Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

oldladyonthemoon

Elders
  • Posts

    2,154
  • Joined

  • Last visited

  • Days Won

    46

Everything posted by oldladyonthemoon

  1. Ugh, never had these problems... Do these trees belong to the original game? About the generated textures, did you move them to Data/Textures?
  2. Now that I think of it, I think you must extract the string files that are in the .bsa.
  3. Yeah, localisatoin problems are a very common issue. Unfortunately, I don't remember how to fix it. Search the web and you'll find the answer.
  4. You must use the original of your plugin to carry on working on it in the CK for SSE, not the copy you used to make the LOD with the old CK. And once your LOD files are ready, just trransfer them from the old Skyrim directory to the SSE directory, each at the same place.
  5. Here is the link to the files on my OneDrive, if the link here doesn't work: https://1drv.ms/u/s!Ap1XqL-YTdfNbq7H3UqK39IOvo0
  6. No, it seems to be a new thing. @DarkRider will have to take a look. Thanks for reporting. In the meantime, I'm going to upload the file on my one drive; give me some time. Yes, of course, as long as you no longer modify the world space for which you created the lod. It's better to generate the lod when the mod is entirely finished but generating the lod being just using the content of the plugin itself and not modifying it, you can carry on working on it afterwards. Don't forget to use a copy of the plugin to make the lod and then carry on working on it with the original.
  7. The tutorial is the same but you must use it with the original CK. Generating LOD with the new CK is broken.
  8. I just got a very weird message when trying to log in here.
  9. I don't have a second account either. Maybe someone passing by will tell.
  10. You don't have the "Start New Topic" button on the top right: http://tesalliance.org/forums/index.php?/forum/236-ladyonthemoons-plane/ If you don't have it but spammers were able to create topics, there is a problem...
  11. The spammers I reported had created topics, not posts, so I guess there is a way.
  12. @DarkRiderI'm systematically logged out every day now. I close my computer at night and when I restart it the morning after, I'm logged out. I'm going to delete all the cookies for this site and restart Firefox. Then I'll take a look at the new cookies. Edit: okay, did that and it doesn't work. Not only must I log in every day but I also must change the background...
  13. Glad to know that spam alerts work at least! So what about restricting the possibility of creating threads on my plane to me?
  14. Their profiles are still accessible; I guess they were not dealt with. I pm you.
  15. I put this user on my "ignore" list but it didn't work. I just found three new threads created by him. I deleted them and put the member on my "ignore" list again. Please @DarkRider, could you make it so that nobody but me can create threads out there? Thank you.
  16. Hi! How do we report a spammer? So far two members have posted spam on my plane. Having moderation permission, I deleted the threads they had created but I can't see a way to report these members.
  17. So, are you creating the same thread on Bethnet or must I do it? Nevermind: your post is dated last Saturday and there is nothing on Bethnet about that. I'm doing it.
  18. Thanks for the warning! Nothing unusual, unfortunately.
  19. Hi and welcome to TES Alliance! You can make the summoned creatures be the level of the summoner by uncapping their level directly in their form. To do that, look for all the existing summoned creatures you can think of in the "Actor" list in the left column, open their form and set their level to "PC Level Mult". Leave the "Level Mult" to 1 if you want a perfect match, change it to a higher value if you want the summoned creature to be stronger than the player. Set the "Calc" values to 0. To check if this work in game: create a brand new and completely non modded game, summon the creatures you modified, click on them in the console and use the command getlevel to see what level they are.
  20. You can see the original word? I'm jealous...
  21. Oh, it's just going to get worse... Welcome to TES Alliance!
×
×
  • Create New...