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Tutorial ENB Grass Collision How to patch mod added content that shouldn't move like pebbles and twigs
One thing I forgot to add that Is Very Important is after you have changed the Alpha values of all the files you need to run NifOptimizer one more time and convert to SSE format before packaging and installing.I Love what Boris has done with Complex grass and Grass Collisions in the latest ENB Series release (.475 at the time of this video).However some mods have added things like twigs and small rocks that were also being influenced by grass collisions from ENB.This just looked weird so looked into a way to remove collision from these small pebbles and dead twigs to improve the realism of the game while keeping grass collisions active for things it should affect. Namely Grass.With input from Boris on exactly what was causing the issue I found an old video tutorial on how to modify vertex color alpha within NifSkope.Boris stated that grass objects with a vertex alpha color of .01 or higher would be affected by wind and ENB collision.Issue was the tutorial I found was for SLE .nif file format, and the color wheel for vertex colors within the nif were not accessible in SSE format .nifsSo we convert them using NifOptimizer to LE format so we can modify the alpha value of the vertex color within the nif NiTriShapeData to be below .01 stated by Boris so that they are no longer affected by ENB Collision. :)Then convert back to SSE format and install.This is a little video tutorial on how to do this.The files that need to be repaired come from many different sources (mods I have installed) and will be specific to each load order so I won't be making any patches myself, and leave that to the individual mod authors to do for their own mods or people to do for themselves using this tutorial.Hope this helps some people out, and Thank you Boris for your excellent support in the comments section of your mod and for ENB which has completely changed my game for the better.
Mods of Christmas Past Saturalia in Skyrim SE 4 of 5
Skyrim Special Edition Modding Guide Ep11 - Converting Mods - NIF Optimizer BAE
Episode 11 of the Skyrim Special Edition Modding Guide continues with more mod conversions. Now we will incorporate two of the tools we discussed in Episode 9: NIF Optimizer and the Bethesda Archive Extractor. I'll cover their use and show examples converting primarily armor and weapon mods, with a few exceptions. If you haven't watched the aforementioned Episode 9 covering set-up and tools, or Episode 10 showing the Creation Kit is use, I encourage you to do so. As we will be speeding through those procedures in the interest of time. Follow Dirty Weasel on Twitter: https://twitter.com/thedirtyweasel Links: SSE NIF Optomizer on SSE Nexus: (Updated on 9/21 to v2.9.1) https://www.nexusmods.com/skyrimspecialedition/mods/4089/? Bethesda Archive Extractor on SSE Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/974/? Gamerpoets Video on BAE: https://www.youtube.com/watch?v=hw8PFGjgxYc
Skyrim Special Edition Modding Guide Ep9 - Converting Mods Set-up and Tools
The next couple of episodes will be focused on converting mods from original Skyrim for use in the Special Edition using the Creation Kit from Bethesda. This video is all about getting the Creation Kit, setting up the .ini files and gathering some tools needed to do the job properly. The series itself will be designed around the mod user who wishes to convert basic mods for their own personal use. And I want to stress that, for personal use, at no point should the mods converted by you be redistributed to the public without the original mod author's permission. Follow Dirty Weasel on Twitter: https://twitter.com/thedirtyweasel 8/30/17 Update: Moved - [Messages] bBlockMessageBoxes=1 to CreationKitCustom.ini (Bad info) //Copy and paste into created CreationKitCustom.ini// [General] bAllowMultipleMasterLoads=1 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 [Audio] bEnableAudio=1 [Messages] bBlockMessageBoxes=1 //Edit CreationKit.ini under [Archive]// Add to at end of sResourceArchiveList= ", Update.bsa" Add to at end of SResourceArchiveList2= ", Update.bsa" Links to Resources - Download Bethesda.net Launcher: https://bethesda.net/en/dashboard Gamerpoets Video on FO4 CK: https://www.youtube.com/watch?v=w7qNaL6s2PI SSE NIF Optimizer on Nexus: http://www.nexusmods.com/skyrimspecialedition/mods/4089/? Bethesda Archive Extractor on Nexus: http://www.nexusmods.com/skyrimspecialedition/mods/974/? Guide to Animation.hkx conversion on Nexus: http://www.nexusmods.com/skyrimspecialedition/mods/2970/?