Я исправил некоторые ошибки, внес небольшие изменения и переводы для некоторых ваших модов, а также интегрировал их в мир. Вы бы согласились, если бы я загрузил их на этот сайт в одном сообщении? (используется машинный перевод, я говорю только по-английски)
The Clannfears have a distorted and warped texture when you use this with Community Shaders and Complex Materials.
According to the settings, this is apparently because the mod has an "invalid alpha channel in their environment mask". I don't particularly understand what that means, do any of you know how to fix it, or have a fix?
I love this creature mod, another of 4thUnknown's best, don't want to remove it just because of the warped textures and I won't.
If you look under the Requirements list there is a retexture mod for the Clannfear. Maybe if you put that to load after Community Shaders it will fix the issue.
Is there an English language version of this mod anywhere? Both the Clannfear's and the books added by this mod are all in Russian, so I don't even have a clue what the books are for?
Question: I am not terribly well versed with modding - will the mod being made in Russian have any effect on an English copy of the game? (Unfortunately I can barely speak my native language, much less learn a new one.... :) ) Or is there an english translation somewhere I have missed?
Having an issue with Clannfear and Hungers not attacking in combat. They run up, become hostile but don't attack at all. They sorta just stay near until I start attacking and then they run away. Anyone else having any issues similar to mine? Or have any ideas on what might be causing my issue?
After considerable trial and error testing, I found that it is because the "Unarmed Reach" value in the Clannfear Race is set to 90 instead of 120. I compared these values against the vanilla Werewolf enemy (which shares the same skeleton base), and it seems any setting lower than 120 will cause them to run away upon taking damage.
I understand and know that is an issue with the limitation of the resource, but, if you played Oblivion, the agility (as opposed to the werewolf that moves more sluggish), biting and especially the pouncing of the Clannfear made it deadlier than the scratching. You could always leave the one on this mod with the werewolf animation and add one with your guar rig, just like you have three different types of goblins and two different types of Ogrims. Just a thought.
Hey there I just wanted to say I absolutely love your mods this one in particular. But I ran across a bug or something it may just be on my end but when I try to summon the clannfear it fails I have no idea why. I can summon literally anything else just not the clannfear .
Are you using Ordinator? I am having this same issue. After some troubleshooting, I found that the perk in the Conjuration tree called Elemental Potency was the cause. This perk makes the elemental atronachs "potent elemental atronachs". Not sure why it's affecting this spell.
Even with the fixed esp it still won't let me summon unless I remove the Elemental Potency perk from my character.
That is most likely a keyword that both mods use. If you remove it from this mod, it then cant effect it but you might be able to make it work if there are other keywords needed for Ordinator.
When installing the fixed normal map, MO2 doesn't like how the data directory is set up. Click manual when you install, then create a new directory called 'Textures' then inside that another one called '1Clannfear'. Then drag the 'Clannfear_Normal_DirectX.dds' file into that folder and click ok. Then merge with the main mod to overwrite the old file. That should work. :)
This is based off of SarthesArai's Fixed .esp in the Optional Files section. It looks like there was only one instance of non-English language in the Spell Description, so that was fixed. A worldspace ITM record for Riverwood was removed and the Condition to not have the Elemental Potency was removed (I think this was an oversight, unless it was done deliberately so that Conjurer NPCs can't cast it? I don't know.), so anyone should be able to cast the summon. Also compacted FormIDs and converted to .esl. It's a .esp replacer and not a patch.
I don't actually use this specific file, so I have no clue how it'll work in-game.
The author does do amazing work but while not stated well, I feel it is a fair complaint. It's jarring enough that it screams " I'm an add on and I don't belong." Some folks can deal with that better than others
67 comments
According to the settings, this is apparently because the mod has an "invalid alpha channel in their environment mask". I don't particularly understand what that means, do any of you know how to fix it, or have a fix?
I love this creature mod, another of 4thUnknown's best, don't want to remove it just because of the warped textures and I won't.
Will be watching to see if there is a fix somewhere.
Question: I am not terribly well versed with modding - will the mod being made in Russian have any effect on an English copy of the game? (Unfortunately I can barely speak my native language, much less learn a new one.... :) ) Or is there an english translation somewhere I have missed?
Thank you for your work!
Even with the fixed esp it still won't let me summon unless I remove the Elemental Potency perk from my character.
I don't use this one, but I did see that you don't use SIC on the Clannfear, Durzog and Guar Add-on page.
This is based off of SarthesArai's Fixed .esp in the Optional Files section. It looks like there was only one instance of non-English language in the Spell Description, so that was fixed. A worldspace ITM record for Riverwood was removed and the Condition to not have the Elemental Potency was removed (I think this was an oversight, unless it was done deliberately so that Conjurer NPCs can't cast it? I don't know.), so anyone should be able to cast the summon. Also compacted FormIDs and converted to .esl. It's a .esp replacer and not a patch.
I don't actually use this specific file, so I have no clue how it'll work in-game.
https://drive.google.com/file/d/18McyoM5jZ3u_ybQ7VnBUUlEs0P6Vkg0M/view?usp=sharing
What shitty manners.
I saw this sweet Lore friendly dungeons was updated with the daedric themed ruins.
https://www.nexusmods.com/skyrimspecialedition/mods/17773
It adds Clannfears but they are Mihails. Would it be tough to patch these in?