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ghostrecon123

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  1. Edit: Solved turns out you just set the room ownership and the stands will work after that. ----- so i was making an interior for the USS Iowa battleship i was working on but then i ran into a problem, i can't get bobblehead and magazine stands to work, at first i thought i'd just drop it in the interior cell like an armor workbench and it'll work in-game but that doesn't seem to be case, i tried using both the container and activator version of the magazine stand and neither works, i mean it works as a container but the magazines you place on it doesn't show up on the rack itself, i also tried copying the bobblehead stand in Vault 81 but that doesn't work either, i've googled about it and it seems i'm the only one having trouble with it. anyone know how to place working magazine and bobblehead stands in creation kit? seemed simple at first, didn't expect it to turn out like this.
  2. how can i increase the sandbox radius? sorry, i'm a noob when it comes to settlement stuff in Creation Kit.
  3. i don't know, i have no idea how to set up a workshop so that part was implement by another user, i'll go ask him then.
  4. finally finished navmeshing the whole ship and went to testing the settlement functionalities and i ran into another problem... the companions who are currently following the player can navigate through the ship just fine, the navmeshing seems to work fine for them but when i send them off to the Carrier as a settler, they just stand and do nothing, the same can be said when you recruit new settlers for the carrier with a broadcast tower, any new settler you recruit would just stand infront of the bridge, you can order them to tend the crops and the crops will grow but they will remain stationary in their position, when you fast travel out and back to the carrier, all the settlers will now then just stand still in the hallway in front of the infirmary, at first i thought it was just because the navmeshing is too complex and the thousands of triangles are confusing them so i optimized the navmeshing so now the navmesh are freakin' huge triangles, and the problem is still the same, settlers just stand doing nothing. if anyone knows what's the deal with this, can you take a look? here's the files https://uploadfiles.io/ewo9oe6a i've also included the two types of .ESP https://uploadfiles.io/qb0xlir9 one of them is the ESP before optimizing the navmeshing, it also has pre-cuts for scrappable objects and everthing the other ESP is the one that's optimized, but i didn't bother with the pre-cuts for scrappable objects yet in that ESP hopefully, someone can solve this problem because i'm almost just about to give up on this, navmeshing this 920 foot long ship is such a dreadful task and it's taken it's toll on me, i've almost had enough of it and i just want the thing to be finished and uploaded.
  5. i got a question about copyrighted art, so if i where to take a movie poster, for example a poster of a super hero movie, some show's box art or something and made that into a poster in-game to be built in Fallout 4 settlement system, would that be against nexus site rules?
  6. i've heard of Inuyasha and Senran Kagura but i'm not familiar with their characters but if it's a somewhat traditional Japanese shrine maiden outfit you're looking for, then i think i've seen something like that in "other" sites, just google around for Japanese, Korean and Russian Skyrim mod sites, maybe google for "Skyrim Miko Outfit" or something of the sort, shouldn't be too hard to find. EDIT: scratch that, looks like Nexus already has 2 of them https://www.nexusmods.com/skyrim/mods/62196 https://www.nexusmods.com/skyrimspecialedition/mods/15751
  7. i've been modding Skyrim since 2011 but even my mod list isn't that long... if it's gray face bug then see if the mod in question has the proper facegen files, look for it in your skyrim data folder :Program Files\Steam\steamapps\common\Skyrim\Data\Meshes\Actors\Character\FaceGenData\FaceGeom\(name of mod here).esp and :Program Files\Steam\steamapps\common\Skyrim\Data\textures\actors\character\FaceGenData\FaceTint\(name of mod here).esp and i don't recognize most of these mods but you seem to have several mods editing NPCs, turn them off then switch one NPC mod on, one by one to narrow down which mod is causing conflicts, there's probably easier and newer ways of going about this, maybe somebody already made a mod conflict "searching" tool of some sort but all i know are the "old school" ways, heck most my Skyrim mods are still installed manually.
  8. under "art and sound" tab of the weapon you made, you need to use your custom sword models on both the "model" and "1st person model object" but first you need to create a static object using the 1st person model you made, under "object window>world objects>static" after creating the static object, now you need to use that static object as the 1st person model object for your custom weapon save and exit, that should allow the weapon to appear in-game now. here it is in-game, although the textures are messed up at first i thought it was just because the custom model you made was just still using the daedric sword texture, of which you seemed to have used as a base. but it turns out, it's the UV map that's messed, you'll need to fix that with 3DS, Blender of whichever 3D modelling tool you use. you'll also need to create to more entries under the "object window>items>constructible object" so you can "forge" the weapon and "upgrade or temper" it, but let's first fix that UV map. also, here's the .esp with the fixes, that one should appear in-game now, but with the messed up UV map from the mesh. http://www.mediafire.com/file/y1egi99ad4ze3zd/LoliSlayer.esp/file
  9. a mod that increases the frequency of settlement attacks ONLY when you're in that particular settlement i like defending settlements but what i don't like is traveling around all over the place to defend settlements from across the map, so i'm looking for a mod that increases the frequency of attacks only when you're present in that settlement. most mods just increases the frequency of all attacks in general so i'd have to do even more travelling from one settlement to another and that's not what i'm looking for.
  10. i made some various little fixes and tweaks here and there, added another paint job. then i got the name working now, now when i spawn the power armor pieces they don't just go into my inventory named just "Torso", now they're named how i want to be like "Terran Torso" etc., though they don't change names when adding armor mods, but i prefer it that way so i'll leave it like that. and i think i know why the hot rod paint jobs pop up in this armor even though i didn't add them, it's how the hot rod paint jobs are made, they use a pretty general keyword so they pop up in all Power Armors, so knowing that i can just ignore that one. now finally, there's only 1 major bug i can't fix, the forearms in first person still blocks most of the camera when using certain weapons, especially rifles, it looks like the forearm armor plates are positioned too far down the forearm covering the hands, they only appear like that in 1st person even though look fine in 3rd person, no idea how to fix this one. here's the new files https://ufile.io/8dcg2
  11. so i'm making this standalone power armor based on some meshes and textures i found online for private use, it's pretty much my first time making a mod for Fallout 4 that isn't just a simple stat edit or paint job, though i've made mods for Fallout 3, New Vegas and Skyrim before. anyways, making standalone Power Armor in Fallout 4 is a pain in the 4ss, the system is so different from the past games that it took me a couple of hours messing around with creation kit to get an idea on how to make one. anyway, after 3 hours i've finally got a new set of power armor working pretty much, i used the X01 as basis but there's 3 main bugs that i just can't fix or find a work around. 1st is even though i named the armor pieces & mod objects etc. to what i wanted, when i spawn them on console they just get added in my inventory as Left Arm or Torso, no Terran Torso etc. 2nd is the hot rod paint jobs shows up on this new armor for some reason and 3rd is the first person view of the forearms are bent really weird that it obstructs the camera when holding most weapons except heavy weapons like minigun, rocket launcher and gauss rifle. those are the main bugs i want to fix, i've done most of what i can, i already have custom looking PA armor pieces showing up in-game, i already got the headlamps working decently, the power armor mods, jetpacks etc., some different color paints, those 3 are just what's left, the main annoyances at least. i'm pretty much on the end of my wits and patience on this one, if i can't get even the 1st 2 bugs fixed i'm pretty close to dropping this one. anyways, here's the files, i hope someone can get a look at them and see what's wrong with them and how to fix them. https://uploadfiles.io/6ccq6
  12. just click yes to all, if CK still opens up fine after that then you don't need to worry
  13. try the wiki, see if there's anything related to that http://elderscrolls.wikia.com/wiki/Conjuration_(Skyrim)
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