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Everything posted by agamer
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The rugs are not in Homemaker. Can someone please share these files?
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I thought it was it's own file. But I downloaded Homemaker and will see if the rugs are there. I know you can find those specific rug files on a a few different websites, but as I said, Norton won't let me keep the files because of a supposed trojan horse.
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http://www.monkeymods.com/wp-content/uploads/2016/01/just-rugs-for-fo4-4.jpgI'm having a problem. First, I had to completely uninstall my Fallout 4 game because the transition from NMM to Vortex got really complicated. I am new to Vortex and had no idea what I was doing. I backed up my mods before deleting everything else Fallout 4. I couldn't recall the name of Friffys rug mod and didn't see it in the backup mods at first. So I went on a search and found a couple websites that had the exact rugs I was looking for, Friffys Fixed Rugs. The problem is Norton threw a serious hissy fit during the 4 times I tried to download the rugs, claiming they contained trojan horses, so, Norton kept deleting the files. Finally after searching my computer for the backup files and coming up empty handed, I am now here to ask for help. There is a friffys fixed rugs on Nexus, but those aren't the rugs I'm looking for. The ones I'm looking for are a file of six rugs with 2 oriental rugs included. Those are the rugs I decorated the entire Fallout 4 territory with. These are the rugs. Does anyone know where I can download these specific rugs, please?
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TES5Edit How to know which mod to clean and not to?
agamer replied to PlagueWarden's topic in Skyrim's Skyrim LE
How can you know if a mod deletes a vanilla reference? -
I admit, I'm really torn between Nexus Mod Manager and Mod Organizer. I don't know which one would be best. I've used NMM for years and it messes up my files after awhile. I did try MO today. I installed it, but also had NMM installed. Not sure if there were conflicts between the two programs but whatever happened, ruined my game. I mean to the point, I had to let Steam create a new Skyrim game folder. I want to install the mods again but not sure which program to use. So in order to avoid another mess like earlier, I'm really curious about the mod managers. Is Mod Organizer fairly easy to learn? MO sounds like a great program. NMM is too but I want to try another to see if it would be better suited to my gamestyle. But then someone mentioned that NMM is coming out with new features soon. Sigh, what to do.
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I use a lot of mods. Soon, I might be reading tutorials on how to consolidate files into one mod.
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I learned something new about ini files today, and that's your comment on how semicolons work. :thumbsup: If I create a copy of the ini file you posted, nothing will have changed in my game except crafting experience? If that's so, it's great because my hesitation in the first place about using this mod is thinking it would change everything at once. But actually, tweaking it at leisure seems much less daunting. Going to try the ini in a new game. Thanks.
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I had to reinstall my OS recently and of course lost important Skyrim data. And having been away from the game for quite some time, it seems there's been many changes to Skyrim modding. So in a quest to try and rebuild Skyrim modding data, the best place to start seems to be in finding a good mod organizer. I know there's a lot of information out there about mod organizers but it's been tough trying to find current information on the latest and greatest mod organizer. What works and what doesn't. What's updated and what isn't. If anyone wants to share their knowledge about this subject, it would be much appreciated.
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Ok, I'm looking at the .ini file that comes with Community Uncapper and yeah, it looks kind of complicated. I'm interested in using it but wonder if there is a tutorial explaining what things mean. For instance there is this line in the ini file which says this, ;Enable(1) or Disable(0) the ingame Enchanter Uncapper skills caps ;Default value = 0 bUseSkillFormulaCaps=1 I know what the values mean but not sure what supposed to change here in relation to disabling enchanting. Also, if I could figure out what exactly to change in the ini file for disabling crafting experience, could I delete everything else from the ini except what needs to be there and keep the changes related to disabling crafting experience only. To be honest, I'm somewhat comfortable in making changes to ini files for games, and I can see where this mod is going but the changes are too many to focus on right now, especially since I have a full plate of tasks to take care of at this time. Is it possible to make an ini file just for disabling craft experience?
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I've never heard of this mod, but checking it out now, it looks promising and hopefully not too complicated. Downloading now.
