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hideouscircus

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About hideouscircus

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    Skyrim, Fallout 3, Fallout New Vegas, Crysis 2, Civilization V, Neverwinter, Champions Online, Star Trek Online
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  1. Looking to update an old mod and make a new shield using the hold guard mesh. I want to be able to make a custom symbol to appear on the shield like the hold guard symbols on those respective shields. I've got no problem with the retexturing and getting my texture to appear in game however the issue I'm running into is that despite my new symbol appearing translucent (somewhat see through, I've also added battle damage effects to it) in GIMP when editing the texture, in the game it's appearing as comepletely opaque (solid color) and not showing any of the fade, wear or battle damage which is how it's actually saved. I've saved the file as a .dds with GIMP 2.0 with the BC3/DXT5 setting and have set it to generate mip maps ..... Can't find any other help online and I'm sure I'm overlooking something simple. ANy help is appreciated!
  2. I've seen and followed the tutorial. I've tried both the creation kit AND FO4Edit ....... the F04Edit one didn't fare any better. I've noticed when I set up the keywords through fo4edit when I look at my new items in FO4edit all the new keywords I've assigned tot he items are giving me errors despite having loaded up armorsmith extended as a master. If memory serves it's an ESP and back in NV days if you wanted an esp to reference a resource from another file the file being referred to needed to be an esm file .........
  3. I've since remade the mod without the dependencies on AWKCR and WeaponsmithExpanded using the exact same meshes and set as I had before and I haven't had a single crash. Seems there's a conflict when I try and make the items compatible with AWKCR and Armorsmith Expanded. But yes you are right I've changed the material paths in order to get the new textures to show up in game.
  4. The meshes are just vanilla meshes retextured. I didn't open them in nifskope or blender or anything like that. Just copy and pasted them so there was no changes made at all except for texture and material file paths.
  5. Ok so here's my issue. I've done a mod that creates three items to the game with the creation kit. The items aren't are just retextures of existing items (road leathers, and the synth field helmet) and a chest decal change on the combat armor chest, but I also wanted to make the items compatible with AWKCR.esm (Armor Keywords mod) and Armorsmith Extended. I created the items as seperate items, rather than material swaps, everything seemed to be working find until I went to the armorbench. Seems like the only time I get a crash to desktop is at the armorbench, more often than not when I move the cursor over my custom items. Here's a step by step of what I did. Also the only files I'm running to test this is the main game master file (fallout4.esm), AWKCR.esm, armorsmithextended.esp, and my new esp file so there should be no conflicts. - I opened the creation kit with the files (fallout4, AWKCR, ArmorsmithExtended) and then saved in order to generate my custom esp file. - I found existing vanilla items (road leathers, combat armor chest piece, and synth field helmet) and went about creating new custom items from each, adjusting the item id's, names, meshes, armor add ons etc. - Saved my file to test. Added items to my inventory VIA console to test on armor workbench, and bam ....... crash to desktop every time. I can deactivate my custom mod, and the game won't crash, but as soon as i turn it back on and go try to use the armor workbench it crashes without fail inside of a minute. I've re made the file numerous times, I've re downloaded my required files to make sure I have the most update version ...... I'm at a loss here...... any help would be appreciated. I've never had this much problem trying to use another modders file as a resource and I'm sure I'm missing something simple ;)
  6. Anyone? Seems like it should be a simple solution that I'm overlooking. When it comes to the keywords or whatever they're called I just copy pasted them directly off the entry for combat armor torso in the creation kit to my Silver Shroud replacer. I've done something similar with a new piece of chest armor and had no problems so I'm not sure why I'm having an issue here. i've attached a picture of the chest armor with a new decal and my retextured synth helmet as motivation cause I think they look pretty bad arse. ;)
  7. So I decided to get back into modding. I've been doing this a while now however the changes with fallout 4 have my head spinning in spots. I've made a Silver Shroud Costume replacer to change the hat and trench coat with a combat armor chest piece and retextured synth helmet. Everything works great with the helmet. I'm assuming because there isn't multiple armor enties in the creation kit when it comes to the helmet, unlike the silver shroud costume, which has 4 different armor entries and a script attached to level the item (again I'm assuming). Now everything works well with the combat armor replacer as well until you try and mod it on the workbench. The problem is this. I get the two mods categories for combat armor, but in the material part (reinforced, shadowed, polymer etc) I'm not seeing all the options. I'm seeing the option to make it BOS, Standard, and polymer but that's it for some reason. I'm sure I'm overlooking something but I haven't been able to figure it out as of yet.
