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ch0k3h0ld

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  1. No matter when we get the CK, it won't be out "soon enough." "Soon enough" was in January. :mad: And even with the CK, xEdit is still going to be enormously helpful if someone really want's to mod the game. So, by all means go get the latest version of xEdit.
  2. In the game, the power armor frame is a new race when you put it on, not clothing or armor, and it only accepts power armor parts as armor. I'm not saying somebody hasn't done it, but it would probably be easier to do after we have the CK and we can read more of the data records. It's just a little more complicated than one might expect.
  3. What they are trying to tell you is that it depends on how the mod was created. If the mod author used assets from NV, he will need to convert the mod to use similar assets that are in FO4 if they exist. Or he will need to start over. It looks to me like the mod you are looking at could be using unique meshes and textures that were created by the author, so it should be portable. But I didn't go into it in any detail to see what was made. If he started with NV weapons and just made them look like m16s or whatever, then he probably starts over.
  4. You can also just tell Steam you want to install the game in a different location and leave the Steam files in the default location. NMM will find the game file in the game scan and it works just fine. That is how I am set up now as I have an SSD named games just for my games.
  5. Have you tried telling NMM to rescan your games so it picks up the new location?
  6. That message is the result of deleting an entire navmesh object that was finalized into the NAVI before it was deleted. I've done it several times and played with it and can't tell that it causes any issues in the game, although that is purely an observation as it is pretty hard to tell in one game what is going to be a problem in another. I still avoid it as the error message is annoying and it is relatively easy to fix. You just need to remove the deletion of the navmesh object from your mod. If you are familiar with TES5Edit, it is probably the easiest way to do that. I don't know if you have used Edit or not and I am not an expert with it by any means, but I will try to give you enough info to get the job done. You might want to read some of the Edit tutorials out there, but most of them seem to focus on cleaning mods, which is not what you need. There is a neat manual available that was written for the Fall Out version, but it is still mostly applicable. And be sure to make a backup copy of your mod. Fire Edit up with your mod, find the Tamriel cell with the deleted mesh and remove the deletion from your mod. When you expand that cell and look at the cell data in TES5Edit, you will see several NAVM objects, at least one of which is going to say Deleted in the details. Select that object, right click on it and chose to remove it. Do the same for all of them if you deleted more than one mesh object. When you exit, it will save the mod for you automatically. Then go back into the mod in the CK, select one part of the unwanted mesh object and then use F (ctrl-F?) to select the entire mesh object. Then drag the entire mesh object down vertically till it is far enough below the landscape that NPCs don't detect it and just leave it. When you refinalize the navmesh for that cell, the error message should go away.
  7. I suggest that either some of the mods you have installed are having a conflict over grass (less likely) or that your grass settings in your ini files are messed up (more likely). Google Skyrim Grass Settings and you will find quite a number of articles on how to set up grass in Skyrim.ini and SkyrimPrefs.ini so things work correctly.
  8. Fantastic idea. It would be helpful if there was also an option to "un-publish" a mod and start over without needing to delete the whole page. I'm not even sure that deleting the page would allow you to start over with the same name again.
  9. Faendal's voice type is MaleEvenToned. Your NPC needs to have the same voice type to use his dialogue.
  10. I'm pretty sure the rating system on the workshop has been broken from day 1. It is hopelessly flawed. I'm also pretty sure it's not the only part of the workshop that is completely broken. It is almost impossible to find decent mods other than by pure luck that something worthwhile might pop up in the first dozen pages or so. The whole system is a joke. People used to complain constantly on the Steam forums with no results. They have been providing the same stock reply since February. They probably gave up on it months ago.
  11. Thanks and kudos for all you guys do. I encourage everyone to become a Premium Member and support your Nexus. It is well worth the relatively tiny investment for all of the hours of entertainment.
  12. Version Control is a lot harder than it looks and extremely frustrating in practce. It is bizarrely picky on network permissions. Some people, me included, have spent hours to get the network settings just exactly right only to find that it refuses to merge all sorts of records for any variety of reasons that remain a mystery to me. VC is intended to be used by a team of developers working on whole sections of the game an it produces esm masters. You can probably merge your files by hand faster unless you have huge mods and teams of people. There is a tool almost ready called TESVGecko that looks very promising. Check it out here: TESVGecko
  13. It might also help if you don't promote your armor as being from their movie. Just a suggestion. Big corporations generally don't like being connected with something they don't control.
  14. The simplest thing is to use Wrye Bash function, copy to ESM. Keeps your ESP intact so you can edit and copy it to ESM again. Remember that you also have to copy the face meshes and textures into new files named for the esm. Or export them from the esm after you make it. Ctrl-F4 works equally well for both. If you are having problems, I would suspect that you have face mods active that prevent it from working. Deactivate all face and body mods, use Ctl-F4 and then you can activate them again.
  15. Be sure and save your mod before you go into details so there are no active changes to be saved. After you ignore the references you want to remove, you have to close the details window, click ok to load the mod and then save it again and exit the CK. When you load it up again and save it, the ignored reference is no longer loaded up. In my experience, that proceedure has to be followed exactly or you lose the ignore and have to start over. If you have any edits in the Breezehome interior cell, you should ignore all of those.
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