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FiendishGhoul

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    The world's largest and longest game of Keep Away
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    Modding

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  1. I didn't update my post because it didn't appear to have any traction, but you are indeed correct. SavrenX.
  2. I'll admit right up front that I don't know a whole lot about the newer specifics of Fallout 4's NIF meshes, but I will add that I am very familiar with NIF meshes in general, as well as tweaking properties and values in Nifskope (Oblivion, FO3, FO:NV, Skyrim/SE). That having been said, I am ready to tear out my hair over this damned generator mesh. Some background: I was building a settlement, added a turbine generator, and promptly noticed that the support legs were colored black and didn't react to light, like so: (Sorry for the bad screen shot) Naturally, my first thought was that some mod (I don't run too many) contained an error, either mesh or texture related, so I went through my modlist eliminating possibilities, while also referencing the vanilla mesh, textures, and BGSM, extracted directly from the default BSAs. As I'm examining the vanilla mesh, I see this: From the jump, things are looking not-right to me. First, the direct filepath for the BGSM, referencing c:\projects\fallout4\build\pc etc. I've always been given to understand that's a hard no. Next, the black specular and other settings. Additionally, there is no BSShaderTextureSet at all under the BSLightingShaderProperty (which may very well work, I don't know for certain). Now, I've Googled this and wasn't able to find much in the way of others having this issue, and I've looked at screen shots for some mods dealing with these meshes and in the images, they look considerably more correct than in my own images (although I at least saw one that looked suspiciously dark, in my opinion), but I guess my question is how is this mesh working properly at all, for anyone? Can anyone shed any light on this for me? Is anyone else having this issue?
  3. Maybe, finally, going to release a mod for Skyrim SE! Only a few years behind the times, again!
  4. First off, my apologies if this topic has been addressed elsewhere around these forums. I have searched fairly extensively and read a number of other eye-related threads and have not found any specifically related to what I'm posting, but that doesn't mean that they're not out there. That said, I have been working on a mod involving eye meshes and textures recently, and in doing so, I took notice of a fairly major difference between the meshes for female and male eyes: As you can see with the female mesh, in the area I've highlighted, the section of the mesh that is supposed to be a shadow does not seem to render correctly. Looking at the male mesh, the area does render as intended. I have looked at more than a few versions of the eyes meshes, all the various fixes, and they all seem to exhibit this characteristic. I believe that this defect (if that's indeed what it is) is leading to some wonky rendering in game, as I am layering multiple versions of the mesh atop each other (sort of like alpha-masked contact lenses, if you will). I've attempted to pull the mesh into Blender and tinker with it there, but I'm still nowhere near as familiar or proficient with importing, working with, and exporting Skyrim meshes from Blender as I am with games prior to Skyrim. I'm wondering if any of the resident mesh and model wizards around here could shed some light on why the meshes are behaving this way and if there's a fix available. Thanks for taking the time to read this and thanks in advance for any help anyone may be able to offer!
  5. Maybe, finally, going to release a mod for Skyrim! Only a few years behind the times!
  6. In response to post #24562744. #24562994 is also a reply to the same post. Uh, no, I'll stand up for the Nexus' users here (or maybe the moderators, not sure), because there's a big difference between saying that you've uninstalled or unendorsed or whatever, versus some of the really extremely virulent language I was reading over on Steam.
  7. In response to post #24562094. #24562579, #24562824 are all replies on the same post. Yeah, at least one of the comments I read over on Steam was beyond despicable and that's ridiculous. Feeling disenfranchised is one thing, but escalating to hideous threatening language is completely uncalled for. I'm glad the community here is showing, for now, that we're above such things.
  8. In response to post #24562404. #24562524, #24562599, #24562684 are all replies on the same post. Kudos to both of you, Elianora & Ramccoid!
  9. In response to post #24562434. Called it, for sure. I commented on that post, that all one had to do to see the havoc that for-pay modding can wreak, is to look at The Sims franchise and all the nonsense that sprung up there. Accusations and counter-accusations ad nauseum. Today, I see the same gold-plated wedge driven right into the Skyrim scene. Thanks Valve, thanks Bethesda.
  10. Wow, thanks guys! I kind of missed that people were responding to this until now! I will likely stick with the first version, then, especially given code that drithius suggested, which appears to alleviate the script overhead as well as avoiding extraneous additions. Thanks again. Once again, the Nexus forum wins out (with patience)!
  11. If I'm understanding you correctly, yes. Is this a new ammo, or are you attempting to alter an effect on an existing ammo?
