Jump to content

sp0ckrates

Supporter
  • Posts

    126
  • Joined

  • Last visited

Everything posted by sp0ckrates

  1. SOLVED: Thank you, QRSR for the answer. Since I had not added the texture to a BSA, I needed to enable lose files: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
  2. Thanks. No, it’s a new item added to the town Far Harbor. In the creation kit, the trunk shows the correct texture (i.e. the texture swap works just fine, and the trunk has the number 118 on the lid). In the game, the new trunk is there, but it has the original texture (i.e. it has the number 111 on the lid).
  3. Thanks for the reply. Yeah, yeah, I did create the new material file. I was afraid the material swap wouldn’t work under any circumstances, as you said. I guess creating a copy of the .NIF and editing the texture path is the next option.
  4. Hi. I hope someone has an answer. When I do a material swap for a container, it’s correct in the Creation Kit but not in the game. I did a simple edit of a copy of the vault trunk .DDS so it changes the 111 to 118. Any help will be much appreciated!
  5. As a second reply: I like the “galaxy on the verge of war” theme. I think it worked for “The Expanse” (awesome show, may it RIP) with Earth at war with Mars, and war is also a common theme for 3 other epic universes: Star Wars, Star Trek, and Battlestar Galactica. What I’d love to see in Starfield is the war between the UC and Freestar Collective reigniting. Like the various Fallout games, if you join a side, you become the enemy of its enemy. But making one faction an enemy of another would once again require the creation kit, so we’d need to wait until at least April, but I might be willing to join a team if you ever convince others to form one.
  6. No word from the author of the OP. That being said, I'm still interested in collaborating, should anyone want to do the same.
  7. Let me know when you do add the topic. I'd love to discuss it.
  8. Oh, yeah, no. Sorry for being clear as mud! GET Immersive Cheats combined a dozen of my own mods. What I failed to convey was the suggestion that a team make a dozen or so small mods, and then combine them into one epic mod. But I agree. Making a mod compatible with other mods would take much effort and time. I suppose it would be a fulltime job for one person on a team.
  9. Thanks for the reply. I'm easy. My areas of expertise are editing textures, editing audio files, papyrus scripting, and the creation kit. I've also worked with Nifskope and 3DS Max to edit models. I'd be happy to help in any way I'm needed. What you're describing sounds like a new mission, or perhaps a DLC-sized mod. It might require a voice actor or three, a dialog script writer, a papyrus script coder, someone to create new characters, someone to create the battleship's interior and exterior, and someone to combine it all using the new creation kit when it is released. It would take several committed mod authors who are willing to have their mods posted on your mod page on Nexus. It would also require waiting for the new creation kit to be released, I think. The danger, I think is taking on a project that is so massive it never gets done and the team members lose interest. You might want to start small, with joint projects to get the team working together, then upscale when we've gotten to feel good about working together? We could create several small mods and then combine them all into one when they're all done. You could advertise with each mod released that your team is always looking for new talent. An example of starting small was the Skyrim SE mod called "GET Immersive Cheats (Expanded Edition)" which combined about a dozen smaller mods into one. Releasing the smaller mods peaked interest among players. Combining them all into one mod got the attention of YouTube content creators.
  10. I enjoy playing a stealth, ronin (melee weapons), sniper and have done so to level 62. Things that helped me with stealth: * max out the stealth skill (one of the stealth perks lets you open doors silently) * use only quiet weapons (weapons with suppressors will make it harder for enemies to detect you; some come with them already installed, like the Old Earth Hunting Rifle) * use consumables (e.g., Frostwolf makes you harder to detect) * don’t wear a space suit (I’m assuming that the lighter your clothing, the less noise your character makes) * use a stealth helmet (if you must wear a space suit, use a space helmet with the Chameleon effect) * don’t use followers unless they have good stealth (e.g., Vasco will alert foes every time) * use cover (if you can see enemies, they can see you, so hide) * be patient (once you’re out of sight, don’t move until the stealth meter says you’re hidden again) * use the hidden passageways in buildings when you find them, and keep sneaking when inside them * SPOILER: Use the Operative Suit (it makes you 20% harder to detect, and is obtained late in the Ryujin Industries quest line, which has many quests requiring both stealth and persuasion checks)
  11. Yeah, I'm interested. I have more than 200 Skyrim and Fallout 4 mods with more than 20 million downloads on Nexus, Bethesda & Steam. I'd like to give working on a team a go, instead of going it alone for Starfield. What did you have in mind?
  12. Please provide a link to one of the mods that isn't working.
  13. Fascinating. Ill study up on his history and look for similarities during quests. Should be fun to find any.
  14. Generally, I like to have different character builds that join different factions, so all of them for now.
  15. Im curious as to the significance of using Vasco as a name. Is it an acronym, or is it a reference to the explorer da Gama?
  16. Im curious about how to become a credited contributor. Where could I find out?
  17. So, thanks for offering to help! I think I figured it out. I was loading a save where my character was in the same cell as the trap. Loading a save where my character was in a different cell then traveling to the cell of the trap "fixed" it. My guess: Loading a save in the same cell somehow didn't enable the script used by the trap. I appreciate the help. Please let me know if there's anything I may do for you. :cool:
  18. Actor object. Attack Data tab. Select an attack in the text box. At the bottom, select the Override Data button. Set the "Attack Spell" for each attack to None, or select your own spell that triggers on contact.
  19. Yeah, yeah, I still make mods for Skyrim! :cool: So, I'm making a mod for St. Patrick's Day, which has pots of gold throughout Skyrim, some protected by traps. Tried to add the wood spike pit trap (TrapWoodSpikeBed01) but it does no damage. Tested it in the WarehouseTraps location and it works. Made a duplicate of it inside WarehouseTraps, and it also does no damage. Any suggestions as to how to enable it will be greatly appreciated! Am willing to consider creating a custom mod or share some of my original assets with anyone who has the answer.
×
×
  • Create New...