Jump to content

ANiceOakTree

Premium Member
  • Posts

    20
  • Joined

  • Last visited

Nexus Mods Profile

About ANiceOakTree

Profile Fields

  • Website URL
    http://stop-right-there-criminal-scum.tumblr.com/
  • Discord ID
    ANiceOakTree #5671
  • Country
    United States
  • Currently Playing
    Fallout 4
  • Favourite Game
    Oblivion

ANiceOakTree's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. hey all... so my issues weren't really with the location alias, it took me two days to figure out but it was a dialogue bug that wasn't making my objectives pop up. I needed to generate a seq file and it's all finally working and to make her move I'm using an xmarker and a travel package
  2. Hi all, so I'm a bit of a scripting and quest making noob and I'm hoping y'all can help me. For a quest I'm making I want my NPC to move to an xMarker outside a cave I made, after the player accepts the quest and leaves the cell (Solitude). Here's my first problem, the quest marker doesn't go to my cave. I set both a reference alias to the Cave marker and a location alias because I didn't know which one to use, and neither seem to do it. Second, my NPC won't move to the marker. I got her to immediately disappear with just a MoveTo command on the quest stage, but then she didn't show up to the marker. I tried this code to try and get her to move not immediately, but that failed in all aspects (though it did compile). Scriptname COTHACaraMoveOutside extends ReferenceAlias Quest Property aaCurseOfTheHoundAmulet Auto ObjectReference Property XMCara Auto Actor Property Cara Auto Event OnCellDetach() if aaCurseOfTheHoundAmulet.GetStage()==20 GoToState("Done") (GetReference() as Actor).MoveTo(XMCara) EndIf endEventHere's my esp if anyone wants to look at it https://www.dropbox.com/s/n5dwwzq00xebv19/cotha%20and%20scripts.zip?dl=0
  3. Yeah so I redownloaded Vortex and it forgot about all the mods I had on it previously. But my Data folder had everything still on it. I redownload Vortex and it keeps having a pop up complaining about multiple instances of Vortex and that I should purge my mods. Stupidly, because I should never just blindly trust these things, I click it and about 30 mods I downloaded with Vortex are wiped from my Data folder and are nowhere because the appdata folder was wiped previously. I'm kinda gathering they're not in a neat folder anymore. But the silver lining from this is I do have a good number of them still in my Downloads folder, and I can look at my previous downloads and redownload. My SSE wasn't super modded but this is still super frustrating and you guys should implement some safety measures, because that pop up was confusing and screwed me over. Purge is NON-Destructive, the problem was was that you wiped the appdata folder where all that info was stored, so Vortex had nothing to reference. This is how purge works. Your problem is the INFO in appdata was wiped. Ok, I get that the purge disconnected where Vortex was looking for the links to my Vortex installed mods, and because that folder with the archives got cleared in my Windows install, Vortex was confused and wanted me to purge my old profile or something like that. I just have issue that I had copied over my intact Data folder, everything was working fine from that angle, and pressing purge because it was clamoring for me to do so took the files out and linked back nothing and there's no way to reverse. Deploy isn't going to get them back because the zips in that old folder are gone. I just think there should have been a better warning or something. Here's what I see for a mod I used to have, when I loaded it, Skyrim warned me the esp was gone so I searched my computer archives for it and this is all that remained. I'll be sure to move my mod staging folder somewhere else now.
  4. Yeah so I redownloaded Vortex and it forgot about all the mods I had on it previously. But my Data folder had everything still on it. I redownload Vortex and it keeps having a pop up complaining about multiple instances of Vortex and that I should purge my mods. Stupidly, because I should never just blindly trust these things, I click it and about 30 mods I downloaded with Vortex are wiped from my Data folder and are nowhere because the appdata folder was wiped previously. I'm kinda gathering they're not in a neat folder anymore. But the silver lining from this is I do have a good number of them still in my Downloads folder, and I can look at my previous downloads and redownload. My SSE wasn't super modded but this is still super frustrating and you guys should implement some safety measures, because that pop up was confusing and screwed me over.
