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schratt0r

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  1. hey, i never heard of the idea making stuff transparent:D i am also not 100% sure about side effects. i am also not really into 3d modelling stuff. nevertheless, i believe the following flow to be the "correct" one (please anybody to verify or correct me): -create new models in 3dmax or similar software -create nif files out of these models -create specific object in CK, most probably the receiver of desired weapon -link model to the newly created object if you try with the transparent retextures, which i believe is actually a pretty fun idea:D -everything you need is a material swap for specific receiver. still, as it will be obviously replacer, you will need to apply this material swap for the vanilla base object of your weapon's receiver. general setup of weapons in CK: -the weapon object is a container of all various objects you need to make a weapon working, like projectiles, objects, damage -within the weapon object, you find a button called "object template", this is where all the various models are built and flagged with keywords. within this section, you could apply the omod objects, which are basically all defragmented parts of the complete weapon, corresponding to what you can modify in the weapon workbench. -this omod objects contains information about certain enchantments and also about the material swap. so once you created your material swap object, you could select this for the specific omod object. this is what i used (and trial and error, of course:D): https://www.youtube.com/watch?v=JClgqQl32Fo and
  2. yup, i can confirm it is related to dismembering - if i add nolimbdamage perk to those guys, all fine. still trying to figure out how to set up the enc-lchar-lvl stuff, current config: for traits i use encsynthvoice1-3, like the vanilla lvlsynth does. all the other setup is new, using combat style of gen1, same as the actual race. BUT, as encsynthvoice consists of race gen1 and skin gen2mech, it still crashes without the perk.
  3. hey, you are perfectly right. by changing the skin to the simple gen1 instead of 2mech it works fine. still, they do not look like synths without this rubber stuff:D however, i will continue from there and the hint with the gen1-gen2 is priceless...thanks a lot i wonder how the vanilla synths work, as they all are based on encsynth02template...
  4. hey, thanks for a lot for your replies! :D related to spawning synths - the global vars related to institute shouldnt be a problem, as you "meet" them long before it is even possible to visit the institute. @SKK50: hui! you gave me something to think - by using the vanilla EncSynth02Template and its traits (whatever is in object template is not touched) shouldnt it be fine? thanks a lot for your help
  5. for the sake of trial and error: i created a complete new race, based on humanrace, assigned the synthskin and armor parts to it, and used this as basis for the npcs. and guess what, no crashes what so ever. it seems like either there are some settings or setups i completely overlook in regards to synth actors, or some evil mod conflict, although i removed everything that alters any living thing in any way - i doubt that an enb or building stuff have an impact? thanks for reading...:D
  6. hey there, i really do need some help, i simply can't figure out what's wrong: idea: new synth actors, actually 3, based on the same enc_template, differing in stats/inventory/spells, linked via Lchar of enc_template thus, setup looks like this: enc_template, containing: -race: synthgen01 -skin: synthgen02mech -object templates: 2 variants, having different body parts Lchar, contains enc_template lvlsynth01; lvlsynth02; lvlsynth03 => template: Lchar problem: during fighting those newly created synths, i crash. unpredictable, still. like, first location cleared, second one crash. next try, i crash already during clearance of first location. solution: if i exchange the synths with humanoid npcs with exactly the same setup (including weapons/spells,...) i never crash. question: are there any specifics related to synth actor type? or the race itself? i only use synth armors to not mess around with the slots... i would really appriciate any hint, i am trying now since 3 weeks to solve this, but i cant... thanks a lot!
  7. HI there, i am using the defaultselfactivationtrigger for npcs, which works fine. only topic is, if i reload a save game where i already found the location but did not cleaned it, the npcs become hostile, no matter whether i triggered them or not (also not before loading the save the game). even in far distant rooms i see the red dots on the HUD and by approaching them, they already left their marker... has anybody any idea how to solve this? i cant remember that this happens with the normal vanilla setup, but i really cant figure out whats different...especially by using the packins...and following tons of youtube tutorials:D thanks a lot! --cheerio
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