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Crafting in Skyrim has always been a source of excess experience gain and for people who like epic challenges, maybe it would be better to gain experience in adventuring only. Especially give the fact that the higher you go in level, the easier the game gets. And the game is way too easy. And if your gaining several levels through crafting, before you know it, your up around level 50 and that sometimes can be game breaking. Especially if you consider now that your level 50 and have the best armor and weapons crafting can afford, the game is so easy at this point, what's the point of crafting? I have many mods that make the game somewhat challenging and difficult, yet, sometimes it seems to be not enough. So, would anyone be willing to make a mod that disables all crafting experience? Preferably, the mod would consist of these game changes only. Thanks in advance to anyone who would consider taking on this special task.
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jet4571, yes, I did install and uninstall the armor mod through nmm. The first time I lost my files. The second time I backed everything up before uninstalling, then reinstalled the backup files and it worked that time around. Also, I'm glad you mentioned about gaps in armor and why that happens because I did notice there was a pair of gloves that left a gap on my female character but the same gloves left no gap on a male character. Maybe those gloves are for male race only? Or maybe I missed something? There is another thing. I did try to put all the meshes in one folder I named the armory and did the same for the textures from this armor mod. Went into game and my follower who was wearing the custom armor had an invisible body. So I went back and took the files out of the folder I made and everything was back to normal. What I did was go into data/meshes/myarmory/here added several folders from the armor mod. I did the same with textures. Again it didn't work. But I would like to consolidate all the meshes and textures from armor that's extracted from other mods and keep them in one mesh folder and one texture folder for better organization. Or maybe there's another way of getting all the textures, meshes and necessary data merged into one mod. And in such a way that I can keep adding to the same mod. Like I think you mentioned you have one armor mod made from many different armor pieces. Are all your meshes and textures in that one mod also or are they loose files like I have right now?
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For the record, i'm such a neat freak organizer that after playing a newly installed vanilla Skyrim for over two months to figure out what mods I want and don't want. I reinstalled the game yesterday and have a totally new vanilla Skyrim game. There are several armor pieces from many mods that I want and yes, want to consolidate the keepers into one merged mod and that's why it's important to learn how to do this. In the course of the last two months it was amazing to see how badly messed up the data folder and the skyrim game in general could get with installing/uninstalling mods. Not to mention the constant CTD's. Unless you know what your doing of course.
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My head is spinning with all this information. I'm a noob at skyrim modding, I know. Though, not new to modding games and using utilities for minor/major tweaks, depending on the situation. But i'm finding out skyrim modding can get a little complicated to say the least. It's easy enough to load a mod in CK, such as a city mod and remove or add a tree or something like that. But something like this... I'll explain in further detail what i'm working on and from what I've read so far, you might be familiar with the mod i'm trying to work with. Just mentioning this mod for visual sake, so to speak. I want a few item from the mod witcher 2 armor pack, but I don't want most of it because i'll never use it. And it has occasionally crashed the game when clicking on certain armor pieces. In this mod there is a plugin and also loose mesh and texture files. I made a plugin from it as you instructed with only the armor I wanted which went fairly well. I disabled the witcher 2 mod and enabled my new mod. Went into game, everything I put in the mod was showing at the forge. Crafted a few items and all was well. Quit the game and uninstalled the original witcher 2 armor pack mod and left mine in, activated. Went back into game and all the armor was invisible. So I guess the problem is with meshes and textures related to the specific armor pieces. It's hard to decipher what's what when it comes to meshes and textures because all the files seemed to be named differently. So how do I get the specific textures and meshes I need for the armor I want to keep without keeping a lot of other loose files in the data folder that will never serve any purpose other than bloat the data folder?
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I've done everything you instructed so far and with a few mistakes and having to restart a few times, I think I got it finally. However, could you explain a little more of what you mean by needing to unpack parts from bsa files? What kind of parts should I be looking for to unpack? How will I know if there's something to unpack and where would I find this information?
