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Repzik

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Posts posted by Repzik

  1. All you need is the name for the branches.

    Say nif is Hair01.nif: you will need the No Hat and hat branches named Hat and NoHat.

     

    You export each branch as an object file for EGM generation via the Conformulator (click on the branch, export to object with appropriate name e.g. Hair01Hat or Hair01NoHat). Generate the EGMs and with the same names as the objects you exported.

     

    The EGMs will not work properly unless they are packaged in a BSA.

     

    Hopefully this helps future googlers.

  2. I'm trying to modify a few weapon mods in xEdit to bring them into line with my setup's balance - this involves adding a few new weapons mods so the order in the crafting menu seems to get screwed up. For the life of me I can't determine how to edit what order they appear in the crafting menu - the priority field for both the Constructible Object and Object Modification don't seem to do anything.

     

    Anyone know how I can order these in the crafting menu? e.g. I want the Standard Receiver to appear first in the receivers list, then hardened etc.

     

    Also what governs the order of the attach points? Much less important, but relevant for some of the weapon mods.

  3. In Skyrim/SE, I'm a bit fuzzy on how leveled lists work. When you plug a leveled list that is a roll for an item into another leveled list, how exactly does that roll interact with the Count? Does it roll one item, then give you x amount of that item, or does it roll x number of times, giving you each different item each roll?

     

    I am trying to add several coins to various Skyrim leveled lists, with the end goal being many different coin rolls give you several of x y and z coins, but not like 100% x/100% y/100% z each dice roll.

     

    EDIT: Sorry, put this in General by accident. Would still appreciate an answer. If the functionality differs between Skyrims/Fallout games, that would also be useful to know.

  4. After making some ini edits based on some popular pdf guides on the Nexus for legendary skyrim my loading times have increased more than tenfold - they literally take 1-2 minutes, even when I disable all my texture mods. I'm not sure what i did to cause this - could someone please give me a hand and take a look at my inis, see what I did wrong? It's either that or I have to manually test each and every change with up to 2 minute loading screens every time and that'll take forever.

     

    As I can't upload my ini's here's just the raw text.

     

    Skyrim.ini

     

