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tiger8u2

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  1. OK, the simplest cause is iHUD. I didn't even have that mod but I had the immersive first person mod. It actually had iHud elements in the configuration settings that I did't realize. So, my HUD would only pop up when I was moving forward and text would fly by before I could read it, I couldn't interact with the game world because the activator would just disappear before I could click! It was very frustrating to say the least and it took me several restarts of a game to figure out the problem. Anyway, just make sure you turn off iHUD or configure it properly and I'll bet your problems will go away.
  2. I thought I had this problem beat by just renaming the tintmasks folders in my data drive but that only worked for non-custom races. I have a custom race that uses specific tintmasks that came with the mod and when trying to create a new NPC of that race or editing one I had already created, I was constantly getting the TINT HAT bug and was unable to apply warpaints, etc. By using YOUR method on each tintmask texture in the mod directory I was able to create the facegen tint files that I needed. But then I started to wonder why it was that sometimes I was able to create them and other times I got the TINT HAT bug. Well, besides the CK not liking it when your tintmasks are in a non-standard directory, AFTER I fixed the bad tint masks I ran SMCO and it compressed the files I had just uncompressed and added back the mip maps and alpha channels that I had deleted! SO.....that is why sometimes when I would overwrite compressed files with uncompressed files without mip maps, the CK face tinting would work. Then later after I would optimize my textures, everything was screwed up again. You are a genius for figuring this out. Now all I have to do is FIX all the tintmasks and copy them over to a safe folder outside the data file. Then when I want to work on facegen, I'll just copy them over and overwrite the optimized files. When I'm done I can just run SMCO again and not worry about uncompressed files causing performance hits. So far this is the EASIEST method I have found to fix this issue. EDIT - THIS method works for ALL tintmask issues that cause incorrect placement of the tint. If you fix all the tint files you have in your texture folder as I did then you won't ever see that bug again. UNTIL, you optimize your textures that is. =P
  3. THANK YOU! I've been struggling with this for quite some time and finally found some help from this post. My problem though is I've merged SEVERAL stand-alone followers who all seem to have their own tintmask files messing things up. SO.......after reading your post and another I found that talked about renaming the folder, all I did was search my textures folder for tintmask and then I selected all the folders that came up and mass renamed them to tintmaskHOLD. Once I was done making my NPC's with awesome make-up, tattoos and the like and after exporting the face-gen, I just brought up the search that was still populated and MASS renamed them back. I had to be careful though because two mods had named the folder "tintmask" instead of the plural. I accidentally renamed two folders wrong and had to hunt them down, but in any event, THIS is the only sure way to keep this issue from messing up your NPC creation. I've been making NPC's in mods for years now without any make-up just to avoid the issue! I can't tell you how relieved I am. Thanks for figuring this out and sharing it with the rest of us. Kudos will be given.
  4. I thought of that also because AVG was bugging me to buy the full version just before all this happened. I uninstalled everything and my plan is to reset this laptop back to factory settings and start over.
  5. I got the same issue. Been fighting it all week. Uninstalling the whole game then re-installing. Sometimes, I get it to work again, but then it just stops. The creation kit also hangs at the "Initializing FaceGen" part. Something I have noticed, and I'm not sure if this matters, but whenever I re-install the game, the new files have current dates on them. SO, I have to use a "setfileDate" program to ensure my load order is right when loading the CK because it still orders them the old way. Been trying the sound fix and still get the hang up. Been trying various compatibility modes and still no luck. Any ideas?
  6. I just figured out my problem. I have two "bag" mods and they seem to conflict some how. One is Haven Bag and the other is Bag of Holding. For some reason the BSA for Bag of Holding got deleted in my data directory so when I got the bag and tried to set up the access to it, there were no scripts. What's interesting is that when I got the Bag of Holding I was actually IN the Haven Bag doing some crafting. When I pressed the Hot Key to open the Bag of Holding I got teleported OUT of the Haven Bag! I assume because they BOTH are using the MASK slot.
  7. Join the club. When I am moving forward the cursor reappears and identifies things but when I stop, it only flashes by. I just updated my graphics driver also and I'm not sure if that might have something to do with it. I thought I had gotten rid of it by loading up Immersive HUD and toggling it on and off but it came back today. BTW I'm running Windows 8.1 without any compatibility. During testing of this issue I've found that if I sneak the cursor and activation info shows up AND strangely enough, when I draw my sword, or raise my fists to fight. I've never used the immersive Hud Mod before but maybe there's a stray script somewhere that got dropped in my data file.
  8. I just started playing Skyrim on my brand new Windows 8 laptop and since I'm not used to the touch pad I just plugged in my trusty old mouse and away I went. Well, I noticed right away something really strange with my compass because it would only show up when I was running forward. I also noticed that the text concerning item activation would only show up once and then disappear when looking at an object that could be activated like an NPC or chest. Then as quests started being completed and gained I noticed that all the text practically flew by UNLESS I was moving forward. Funny thing is, when I'm sneaking, the normal activation occurs without disappearing. I did not have immersive UI instaleld but I went ahead and installed it to see if I could change some settings to help. Well.....it actually did a bit, and then it seems to have stopped helping as much. Is there some special setting that decides how long message text is displayed on screen or the activation text for your crosshair or the compass?
  9. Hey there! Well.....I never did get to port your shell necklace into FNV but now I'd like to use both the pearl and sea shell mesh/texture as part of an outfit for some Skyrim Amazon's I'm working on. I wouldn't include anything of yours in my upload I'd just make sure players knew your mod was a requirement for mine. May I please? Respectfully, tiger8u2 (Your mailbox is full I guess. )
    1. tiger8u2