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I am interested in what you said regarding creating a new plugin with the assets I want to keep and removing everything else. How do you do that? Editing to add I know how to create an empty plugin. I have a test plugin ready for use. I have watched some tutorials on how to add armor to a new plugin. I tried duplicating the armor and adding it to a new plugin but nothing shows up in game. The armor i'm trying to extract from a mod in its original condition can be crafted at the forge. But in my plugin, the options to craft the armor aren't showing up. Basically, I don't see the armor anywhere in game. Also, the meshes and textures are missing, even though I duplicated the items. Not sure what to try next. Anyone have a step by step tutorial on how to do this specifically, please.
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I have some large armor mods that I use only a couple outfits from each. The rest of the armor that I will never use clutters up my game and sometimes crashes it. Is there a way to remove armor from a mod that will never be used for the sake of stabilizing the game? I am somewhat comfortable with CK and opening zip files and sifting through folders. I am also very good at following directions.
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I made a custom npc in CK and gave him a dark skin color but in game his face is white though his body is darker skin. How can this be fixed?
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I want to create my own house inside and out and want to do it right. Been doing a lot of research and trial and error playing around with CK. I've seen a lot of things in other houses that I would really like to use in decorating my own house. The thing is I'm not sure where to find these things. I've spent most of the day looking for them and even asked the creator of the house I saw them in if they were her own creations or something I could download also. No response as of yet though. These are some of the things i'm looking for and wondering if anyone can identify them and know if they are available for download. Looking for this vase and the large green ferns that are in it... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475680.jpg This vase also... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475686.jpg And this vase... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475688.jpg And this vase... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475682.jpg These bronze pots and the black honey pot... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475681.jpg This rug... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475683.jpg And this wall partition... http://pic100.picturetrail.com/VOL604/3322562/24501645/408475684.jpg Sorry if the pics are too big. I don't know how to fix that. Can anyone help please? Are the items retextures, or new meshes? Do they belong to someone exclusively and are not for download? Can anyone say so that I know whether to keep searching or not? Thank you!
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Thanks for sharing the video tutorial. It's the first time i watched it and got a lot of help from it. Again, I thank you! :)
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Hi, i want to do some modding with the creation kit and am in need of some basic tutorials, nothing complicated. What i want to do is basically add, remove and change some items in an existing location such as Breezehome. For instance i'd like to change the current chairs and bookcases in breezehome to better chairs and bookcases. That is what i need a tutorial for. I want to use only existing items that came with the base game. I know there are quite a few tutorials out there for Creation Kit because i've googled for tutorials on it. But i can't find a tutorial for changing, adding or removing items. Can anyone point me in the right direction please?
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Skyrim's quests whether long or short seem to be played out as mini games that do not connect to the rest of the world. Find a quest, finish it, move on to the next with no effect on the rest of the gameplay. It's almost like an elaborate hunting game. Find deer, shoot, level up, move on. Housecarls like Lydia sit in the same spot in my bedroom all the time. She never does anything else around the house. My husband and Lydia are always in the house together but never say one word to each other. Other NPC's rarely stop and shoot the breeze together like they did in Oblivion. Little things like that make the game more realistic. How hard would it have been to program that into the game after hyping this RPG for so long? After clearing out a cave with a companion, they say, oh look a cave, maybe we should investigate. Oblivion was more RPG than Skyrim is. I was one of millions that waited months/years for this game to be released. I really expected so much more. There is no heroism in this story. Bethesda should have learned from Oblivion that people like heroism. That's why they made Knights of the Nine because people complained there was no heroism/nice guys options. And the reason i started this thread is because maybe Bethesda will pay attention to customer complaints and fix the game. So, there is a reason for starting this thread. Thanks everyone for your input. Kudos.
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Definition of finesse.... 1: refinement or delicacy of workmanship, structure, or texture 2: skillful handling of a situation : adroit maneuvering 3: the withholding of one's highest card or trump in the hope that a lower card will take the trick because the only opposing higher card is in the hand of an opponent who has already played Description 1 & 2 is what Skyrim should have been. Description 3 is what it is. Except those who have alreadly played, are already bored.
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LoL. Not! My story shouldn't even exist! Skyrim was supposed to be the game of all games. It is not.