    [General]
    sLanguage=ENGLISH
    bBorderRegionsEnabled=0
    uExterior Cell Buffer=32
    uGridsToLoad=5
    iPreloadSizeLimit=51380224
    sIntroSequence=DISABLED.BIK
    bRunHighLevelProcess=1
    bMultiThreadMovement=1
    bUseThreadedParticleSystem=1
    bUseThreadedBlood=1
    bUseThreadedMorpher=1
    bUseThreadedTempEffects=1
    bUseThreadedTextures=1
    bUseThreadedMeshes=1
    bUseThreadedLOD=1
    bUseThreadedAI=1
    bUseHardDriveCache=1
    fFlickeringLightDistance=8192
    uExteriorCellBuffer=36
    [HAVOK]
    iNumThreads=8
    [Display]
    bFloatPointRenderTarget=1
    fDefaultWorldFOV=75
    fDefault1stPersonFOV=75
    fSunShadowUpdateTime=1.000
    fSunUpdateThreshold=0.500
    fShadowLODMaxStartFade=1500.0
    fSpecularLODMaxStartFade=4500.0
    fLightLODMaxStartFade=4000.0
    iShadowMapResolutionPrimary=4096
    bShadowsOnGrass=1
    bDrawShaderGrass=1
    bAllowScreenshot=0
    bSimpleLighting=0
    fDecalLifetime=256.5000
    iAdapter=0
    iPresentInterval=1
    [Audio]
    fMusicDuckingSeconds=6.0
    fMusicUnDuckingSeconds=8.0
    fMenuModeFadeOutTime=3.0
    fMenuModeFadeInTime=1.0
    [Water]
    bUseWaterReflectionBlur=1
    bReflectExplosions=1
    iWaterBlurAmount=4
    bAutoWaterSilhouetteReflections=1
    bForceHighDetailReflections=0
    bUseWaterHiRes=1
    bUseWaterLOD=1
    bReflectLODObjects=1
    bReflectLODLand=1
    bReflectSky=1
    bReflectLODTrees=1
    bUseWaterShader=1
    [Grass]
    bAllowCreateGrass=1
    bAllowLoadGrass=0
    fGrassMaxStartFadeDistance=14000.0000
    fGrassMinStartFadeDistance=0.0000
    bGrassPointLighting=1
    b30GrassVS=1
    iMaxGrassTypesPerTexure=8
    iMinGrassSize=40
    bShadowsOnGrass=120
    [Audio]
    fMusicDuckingSeconds=6.0
    fMusicUnDuckingSeconds=8.0
    fMenuModeFadeOutTime=3.0
    fMenuModeFadeInTime=1.0
    [GeneralWarnings]
    SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
    [Archive]
    sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
    sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
    bInvalidateOlderFiles=0
    SInvalidationFile=ArchiveInvalidation.txt
    [Combat]
    fMagnetismStrafeHeadingMult=0.0
    fMagnetismLookingMult=0.0
    f1PArrowTiltUpAngle=0.7
    f3PArrowTiltUpAngle=0.7
    f1PBoltTiltUpAngle=0.7
    f3PBoltTiltUpAngle=0.7
    [Papyrus]
    fPostLoadUpdateTimeMS=500.0
    bEnableLogging=1
    bEnableTrace=1
    bLoadDebugInformation=1
    [backgroundLoad]
    bBackgroundLoadLipFiles=1
    bLoadBackgroundFaceGen=1
    bUseMultiThreadedFaceGen=1
    bBackgroundCellLoads=1
    bLoadHelmetsInBackground=1
    bUseMultiThreadedTrees=1
    bUseBackgroundFileLoader=1
    [Animation]
    bMultiThreadBoneUpdate=1
    [General]
    bUseThreadedTempEffects=1
    bUseThreadedParticleSystem=1
    bMultiThreadMovement=1
    bUseThreadedMorpher=1
    [Trees]
    bForceFullDetail=1
    [TerrainManager]
    bKeepLowDetailTerrain=0
    [Controls]
    bMouseAcceleration=0
    [Decals]
    bDecalMultithreaded=1
    [Actor]
    fVisibleNavmeshMoveDist=12288.0000
    [saveGame]
    bAllowProfileTransfer=1
    bUseSaveGameHistory=1
    [interface]
    bShowTutorials=0
    fBookOpenTime=700.0000
    __________
    SkyrimPrefs.ini
    [General]
    fBrightLightColorB=1.0000
    fBrightLightColorG=1.0000
    fBrightLightColorR=1.0000
    iStoryManagerLoggingEvent=-1
    bEnableStoryManagerLogging=0
    fDefaultFOV=75
    bUseThreadedParticleSystem=1
    bUseThreadedBlood=1
    bUseThreadedMorpher=1
    bUseThreadedTempEffects=1
    bUseThreadedTextures=1
    bUseThreadedMeshes=1
    bUseThreadedLOD=1
    bUseThreadedAI=1
    bUseThreadedMorpher=1
    [imagespace]
    bDoDepthOfField=1
    iRadialBlurLevel=1
    [Display]
    sD3DDevice="NVIDIA GeForce GTX 1080"
    bForceFullDetail=1
    iBlurDeferredShadowMask=3
    fInteriorShadowDistance=3500.0000
    fShadowDistance=8000.0000
    iShadowMapResolutionSecondary=4096
    iShadowMapResolutionPrimary=8192
    iShadowSplitCount=2
    iMaxAnisotropy=16
    fLeafAnimDampenDistEnd=3400.0000