      tiger8u2

      Could you please send me an IM there's more I'd like to discuss with you when you have the time. Thanks!
  10. Well......I've tried that numerous times and no matter how many times I change the date timestamps of the files to match the order I want them to be in under the data window in the CK they don't move. <sigh>
  11. I've made a mod with multiple masters and at first the load order of the masters in the mod matched my normal load order. Well....I updated one of the masters and then without checking the load order in the data window, I worked on my mod. Now the load order of the mod is out of place and no matter how many times I "set file date" on the offending master, it refuses to get "back-in line" so to speak. My main question is, is there an editor ini command that will force the CK to use my normal load order list?
  12. Hey there! Love your mods! Was wondering if you'd help me with a project I'm working on. I've been trying and trying to put a Shark nif in a vanilla FNV moveable static mesh called lakemeadfish03.nif. Basically it would put some swimming sharks that could have an activating primitive around them that would effectually kill the player because there is no underwater combat in the game. Just something to "add" to the suspense. Well....here is what I've got s...
    1. tiger8u2

      tiger8u2

      Well....here is what I've got so far:

       

      http://niftools.sourceforge.net/forum/viewtopic.php?f=31&t=4563

       

      I've tried updating my Nifskope and exporting with blender and every thing I can think to do doesn't give me what I want.

       

      Do you have any time to try and make this happen or at least give me an idea of what steps I should take that will actually work?

       

      Any help would be greatly appreciated.

       

      I am way out of my depth with Bl...

  13. Hey there! Love your body! I've had several players asking if I could upload my personal nifscope edit of your Miss Fortune Outfit that I use as a replacer for the reinforced leather armor. Would you mind if I did so? Respectfully, tiger8u2
  14. Here's my personal vision for an alternate ending of the Honest Hearts DLC. At present player choices in the DLC are either to effectually wipe out an entire tribe or help the indigenous tribals to flee the area. IMHO a third choice should have been available through Daniel most likely whereby IF Caesar is dead or could be killed, that this information would change the Whitelegs aggression. With a combination of player daring (i.e. running the guantlet to "Salt-Upon-Wounds" alone thereby establishing dominance and earning respect (GIVING him Caesar's Token or armor or HEAD might be a requirement as well), AND by helping Daniel to "convert" the Whitelegs leader through testimony & scripture with high level speech & charisma checks of course, the genocidal battle could be averted or at least curtailed. Even a change at the very END where the player defies The Burned Man and convinces him that "forgiveness" is always the best option, could allow for the Whiteleg menace to be removed peacefully in the end. Appropriate speech and charisma checks could be used for either avenue and an alternate outcome could possibly have a SOLO hand-to-hand or melee weapon fight between the player and Joshua Graham FIRST, then "Salt-Upon-Wounds" that leaves both leaders either dead or defeated, while the remaining tribals become immediately non-aggressive to the player and enemy factions due to the player effectually becoming their "Chief." Changing the "enemy" status of the various factions could be stage scripted and there is already a mod that shows how to keep the tribals from disappearing here: "Honest Hearts DLC white legs respawn and npcs stay after finish" by quanster: http://newvegas.nexusmods.com/mods/48871/? Another method I've thought about is the American Plains Indians practice of "Counting Coup." Go here for a full explaination: http://en.wikipedia....i/Counting_coup Stealth loving players could try the challenge of actually sneaking into the Whitelegs camp and striking the leader with a coup stick, then escaping unharmed.....OR.....during any battle if the player struck the Whitelegs leader with the same stick, the battle would effectually end. This would surely humble "Salt-Upon-Wounds" enough to motivate this misguided warrior to smoke the peace pipe. Which reminds me where is the freaking peace pipe in this DLC! :ohmy: Anyone interested and talented enough to tackle the dialogue & quest changes necessary for any similar ALTERNATE ending please send me a PM and I will help any way I can. My GECK & scripting skills are not as good as they once were, BUT I'm as good once in awhile, as I ever was. :laugh:
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