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Poorman65

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Everything posted by Poorman65

  1. I have two NPC mods where the NPC has the same name (Willow). They fortunately have different esp names, but they use the same Folder names under both Meshes and Textures. Is there an easy way to change that Folder name? Maybe a Script or something? Or will I need to go in and change the Folder name everywhere it is referenced in the esp? There are no Scripts to worry about, just Meshes and Textures.
  2. Part of this is that I am trying to learn how to do modding. As a long time developer, I know that the best way to learn, is to dive in and play around with the stuff. I'm having fun with this and the worst case of making a mistake is that I have to start over. All of the discussions on this thread provide a little more insight into how this all works and the pros and cons of doing things in different ways. Great stuff! Probably not necessary for you to dig into the actual mod but here is the link.: https://[Blocked URL: Stolen content, sexualised depictions of minors]/file/13-sassy-teen-dolls-complete-fomod-installer/ I've attached an example of the Info from one of the NPCs. All of the NPCs have the same Info contents. Just the location! There are no directly associated quests as far as I can tell. I think that the marriage and follower stuff is all handled simply by them belonging to those particular factions. They do have packages associated with them but they are all vanilla.
  3. Wow! Thanks for all of the detail. Just to be safe, I had placed the few that I had moved already onto an extended piece of floor, or a roof or some other object. I'll go back and follow your instructions to complete the process as you described. I am creating a Patch mod to override the original mod. I am trying to prepare my install for a clean play through and I'm trying to clean up things I don't like from my first play through. The mod that I am overriding simply places a boat load of female actors in the world to use as followers, wives, companions, cannon fodder or whatever. Just way too many for me and some of them are just odd looking!!! I appreciate all the help that everyone has provided!!!
  4. @Hoamaii It seems to be working but I have one last question to keep me out of trouble. When I move them, can they just be floating in space under the building or off to the side, or do they have to still be placed on a piece of the structure? I have this fear that they will be continuously falling!
  5. @agerweb I figured that out about an hour ago and it all seems to be working now. Thanks!
  6. @cumbrianlad Not sure why you would say that. I am trying to following the recommendations that you gave on how to hide them and I do appreciate the help. @Hoamaii My original plan was similar to what you are suggesting. I was going to move them to a cell in the middle of nowhere, but that is when I hit the confusion about removing them from their current cell. I have checked and the only references for these actors is their cell location. Thanks for the suggestions!!!
  7. I'm sure this is a beginner error, but what I am seeing is that MyNPCPatch doesn't have the mod I am trying to override as a Master. It show the mods checkbox as being checked when I look at the Data dialog box in xEdit, but when I select MyNPCPatch , their mod is not shown as a Master. What I did to create MyNPCPatch was to make the change after loading their mod and then do a Save As. I had not set any of the mods as being Active prior to this. I do have multiple masters enabled. The mod I am trying to override is an "esp" if that makes a difference.
  8. Looks like something went wrong. The Form Id is messed up when I look at it in xEdit. [ACHR:070479CF] (places [070428C4] < Error: Could not be resolved > in GRUP Cell Temporary Children of RiftenHaelgasBunkhouse "Haelga's Bunkhouse" [CELL:00016BD4])
  9. @cumbrianlad I actually hadn't saved the changes because I wasn't sure if I was doing it right. In these cases, the NPCs are pretty much just pretty filler characters. I'll check for quests, scenes and dialog the way you mentioned. What is the correct interface mechanism that I should be using to remove them? Do I just delete them from the Cell the way I did and then Save my mod? Bare in mind that my intention was to basically create a Patch so that I would be able to install any updates to the 3rd party mod without having to modify it every time.
  10. I would like to write a mod that I can use to get rid of NPCs that I don't want to appear in the game. In particular, there is a mod that I am using that is great except that it adds some NPCs that don't really fit in with my immersion into the game. I am new to Creation Kit modding. My first thought was to simply remove the placement of the NPCs from the Cells so that I didn't risk messing up other things. I tried loading up the Mod in question and finding the Cell reference where one of the NPCs is located and clicking delete on the NPC. The NPC dissappears from the Cell, but the Reference count in the NPCs info doesn't change. Not sure if there is something additional I need to do or if there is a better way to accomplish what I want to do. Appreciate any help you can give.
  11. I ended up going the UNPB route when I started playing a couple months ago. At the time I didn't realize that CBBE would have made my life easier. I am finding it difficult to find UNP Bodyslides for many of the Outfits that I have installed. Most of the time I have to grab the LE version manually. Could you point me a good tutorial on how to create my own Bodyslides to conform these outfits to UNPB in SE. ... or would it be quicker to just replace all of the UNP stuff I have with CBBE?
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