    fLeafAnimDampenDistStart=2600.0000
    fTreesMidLODSwitchDist=10000000.0000
    iTexMipMapMinimum=4
    iTexMipMapSkip=0
    fGamma=0.8400
    iShadowFilter=4
    fDecalLOD2=1500.0000
    fDecalLOD1=1000.0000
    iActorShadowCountInt=6
    iActorShadowCountExt=4
    fSpecularLODStartFade=4285.0000
    fShadowLODStartFade=1000.0000
    fLightLODStartFade=3810.0000
    bTransparencyMultisampling=1
    iWaterMultiSamples=4
    iMultiSample=1
    iShadowMode=3
    bTreesReceiveShadows=1
    bDrawLandShadows=1
    bDrawShadows=1
    bDeferredShadows=1
    bFull Screen=1
    iSize H=1080
    iSize W=1920
    fMeshLODFadePercentDefault=1.2000
    fMeshLODFadeBoundDefault=256.0000
    fMeshLODLevel2FadeTreeDistance=2048.0000
    fMeshLODLevel1FadeTreeDistance=2844.0000
    fMeshLODLevel2FadeDist=10000000.0000
    fMeshLODLevel1FadeDist=10000000.0000
    bShadowMaskZPrepass=1
    bMainZPrepass=0
    iMaxSkinDecalsPerFrame=25
    iMaxDecalsPerFrame=100
    bFXAAEnabled=0
    iShadowMapResolution=4096
    fShadowBiasScale=0.1500
    iShadowMaskQuarter=4
    bFloatPointRenderTarget=1
    iScreenShotIndex=0
    iAdapter=0
    iPresentInterval=0
    bShadowsOnGrass=1
    [Grass]
    b30GrassVS=1
    fGrassStartFadeDistance=8400.0000
    fGrassMaxStartFadeDistance=14000.0000
    fGrassMinStartFadeDistance=0.0000
    bGrassPointLighting=1
    bDrawShaderGrass=1
    bDoTallGrassEffect=1
    bForceHighDetailGrass=1
    [MAIN]
    bGamepadEnable=0
    bCrosshairEnabled=0
    fHUDOpacity=0.7000
    bSaveOnPause=0
    bSaveOnTravel=0
    bSaveOnWait=0
    bSaveOnRest=0
    fSkyCellRefFadeDistance=150000.0000
    [interface]
    bDialogueSubtitles=0
    bGeneralSubtitles=0
    fMouseCursorSpeed=1.0000
    bShowCompass=1
    [Controls]
    fGamepadHeadingSensitivity=1.0000
    fMouseHeadingSensitivity=0.0320
    bAlwaysRunByDefault=1
    bInvertYValues=0
    bGamePadRumble=1
    bMouseAcceleration=1
    bUseKinect=0
    [Particles]
    iMaxDesired=1750
    [saveGame]
    fAutosaveEveryXMins=60.0000
    [AudioMenu]
    fAudioMasterVolume=0.5500
    fVal7=1.0000
    uID7=0
    fVal6=1.0000
    uID6=0
    fVal5=1.0000
    uID5=0
    fVal4=1.0000
    uID4=0
    fVal3=1.0000
    uID3=94881
    fVal2=0.4500
    uID2=466532
    fVal1=0.8500
    uID1=554685
    fVal0=0.8000
    uID0=1007612
    [Clouds]
    fCloudLevel2Distance=262144.0000
    fCloudLevel1Distance=32768.0000
    fCloudLevel0Distance=16384.0000
    fCloudNearFadeDistance=9000.0000
    [TerrainManager]
    fTreeLoadDistance=75000.0000
    fBlockMaximumDistance=250000.0000
    fBlockLevel1Distance=70000.0000
    fBlockLevel0Distance=35000.0000
    fSplitDistanceMult=1.5000
    bShowLODInEditor=0
    [NavMesh]
    fObstacleAlpha=0.5000
    fCoverSideHighAlpha=0.8000
    fCoverSideLowAlpha=0.6500
    fEdgeFullAlpha=1.0000
    fEdgeHighAlpha=0.7500
    fEdgeLowAlpha=0.5000
    fTriangleFullAlpha=0.7000
    fTriangleHighAlpha=0.3500
    fTriangleLowAlpha=0.2000
    fLedgeBoxHalfHeight=25.0000
    fEdgeDistFromVert=10.0000
    fEdgeThickness=10.0000
    fPointSize=2.5000
    [Trees]
    bRenderSkinnedTrees=1
    uiMaxSkinnedTreesToRender=50
    bEnableTreeAnimations=0
    bUseMultiThreadedTrees=1
    [Decals]
    uMaxDecals=1000
    bDecals=1
    bSkinnedDecals=1
    uMaxSkinDecals=100
    uMaxSkinDecalsPerActor=60
    bDecalsOnSkinnedGeometry=1
    [LOD]
    fLODFadeOutMultObjects=15.0000
    fLODFadeOutMultItems=15.0000
    fLODFadeOutMultActors=15.0000
    fLODFadeOutMultSkyCell=1.0000
    [Launcher]
    bEnableFileSelection=1
    bShowAllResolutions=1
    uLastAspectRatio=3
    [blurShaderHDR]
    bDoHighDynamicRange=1
    [blurShader]
    bUseBlurShader=0
    [Water]
    iWaterReflectHeight=1024
    iWaterReflectWidth=1024
    bUseWaterDisplacements=1
    bUseWaterRefractions=1
    bUseWaterReflections=1
    bUseWaterDepth=1
  5. Right now I'm getting a strange incompatibility with this mod - I'm trying to run it side by side with DEF_UI, Horizon (adds sub menus to DEF_UI primarily for keys/holotapes/etc) and Gold Kit for Color Pipboy.