  12. I will go ahead and suggest the same thing that I've seen suggested in other similar threads: if your companion is to have any "advanced" functions and dialogues, you're probably also going to want to look around for one or two other popular companion mods here on the Nexus that do things similar to whatever it is that you want your own companion to do and study some of their relevant dialogues and scripts. While the tutorial that Jokerine linked is very good for getting started, indispensable even, it stops just shy of more advanced functionality.
  13. I'm working on a relatively simple mod which adds a new melee weapon to the game. I would like for this weapon to be used by Raiders, Fiends, Powder Gangers and the like, as well as popping up infrequently in loot. Having exhausted Google search terms, I have come down to 3 principal methods for accomplishing this, but none of them are exactly perfect. I would like to know what the community thinks is the best method for mucking about with Form Lists and Leveled Lists in a way that presents the least invasive and most user-friendly means to accomplish this. Method One: A script utilizing NVSE and Lutana functions. The "pros" to this method are that all changes are held in memory as opposed to in save games, thus users can safely uninstall the mod at any time if they are dissatisfied for any reason without messing up their lists. The "cons" would be that users must have previously installed both NVSE and Lutana. Also, I'm concerned that this method leaves the quest script firing all the time (due to no call to StopQuest). If this is not the case, or nothing to worry about, or there is some method to disable the quest/script that I'm not aware of, please address this in your response if possible. Method Two: A script utilizing pre-existing non-NVSE functions. "Pros" to this method would seem to be no prerequisites to use, but the "cons" include changes to the lists being written to save games. Method Three: No script at all, just hammer in the changes to the Form Lists and Leveled Lists and instruct users that a Merged or Bashed Patch is mandatory. The "pros" for this method are- I don't know. Ease? The "cons" are that users must use Wrye Bash or some other utility to merge their Lists in a patch and those changes will be written to a game save (I assume). I'm genuinely very curious as to what some of the more experienced users here will say is the best method to accomplish what seems, at face value, to be a fairly common and ostensibly simple task, and, as always, there's also the distinct possibility that I am overlooking or otherwise ignorant to some very obvious thing that could simplify the whole process. Thanks in advance for any help you can provide! Edits begin: 3/26/2015 3:08pm EST Due to the apparent scarcity of response, I'm now considering a fourth method. Method Four: Create 3 different .esp files, each relying on one of the aforementioned methods, and leave it to users to figure out which best fits their needs. "Pros" to this method are that one of the the three will likely work right. "Cons" include having to support three different .esp files and the potential for user confusion. I'm still very concerned about my use of the NVSE functions, specifically whether or not my script will continue running in the background once every frame or whatever. I'd like to avoid that, obviously, and I'd very much appreciate if someone with more experience could tell me of a way to maybe, like, suspend a quest (as opposed to StopQuest, which I assume would prevent the script from adding the weapon to the appropriate lists every load as it's supposed to). 3/26/2015 3:39pm EST I seem to be noticing that the major concern with adding things to Leveled Lists appears to be with regard to ammo types, wherein overridden records can cause serious foul ups. I'm wondering if maybe my concerns are largely unfounded due to the fact that I'm merely adding a melee type weapon to inventory lists and perk form lists and such. Perhaps I'll just run with method 2, the old-school non-NVSE functions AddItemToLeveledList & AddFormToFormList in a one-time quest script and only worry about alternatives if some theoretical user complains. What I'm coming to think of as the "burn that bridge when I get to it" approach. Either way, I'm leaving all of this here in case someone wants to witness a real-time depiction of a person over-thinking a fairly simple issue.
  14. In response to post #23594244. #23594439 is also a reply to the same post. Glad to hear that it looks like a benign addition. On/off-topic, I think that I agree with Dark0ne (if I'm interpreting this post correctly), that a theoretical for-pay mod paradigm introduce a whole new level of difficulty to the communities of games affected. Anyone even passingly familiar with The Sims franchise, for one instance, and specifically the modding scene surrounding it, should know that this topic has always been an extremely contentious one and has had a tendency to blow up in ways both obvious and subtle. In any case, here's hoping that you (Arthmoor) are correct. *Edited for clarity (I hope).
  15. Looks like I have a case of not being able change my images too. This is my mod. The process goes like this: I have an old image that I'd like to change http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture1_zps4dd224c7.png So I delete it http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture2_zpsb5d4bba9.png Select the new image that I'd like to use http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture3_zpsb4396142.png Attempts to save tend to either fail outright OR display the old image http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture4_zps71537406.png Refreshing the page results in this error http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture5_zps8f079868.png And the image is unchanged http://i1295.photobucket.com/albums/b636/fg_oblivionmods/Oblivion%20Mods/Capture6_zpsc99979fc.png If anyone can provide any insight or assistance, I'd greatly appreciate it! Edit: The whole thing is the same for Hot Files image too, although I don't think that's going to be much of a problem in my case.
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