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Schnellinger

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  1. Apparently, I've found a solution: Copy the files "01Hair.dds, 01Hair_hl.dds and 01Hair_n.dds" from Data\Textures\Ekaterina\Hair to Data\Textures\Characters\Hair (Create if the directory does not exist) _____________ Version 2.5 released, check ModDB
  2. I'm experiencing problems with my follower's hair texture, it looks weird, as if the engine is ignoring the texture and applying some color over it. Picture from version 2.3 This started to happen since I moved to another PC (Windows 10 x64, Intel Graphics 4400). ------------------------------------------------------------------------------ Full story: I started this mod on 2022 on a Windows 7 borrowed PC, then I got my own PC (2023) and decided to continue the project, so I installed FallOut 3 GOTY, FOMM and Ekaterina 2.2, I started the game and noticed her clothes and hair had texture problems. After trial and error, I finally managed to solve the clothes problem, I had to create a texture set and then edit the clothes properties to use that texture set (See version 2.3 on ModDB) But after many hours, I haven't been able to fix the hair texture problem. I even modified the file "hair3aCh.nif" with NifSkope to force it to use the texture, but it still refuses to work. Her hair should look like this: Picture from version 2.2 What can I do? Is this an engine bug? Is this an Intel Graphics problem? Am I missing something?
  3. Hello. I'm having this annoying problem on my game (GOTY edition). I moved to another PC and had to install and try to 'build' my previous mod set, and I've done well so far (No CTD when loading savegames) but now I have this very annoying problem. It's like if both vanilla and modded textures and .nifs are loading into the same entity. I'm also having this same issue with Oblivion (GOTY edition). On FO3 I'm using T6M Equipment Replacer and on Oblivion I'm using DMRA Complete Clothing and Armor Replacer. People have told me to activate "ArchiveInvalidation" on FOMM and OMM, but this is not working. On my previous PC I managed to solve this problem, but I can't remember what I did. Have a look:
  4. Hey, I figured it out. It wasn't the mod itself, it's a conflict with some other mod. What I do is to open FOMM and move Edna.esp so it is the first .esp after the last .esm. Take a look at this screenshot: I've been testing it and no CTDs so far. I feel like I just discovered the cure for AIDS or something :D (I'm a beginner) 80% of her functions are working, I think I'm ready to upload the first public beta. Her voice folder has 960 files (101MB) that could be annoying for the average user. So How can I pack my resources into a .BSA? If that is possible, Do I need to re-do something? She has 469 lines of dialog, and I don't feel like re-making all that. I only want the .BSA for the first public beta, so the only thing the player has to do is to copy the .esp and the .bsa and if he don't like it, he can delete it easily.
  5. I'm making an advanced follower mod, her name is Ekaterina. I've been doing well but today I discovered that if I talk to any vanilla NPC who has dialogue options, the game will crash to desktop. I have no idea when this started to happen, I haven't talked to anyone else since I've started developing this mod. Oddly, the game only crashes if I talk to any vanilla NPC who has dialogue options, the game won't crash if I talk to an NPC who only greets the player or refuses to talk because it's fleeing or something. The crash occurs right before the dialog options appear, I mean right after the 'greet' line And what's more, when I talk to my follower mod NPCs the game won't crash (Jasmine, Kirina Shilo, Cherry and Mika) UPDATE: I managed to detect where the problem is, but still no solution in sight: If I untick "Top-level" checkmark on "GOODBYE" on Ekaterina's dialogue, the game won't crash, but then I'm trapped into the conversations since there is no "good bye" option, neither for vanilla NPC nor for Ekaterina. Misc info and status: Parent masters: Fallout3.esm ThePitt.esm Shojo Race.esm EnhancedChildren.esm KCP.esm So far I've managed to make her: -Wait/continue -Guard/continue -Fix items -Share inventory -Counter-strike if the player attacks her and she's not hired as well as accepting player's rendition -Set home -Go home -Fire (Of course I had to add that) she goes back to where she's found -Re-hire (Mmm.. yes obviously) -Change follow distance (Normal/Far) -Owns an unique rifle with infinite ammo (Player can't have it) -34 lines of idle chatter -All random commands such as good bye, trade, fix, wait/continue, guard/continue and greet. She will never bother the player with the same lines over and over again. -Top-left screen messages when a command is given to her -She's unkillable (Essential) -Talks s#*! if you murder or rob -All of her menu lines are voiced and lip-synced -Automatically goes back home if the player enters Vault 87 (I haven't tested this yet) -Backstory intro (All voiced, if the player wants to know more, he has to listen to her IdleChatter) -Automatically teleported to player if she's too far away -380 lines