  8. The top screen shot shows how the axe comes up when you summon it as opposed to vanilla bound weapons which don't "appear" until after the summoning effects. I need a way to fix this or maybe someone with some blender experience to adjust the refract mesh in the vanilla boundbattleaxeencheffects.nif file. Hoping someone see's this. Cheers. :) http://i123.photobucket.com/albums/o300/hideouscircus/ScreenShot54_zps89185f19.pnghttp://i123.photobucket.com/albums/o300/hideouscircus/ScreenShot56_zps633b81c4.png
  9. Hoping someone can talk me past the problem I've having with a custom bound weapon. What I want to do is set up a bound version of the Rueful Axe. I made copies of the nif files for the bound battle axe. Then i removed the fire and ripple effects from thenif which whoed the summong effects and replaced it with the NiTriShape for the Rueful Axe from that nif. Then I went into the CK and made duplicates of all the CK items pertaining to the bound battleaxe and renamed them and tailored them to the rueful axe versions (changed file paths, etc.). Then I made a translucent texture for the rueful axe. The axe gets summoned as it should and behaves as it should no problems. The problem I'm having is in the animations and effects specificly in the summoning animation. I've noticed that with a translucent texture on the 1st person nif makes it so that the summoning portion of the spell looks like the vanilla bound weapons in that when you summon the weapon it's not visible until after the summoning animation is done and the weapon is in hand. However once it's in hand there's no detail to it. It's just the blue glow effects that surround the weapon. If I put the aforementioned translucent texture on the 1st person nif when I summon the weapon instead of the weapon showing up after the summoning effects are finished it manifest in air, hovers for a moment while the summoning effects finish and then it ends up in the hand of the character as it should and looks as it should when held. I'd like to be able to summon the weapon and have it look as the vanilla spells so that the weapon is visible until after the summoning effects, but I also want that detail to the weapon when it's being held rather than just having the glow effects. I'm looking for any suggestions and/or tips and I'm happy to provide screens shots or files upon request :)
  10. I haven't heard of the NPC editor. I don't think the number of factions should have anything to do with it. As far as I understand Factions are just a way for the game to recognize different groups of people. I do know that the voice type is very important as bethesda only recorded the voice dialogue for marriage for certain voice types, however, Idgrod the younger's voice type is set to FemaleYoungEager which is the same voice type as Ysolda, and then a quick look on the marriage voices form list confirms that the FemaleyoungEager voice type IS confirmed as a voice type that functions with marriage. Every tutorial I've looked at it seems to be an amazingly simple process, and yet I can't get the changes to take effect. :/ I'd rather not make a copy of her or make someone to look like her. Part of her draw was the fact that she was the daughter of a Jarl. :)
  11. I'm a little confused by what you mean. When i open the relationships tab and then edit the relationship I made for the player character and the new "wife" all I see in the window is the ID name box and the 4 drop down menus (parent, and then child NPC, then its relationship level and then association type) The "new wife" is set up as the parent, myself in the "child" role with the relationship level set as Ally (even tried lover) and the relationship type left alone.
  12. I've been messing around in the CK attempting to figure out how to set a previously un-marriable NPC so that you can marry them. IE: switching Idgrod the Younger from Morthal, who you can't marry normally, so that you can marry her. I've added the PotentialMarriageFaction into her Factions tab, and set up a relationship with her as the parent and the player as the child where she's set as an ally which is what i saw in a tutorial, however when I save and go into the game I don't get any dialogue options for marriage. I have tried this using the console as well by opening the console and clicking on Idgrod the Younger, and using the command addfac 19809 1 I immediately get the dialogue options for marriage. Can anyone see anything I've overlooked in the CK? I'd like to find a cleaner way to do this rather than just using the console. Cheers!
  13. Scratch that i just found my issue ...... I had another mod which was making adjustments to the Smithing tree conflicting with mine!
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