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teresatiger

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  1. Thanks! I thought it sounded strange but I figured the tutorial page would know best lol. Good to know I wasn't doing it all wrong!
  2. I've just merged several patches for ETAC into a single plugin, but I want to open it in CK to resave it so that it will build the navmesh. I've read in several places that the master plugins need to be made into false esms in order for CK to load them all simultaneously. This page says I can do it in SSEEdit by simply flagging each plugin as an esm in the header temporarily. But then it says upon exiting SSEEdit, a second plugin will be created - an esm version of the esp that was flagged. That doesn't happen, though. I don't get any new esm files appearing even though I've flagged the master plugins. Is that an outdated tutorial? Will the CK load the master esp files properly if they're simply flagged as esms? Thanks!
  3. I'm not the OP but I would love for you to elaborate, please! I'm losing my mind because I want to turn my favorite character presets into followers and I have no idea how to make the bodypaint overlays from my numerous racemenu mods apply in CK or Nifskope. Also, I'm going to scream because I can't figure out how to get the hair color right. I have an Argonian with yellow feather hair but there's no way to get it looking right in CK. I googled around and saw that you can set the color in Nifskope instead...except when I go to look at the hair tint numbers in Nifskope, they are 1.064, etc. instead of the standard RGB colors (155, 190, 71 for the yellow hair) and I have no idea how to make it look right. So any help would be greatly appreciated! I'm not planning to upload my followers so I don't want them to be standalone, since that seems like a lot of extra work and also takes up more space. I just want them to use the mods I already have installed, but I can't find any helpful information on how to do that. Thanks!
  4. Well, yes but that's the problem, isn't it? Scrap Everything works....it's just that when you use the scrapall command, it sometimes scraps too much, including an NPC lol.
  5. Thanks...I'm currently playing with 527 plugins and I guess around 550 mods total. I have Scrap Everything and "scrapall" isn't a mod, it's a console command. But apparently, if you have Scrap Everything installed, it scraps Overseer Barstow along with the rest, which didn't happen to the NPCs in any of the other settlements so far. It's a bit late to change out mods at this point and I don't want to add something like Spring Cleaning - which comes with its own problems and incompatibilities - to the load order now, but I appreciate the response. It looks like it's impossible to restore a scrapped NPC so I guess I'll just replay from the save right before that, use the killall command to hurry through some of the things I already played, and just make sure to watch out for that next time. How annoying, but oh well :-( It's too bad that Vault 88 stuff is buggy since the Transfer Settlements blueprints I have for it are gorgeous but I guess I'll worry more about Institute Safe House and Mechanist's Lair for that sort of environment instead :-\
  6. I used the scrapall command in Vault 88 so that I could import a Transfer Settlements blueprint and it apparently deletes the overseer along with all the inanimate objects! I had no idea that could happen and I didn't realize she was gone until a while later when I came back. What on earth? How do I stop the mod from scrapping NPCs? And is there any way to get back someone who was scrapped with that mod? I tried prid and moveto player and all that but she basically doesn't exist in the game anymore so it doesn't work. Is there a way to restore her without having to go all the way back to an earlier save?
  7. Hello, does anyone know how to adjust this script to ONLY return results for the first option (Can be turned into ESL by adding ESL flag in TES4 header) but NOT show any results for the other two options (the compacting, etc. ones)? I just want to see the ESPs that can be easily flagged as ESLs and nothing more. But I'm not sure how to adjust the script to do that. At the moment, I ended up just removing the other two return conditions so that they simply list the esp names and no additional information, which helps to scroll through and find the ones I can flag. But removing them from the results entirely would certainly be preferable, if it's possible. So Any help woud be greatly appreciated! { Find plugins which can be converted to ESL } unit FindPotentialESL; const iESLMaxRecords = $800; // max possible new records in ESL iESLMaxFormID = $fff; // max allowed FormID number in ESL procedure CheckForESL(f: IInterface); var i: Integer; e: IInterface; RecCount, RecMaxFormID, fid: Cardinal; HasCELL: Boolean; begin // iterate over all records in plugin for i := 0 to Pred(RecordCount(f)) do begin e := RecordByIndex(f, i); // override doesn't affect ESL if not IsMaster(e) then Continue; if Signature(e) = 'CELL' then HasCell := True; // increase the number of new records found Inc(RecCount); // no need to check for more if we are already above the limit if RecCount > iESLMaxRecords then Break; // get raw FormID number fid := FormID(e) and $FFFFFF; // determine the max one if fid > RecMaxFormID then RecMaxFormID := fid; end; // too many new records, can't be ESL if RecCount > iESLMaxRecords then Exit; AddMessage(Name(f)); if RecMaxFormID <= iESLMaxFormID then AddMessage(#9'Can be turned into ESL by adding ESL flag in TES4 header') else AddMessage(#9'Can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 header'); // check if plugin has new cell(s) if HasCELL then AddMessage(#9'Warning: Plugin has new CELL(s) which won''t work when turned into ESL and overridden by other mods due to the game bug'); end; function Initialize: integer; var i: integer; f: IInterface; begin // iterate over loaded plugins for i := 0 to Pred(FileCount) do begin f := FileByIndex(i); // skip the game master if GetLoadOrder(f) = 0 then Continue; // check non-light plugins only if (GetElementNativeValues(ElementByIndex(f, 0), 'Record Header\Record Flags\ESL') = 0) and not SameText(ExtractFileExt(GetFileName(f)), '.esl') then CheckForESL(f); end; end; end.