of dialog... and I will add more. And so far I've been unable to: -Fix the CTD when talking to vanilla NPCs -Set a map marker when she's waiting/guarding -Fix the menu bug: No matter what priority I set, they're always on the same order. And some options like 'continue' while she's guarding/waiting/home will not appear until I select 'share inventory' or 'fix' first. The 'goodbye' option doesn't show up everywhere as it should. -Create a walkie-talkie to call her when the player needs help (I've looked into Cherry's 2-way headset and it's complicated) -Fix her CUTE Bag: For now it only appears when she has grenades equipped. It used to be visible all the time until I modified her rifle to use Ammo556Robot and gave her the mentioned ammo type -Remove her from the "PlayerFaction" if she's fired, so she becomes hostile if the player attacks her. Right now, if I fire her and then shoot her, she won't become hostile, just say "ouch" and continue walking. And no, I will not add lewd sh*t. And I don't think I will ever translate the mod to English (Too much work)
  6. Sorry I haven't checked back. I'm having some troubles here. As soon as I get the time I'll install oblivion again and the construction set and then play with this. Hopefully, I'll install the same mod mix I had before (I install my mods manually)
  7. -With "it gets old" I mean that I've seen them long enough with the same clothes. I would like them to change their outfits daily, like people of the reality. There's a lot of sexy clothes and armor sets that I would like to see them using. -I guess we could try to create such mod. I've used the construction set once to remove Dragonchixx's annoying bound armor spell. When the spell was active, my game would freeze if I tried to access her inventory, and her head was like... inside of her right shoulder. Yea, right, but it's still 'eye candy' for me. ;)
  8. Hello. Is there a mod that automatically changes my followers' clothes? I have this wonderful mod, DMRA complete armor and clothing, along with a 'bouncing boobs' mod. And it's cool to see my followers (Dragonchixx, Raewyn, Tamara, Katzumico Quiao) with these. But their outfit gets 'old' after a while so I have to manually change the clothes/armor in their inventory. By default, they choose the best armor according to their skills on heavy/light armor. That's great but, uhm... I want to see their 'attributes' in different outfits. :wink:
  9. Thank you so much. I know people hates thread necromancy but I had to thank. Blessings of Mystara upon ye.
  10. Hi. Is there any follower mod that allows you to issue remote commands to your followers like skyrim? You know, go get that shotgun, or go open that door, attack that motherf-... like Skyrim. I'm currently with Cherry (Using Get Your Cherry Back mod) I like her, but I would like her to pick things up when I tell her to. We all use our followers as pack mules, so it becomes very annoying to have to pick something up, then giving it to your follower, especially when you're close to the max of your inventory. Maybe there's no such thing, as the version of creation engine used in skyrim is more advanced than the version used in fallout 3, but it's worth it to try either way.
  11. I think I just solved the issue. When you're looking for MWSE on Google it shows this page: https://mwse.readthedocs.io/en/latest/installation.html At the bottom of that page you read: "Previous versions of MWSE came with a launcher, which is not needed if you use MGE XE. It is highly recommended that you load MWSE through MGE XE. If this is for some reason impossible, the old launcher can still be obtained from a an older version." I followed that link and came to a previous versions. I downloaded "MWSE v0.9.5-alpha.20171114" (0.9.5-alpha.20171114.7z). This version includes a launcher which is compatible with WindowsXP 32-bit. :happy: Now I can play the game without issues. I'm afraid that some mods out there might crash since they might need a newer version of MWSE. :confused: At least the mods I use seem to work properly. ============================ On another topic, last night I tried to make my own follower at Seyda Neen (Only needs Morrowind.esp, Bloodmoon.esp and Tribunal.esp). I managed to make her spawn, she talks to the player and gossip, but there's no option to make her follow the player. From what I've read on the internet and some .pdfs, it turns out that you need to script a dialog to make the NPC follow the player... jeesh... I miss the Skyrim's Creation Kit, it was far easier to create a follower.
  12. The file causing the issue was "SFS - 2.0.ESP", which is the Supreme Follower System. Also, I had to disable "XE Sky Variations.esp". The game seems to run without problems (I didn't played it for too long, like 10 minutes, I didn't save either). Now the only activated files are: Morrowind Tribunal Bloodmoon Accurate Attack v1.2 SFS - 2.0 Disabled SFS - Rogues Disabled XE Sky Variations Disabled
  13. I get this message when I try to play: Script cs_npc_script Trying to RunFunction index greater than function count The script will not run anymore, Continue running executable? |Yes| |No|
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