thanks to Blary for the Alchemy Clutter Resource.(http://www.nexusmods.com/skyrim/mods/30599/?)Thanks to ChickenDownUnder for Harvestables, which I edited to create my Cilantro/Coriander plant.(http://www.nexusmods.com/skyrim/mods/15108/?)Thanks to Oaristys for the Modder's Resource Pack - The Witcher Extension(http://www.nexusmods.com/skyrim/mods/68755/?)Oaristys created this awesome modder's resource with asssets from The Witcher.The Witcher meshes and textures are owned and copyrighted by CD Projekt and used with permission.The Witcher is a trademark of CD Projekt. All rights reserved. http://www.cdprojekt.comThanks to LorSakyamuni for the Witcher 3 Mega Resource Pack.(http://www.nexusmods.com/skyrim/mods/77097/?)This pack contains items included in the game The Witcher 3: Wild Hunt.All the original assets belong to CD PROJEKT RED and are distributed with their permission.