  8. I know other people have complained about this in the past but I haven't found a solution while looking through google so I'm really hoping someone will know how to fix this. Adding an example for reference... Trying to make a character using the RS Children Nord. This is what the character is supposed to look like, the settings that I save the preset with: https://pasteboard.co/JKZ1YCh.png But when I load up that preset, the eyebrows and eye color keep reverting to this: https://pasteboard.co/JKZ2ncv.png Everything else about the preset saves just fine but not those two features. The same thing seems to happen with the eyes reverting for Serval Khajiit and Reworked Children of the Sky...so I guess it's just a custom race thing? Is there any way to fix it?
  9. Thanks for the tip! I'm not going to bother with all of that in this case. My only goal here is to change Immersive Creatures from a big overhaul mod with tons of scripts and random encounters to a simple collection of unique monster followers I can place around the map, and a few respawning enemies in set locations. I love the idea of Immersive Creatures but there are too many complaints about crashes and bugs, and it is extremely script-heavy from what I understand, so I'm just cutting all of that out and having standalone monster companions and enemies here and there instead. That's all I need. In fact, I wish I could avoid dialogue for most of them and just have dragon roars or wolf sounds, etc. but when I change to creature voice types, the follower dialogue option doesn't show so I guess there's no way around that without using scripts, which is too bad. As for my own original standalone followers, I really don't need them to be complex so I'm not concerned about idle dialogue firing consistently, and I won't bother integrating them into any quests, etc. so I should be fine without an seq but I'll keep that in mind in case I feel differently later. Thanks for all the help!
  10. Hmm...I have no idea what I did but it's suddenly working. Maybe I'd checked the PC Talk option in the wrong race (there are a bunch of them with near-identical names in the mod and it's possible I got mixed up and edited the wrong one). Or maybe I chose the wrong voice type. Or the esp was already in the save, as you said, and wasn't updating properly. Anyway, it's working perfectly fine now. Thanks so much for the help!
  11. Hi, yes, there is an interact option for the character. I can talk to it but only the NPC Party dialogue option comes up, and not the normal follower dialogue you would see for regular NPCs as well. I've gone over the steps multiple times and everything is in order so I don't think I messed up the basic setup. That said, this is a creature with a custom race, so I took your advice and added the PC talk option to the appropriate race, but unfortunately that still didn't fix it. For the sake of trial and error, I've tried changing it to a vanilla race, changed its voice, changed the associated keywords...absolutely nothing is making the follower dialogue appear. I can recruit the character through NPC Party but it bothers me that the follower dialogue should be appearing and isn't. There must be some simple solution that I'm not aware of :-(
  12. Thanks but I've already seen those videos and as far as I'm aware, I've done the necessary things to make the character a follower. I did list what I'd done in my initial post and I don't see how any of it is different from what the videos are saying....that's why I'm here asking for help, because I'm wondering if something about these special, unusual characters with custom factions and so on would be affecting the ability for follower dialogue to appear.
  13. Thanks, I actually use the amazing new NPC Party, which allows you to recruit basically anyone or anything in the game, as well as set advanced AI packages, outfits, locations, activities and so on. It's an incredible mod and I use it alongside NFF for complete control of pretty much everything lol. So I can indeed recruit them that way already. The thing is, I want the standard follower option to be available as well, for various reasons, and I can't see any reason for it not to be working :-( I'm hoping it's just some minor thing that needs to be tweaked in the esp, but I was playing around it for a while and couldn't get the normal follower dialogue to show up so I'd love to know where I'm going wrong...if for no other reason than it's good to learn how to do things right, if there's something I'm missing!
  14. Hi, I love some of the characters in Immersive Creatures but would like to edit it to have only certain NPCs as followers. To start with for testing purposes, I edited the factions related to a hybrid soul cultist to make them not attack on sight, added an "ally" and later "friend" relationship for him, and added the potentialfollowerfaction to his faction list with a rank of 0. However, I'm not getting any follower dialogue options for him in-game. Is there anything else I need to do? I have Fuz-Ro-D'oh and Relationship Dialogue Overhaul installed. His race is listed as NordRaceVampire and his voice is generic dark elf. Is there anything I'm missing that would be preventing the follower dialogue from showing? I had a similar problem trying to convert adoptable children into followers before, but enabling Relationship Dialogue Overhaul fixed that so this seems to be a different issue. Any help would be greatly appreciated!
  15. In case anyone else runs into this problem, for some insane reason the bug was being caused by a custom race. No idea why or how it could affect regular NPCs but after a ridiculous amount of testing, that seems to be the culprit :-\
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