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Hanaisse

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6 comments

  1. JobVanDam
    JobVanDam
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  2. ikeballs2000
    ikeballs2000
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    I'm noticing in very low light interior environments the flashing star effect stops all together. Only notice this in interiors. I'm not sure why this is happening. When picking up the frost salts and walking them to a low light interior and setting it down the 'animation' stops as the character moves into the low light. Picking the frost salt(s) back up again and walking them to a higher ambient light area and setting it down does not instantly turn it back on either. But as soon as my character moves after placing it in the higher light area the anitmation turns on again. Not sure why. Any thoughts?
  3. RenaPG
    RenaPG
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    Great work as usual. Unfortunately this has the same problem as your Void salts mod, in the inventory view the model moves around when you rotate it instead of staying in place.
    1. LatinGames
      LatinGames
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      Yep,  I have the same issue,   the effect should be Frost Salts attached   
    2. RenaPG
      RenaPG
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      We're talking about different things. Your problem is that the little 2d sparks remain in the same camera-facing orientation when rotating the bowl (which I agree looks strange, but I don't think there's anything that can be done about it), but what I mean is that the bowl itself is moving around to the left/right/down/up when you rotate it in the inventory view (you can move it all the way outside the screen very easily) instead of it rotating in place like it should.

      Also, it seems the vampire dust mod also has the same problem, but it moves much slower than the frost/void salts so it's less noticeable. I tried googling about a way to fix this issue without much success, this is not something that is brought up very often as very few mods have this issue.
    3. ikeballs2000
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      Same here. I also get this problem with meshes that I have tried to attach an ENB Particle Lights effect to them. I've also tried to understand why and fix it to no avail. The BSInvMarker in the nif is what determines the inventory view and it can get 'screwed up' (very technical term) somehow when adding specific effect Nodes and Branches to a nif is my best guess? I think it's a 'going to have to tolerate' issue.