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Found 3 results

  1. Hello! As a learning test, I made a modified necklace by simply replacing the amulet circle with a different shape. I followed the armor tutorial closely, since they are so close. For amulets there is only 1 skin partition block in the NIF (SBP_35_AMULET), which is the whole object, and 3 bones. I created a vertex group, and named it BP_BRAIN per the Fallout > Skyrim chart, but it never ends up in the NIF. All of the bones / weight copies from the original instance of the object and makes its way into the NIF just fine, but it's missing the BSDismemberSkinInstance block to tie it all together, so it just ends up being invisible in game. I cannot for the life of me figure out what to do, and I scoured Google / forums trying to find a specific amulet tutorial for Skyrim, to no avail. I spent 6 hours going in circles, it feels like such a ridiculous thing to be stuck on, but I don't want to quit trying to make mesh mods yet (though I'm getting quite close ) Thanks!
  2. Version 2014-July-5

    17 downloads

    Grail Quest Item Utilities version: 2014-July-5 Requires SKSE - http://skse.silverlock.org/ [WEAR / WIPE] Equip an armor item to bring up a menu with the following choices: Toggle Amulet, Toggle Circlet, Toggle Ring - When a wearable item is put into the container, the named item slot flag is toggled. A ring put into the container for the first time would have its ring slot toggled off and can therefore be worn with other rings. Theoretically unlimited numbers of items with no item slots can be worn at the same time. Note that wearing two (or more) items of the same base type and/or with the same enchantment is possible but bugged: One item will not be shown as equipped in inventory, and the enchantments may show incorrectly in the Active Effects menu. Wipe Changes - An item is returned to the player in base form. Any improvements from Smithing or Enchanting are removed as the item is recreated. This also means that "Stolen" flags are removed and charges reset to maximum. Charm A Charm is a wearable item with no equipment slots and therefore can be worn with all other equipment. It will accept enchantments as indicated by its name. This item is meant for enchantments that are tedious to swap in and out, such as Fortify crafting skill enchantments. They have no value and no weight. To get rid of any excess items, just sell them to a merchant. Because of the bug mentioned above, try to use a different item. All 10 items are the same, but because they have a different Base ID, they should show as being equipped properly in Inventory. To get the activating item in-game, 1. Use console command help "[WEAR" 4 to find the base ID 2. Use console command player.additem <ID> 1 to add the item to inventory. Installation: When updating to a newer version, delete the item from inventory and recreate it after the new version is installed. This will force scripts to refresh to any new versions. The scripts directory and .TXT file are for reference only and need not be installed. The other files all go into the Data folder.
  3. I've got an annoying little problem - I'm trying to edit a mesh for the Bone Hawk Amulet from Dawnguard to sit up a little higher on the character than it does normally - currently most of the amulet is clipping through the armor mesh so only the skull is visible. The only problem is I can't find for the life of me which setting changes its height - logically it's the Z-axis, because when I open the mesh in Nifskope and tweak a Z-axis connected to the mesh's shape, it pops up higher; but when I look at it in-game it remains in its usual place. Is there something I'm missing?
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