     

    I'm trying to look through the files myself to see what the conflict is, but running it in the order of DEF_UI, Horizon, GoldKit, Color Pipboy then Vault Girl crashes the game whenever one of Horizon's aforementioned submenus is accessed.

     

    I haven't looked into the files too closely thus far but I think the issue is most likely tied to conflcting DEF_HUD.xml files (as they all use them). I'll see if I can fix it myself and maybe send a compatiblity patch everybody's way when I do.

     

    Finally was wondering, as Horizon (http://www.nexusmods.com/fallout4/mods/17374) has gotten to pretty crazy levels of popularity, is there any possiblity of compatible .swf/icons between Vault Girl and it once perk changes are released? Horizon edits some of the perks to be completely different so old icons wouldn't make too much sense. Regardless, great work and I appreciate your efforts on this.

     

    Also any possibility of the other custom vault girl heads being available where they currently aren't (i.e. pixie girl being a head option for perks).

  6. Recently I've been having some trouble with my ENB that I can't really pinpoint what causes it. I've tried using different enbs but I still get the same results so I don't think which one i'm using matters.

     

    Issue 1: I have this strange bug where if I look at bodies of water they seem to jump somewhat, or more accurately flicker. Does anyone know what might be causing this? I've tried disabling all water effects one by one but none seem to help. The only way I've found to completely get rid of this bug is to turn off ENB's global effect which is something I'd rather not do.

     

    Issue 2: When I move under shadows in exterior cells bodies of water will darken as if they have all moved under shadows with me, which looks pretty ridiculous. Anyone know what setting I can adjust to fix this?

     

    Issue 3: Finally a much smaller issue. Does anyone know where (either in ENB or general skyrim configs) I can manually adjust ambient lighting myself? Pretty much all enbs make interiors too dark and I'd like to turn it up some on my own end.

     

    Thanks in advanced for any help you can offer.

  7. So I'm trying to change a few npc faces using racemenu since it more easily handles modded hairs/adjusting of face parts and what not, but I can't seem to find a good tutorial for then using the exported nif/dds to override an already existing npcs face. It doesn't have to be standalone, though I am using modded parts such as hairs - does anyone know a quick tutorial / can give me a quick guideline on how to use the exported files from racemenu to override an already existing npc?

  8. I'm having trouble loading any large mods/dlcs in the creation kit. If I attempt to load them, I receive such errors as

     

    "Assertion

     

    File:..\TES Shared\misc\BGSLocalizedString.cpp

     

    Line 2871

    Localization: Error opening or reading strings file."

     

    Any option leads to creation kit crashing. The fix as I understand it for the DLCs at least is to ensure you also load the .bsa, however the mod I really want to load (interesting npcs) doesn't use a bsa. Why am I getting this same error with it?

     

    EDIT: I'm an idiot. 3dnpc uses a bsa.

  9. I'm trying to extract dialogue sound files from the Witcher 2 but I'm having some trouble with the process that google can't solve for me.

     

    From what i can gather, the sound files (including dialogue) are stored inside FSB files within the cookedPC folder, I've managed to find some sound files for certain cut scenes and for other situations. However, when I extract the files I get ogg vorbis that no program can read for some reason. Audacity is supposed to be able to handle ogg vorbis, but can't understand witcher 2 sounds apparently. I even tried importing raw audio but that just gives me static.

     

    Question: How can I get audacity/another program to turn these sound files into something useable outside witcher 2? Also, am I even in the right place for dialogue audio (are those stored in the fsb's or somewhere else)?

  10. I have the steam version of Fallout 3 and I cannot run many mods due to stupid 1.5+ patch problems. I need FO3Edit to fix this, but every time I try to install it keeps trying to use the software path of the non-steam version. The only fix given to me was to change some crap in the Registry (This won't work). Is there a simple way to get F03Edit to run for the steam version?
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