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Tinuvia

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  1. Try and hit spacebar - this unlocks the movement in the preview window.
  2. This is an old topic, but for anyone that stumbles upon it like I did - the left and right arrows can be used to change the order of the infos in a topic, topics within a group, or the order of the groups themselves. EDIT: Just realized this is in the Skyrim section so it may not be possible (since this is how it works in Fallout 4). Sorry!
  3. It's in the ArmorAddon item, in the box "No Underarmor scaling" - like this: https://i.imgur.com/z0gIk1B.png If you want to get further into the SCLP data there's a tutorial by FiftyTifty here (I haven't tried it myself yet): https://forums.nexusmods.com/index.php?/topic/5673062-working-with-sclp-files-info-tutorial/
  4. Aliases only fill when the quest first starts (unless you force fill them from another quest). So every time you add a new alias to your quest you need to test it on a save before your quest started. If the quest is set as start game enabled, you'd need a clean save from before your mod was installed (or just do coc to any cell directly from the main menu to start a clean save). To see if your aliases have filled, type "sqv YourQuestName" in the console. This lists all the data of your quest, including what the aliases have filled with (or none).
  5. If you are interested in making weapons, I highly recommend this YouTube series by The Rizzler, https://www.youtube.com/playlist?list=PLGGw--fFEeZd5HM9shaaANPuXP9zAgmAN where he goes through every detail in making a weapon from scratch, including poly count, animations and implementation in the creation kit.
  6. Kinggath recently made a video on workarounds for how to generate LIP files in his Bethesda Mod School series, and goes through issues with dialogue in scenes (around 19 minutes in the video). I don't recall if he mentioned specifically the letterbox effect, but maybe there are some helpful tips anyway: The bat files he mentions in the video are included here in the Mod School Resources mod: https://www.nexusmods.com/fallout4/mods/38669 But the original LIP gen bat file comes from lazyradly, here https://www.nexusmods.com/fallout4/mods/20728
  7. If you look in Data/Scripts/Source/Base can you see the Alias.psc? If not, maybe the ck didn't automatically unpack the base scripts when you installed it. You can extract it yourself from Fallout 4\Data\Scripts\Source\Base\Base.zip, to Fallout 4\Data\Scripts\Source\Base\
  8. This is not entirely true. Some mods use functionality that Bethesda added with the 1.10.162 version, such as support for the virtual workshops to have free build mode. E.g. Workshop Plus by kinggath. Changing the file header (or use a mod to bypass the header check) to force the mod to load with an older version of the game may cause issues.
  9. BC = Block Compression But if you already have the Intel plugin, this shouldn't be the problem. I thought it could be, because I've had the issue before when opening BC1-7 textures in older versions of Photoshop and the whole texture was completely black. Are you editing an existing texture for a mesh from the game or is it for a custom mesh that you have made? If it is for a mesh from the game, you can use Nifskope to look at its UV-map and even move it around, see here.
  10. If you by "D" mean the diffuse texture (..._d.dds) it could be because the file was saved in a BC-format with the Intel plugin for dds files, and you are opening it in an application that doesn't support BC (such as older versions of Photoshop). You would need to get the Intel plugin for the application you are using to edit the texture.
  11. To do this in later versions of xEdit (4.0+) you need to start xEdit with certain command line parameters - you can read about it in xEdit, under the tab "What's new" 4.0.0 section. But you don't need to, you can actually skip a lot of these steps since the creation kit now allows an esm flagged esp as a master. So you would just follow the instructions above until step 3 and then load the esm flagged esp in the ck and create a new mod (your patch esp). (You can only do this for a patch that hasn't been loaded with the esm flagged esp with a changed file extension (esm).) EDIT: make sure you have the latest version of the ck.
  12. Ah! Now I see why my Aggressive npcs attack neutrals, they have an aggro radius. Thank you!
  13. @kitcat81 Thank you so much for this tutorial, I keep going back to it again and again. So helpful!
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