  5. Hi I have this same problem, I also reinstalled windows recently and I didn't save my old appdata\roaming\vortex folder. I had saved my old Skyrim folder with my mods and moved it back to my C drive (the backup is gone now), it was all working fine with all my mods after doing that. But, I redownloaded Vortex and it was complaining about there being an old instance of vortex and to purge it. I decided to do that, and now half my mods are gone... The ones I guess I installed with Vortex and not manually. They were all there before I hit purge, they're not in the clean appdata\roaming\vortex folder, they'da not in my Data folder, they're not in my recycle bin, are they just gone forever? Hiding somewhere? I sure love Vortex.
  6. So I found it's a Google Chrome issue because on Edge the numbers load. However, it's not one of my extensions because browsing as a guest on Chrome gave me the same problem. Maybe it's my anti-virus program or something? I've have that longer than I've had this issue though.
  7. Maybe I missed this in a news post or something, but why are the download numbers from any mod displayed as "--"? This is both on the thumbnails before you click it and in the page. It's been like this for a while, is there some site wide thing going on?
  8. One of the contributors went rogue and removed all the other contributors and deleted it. The admins and the main uploader are looking into fixing it
  9. Okay, well because I'm currently cutting up hairs for the mod I'm working on, I cut the Agent X bangs for you. https://www.dropbox.com/s/81dd8p56f9uz2an/Agent%20X%20bangs.nif?dl=0 It's too much work for me to mirror the Azar hair because 1. the part is off centered, 2. I'd need to figure how to mirror in 3ds Max, 3. I don't have the version of that mod with that hair, and didn't want to redownload it. So I suggest you just use that hair as is. Here's what you need to do now: -place the bangs in meshes\Actors\Character\CharacterAssets\Hair\Female\azarHair -boot up Outfit Studio and load the Azar hair as reference and the bangs as outfit -fit the bangs on as best you can and export without reference -open FO4Edit with the Azar esp -find that hair in the records and "copy as new record" -either create a new esp or use Azar's, name your hair -rename the Full - Name too to whatever -copy as new record and other hair entry, rename it bangs or something -change the end of the model filename to say \agent x bangs.nif -right click and edit the Flags to have playable and "is extra part" -edit Type to say "Misc" instead of "Hair" -on your first hair entry you made, edit the extra parts to add your in bangs, just type [HDPT:01000xxx] or whatever it is -exit and save the esp, it should show in game The textures are different though, so expect some color and texture difference.
  10. For my Dyed Wigs mod, when you drop them it causes CTD. I also noticed that there's no spinning mesh in the menu, but when I had linked a nif that didn't have cloth physics it, the mesh did show up so it probably has to do with the cloth physics. I'd be fine if what shows up when you drop the wigs is a can or something, I know armor mods normally show a folded up version of themselves, so how would you go about linking in a droppable nif?
  11. Just in like the last day or two on mobile I've gotten an excessive amount of "You win!" and taking me to another page ads where it is hard to go back to the Nexusmods site... Like I won't even click anything, the site page will just load, and then suddenly I've won an iPhone, no take-backs.
  12. Has anyone tried the CK out yet? I installed it and opened it, but after 10 seconds of it opening it crashes...
  13. As of now, me and imAarwyn have pretty much come to the compromise that for future hairs if they're above the boobs in length they'll get physics, but if they're below they won't. I'm looking into cleaning up some of the past physics I've done on some of the longer ones, and trying to lessen the neck stretching with the ones that won't have physics. Thanks for everyone's input!
  14. Yes, we are at least doing the short and up-dos with movement. Since I already added physics for a few long hairs I think we're adding in both versions for those, but for future long hairs I'm not sure and this is mostly what this post is concerning, plus what looks better in general.
  15. Vanity: Original/Physics, Idle moving http://i.imgur.com/jcWZOEq.gifhttp://i.imgur.com/5g71n6j.gif Misery: Original/Physics, Idle moving http://i.imgur.com/Zmzqiro.gifhttp://i.imgur.com/cUaZFqt.gif Thorn Birds: Original/Physics, Idle moving http://i.imgur.com/vsGF2Z5.gifhttp://i.imgur.com/x5Mm1Sl.gif Sorry the idle poses aren't exactly the same Vanity: Original/Physics, running http://i.imgur.com/0oPE8az.gifhttp://i.imgur.com/zqAynqY.gif Misery: Original/Physics, running http://i.imgur.com/KGy3FKv.gifhttp://i.imgur.com/HqmgsXd.gifThe large locks in the front with physics tend to act stiff, and bounce up when you cease running.
×
×
  • Create New...