Jump to content

Maaro07

Premium Member
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Maaro07

  1. Don't think the vram matters that much if you use Enboost. I have 60+ fps running fallout 4 on 1440p using 185 texture mods. Using 4k and 2k textures. Also using shadowboost and Enboost ofc. Using a GTX 980 Ti Sli with 6gb vram. 30.3 GB texture folder if that even matters.
  2. Hi guys, I have a problem with my mod and I can't figure out how to fix it. So I was wondering if someone could help me cause I'm a noob. In my mod “Synth Overhaul – C.A.S.T”. I add 70 new textures to Synth armor. Originally this was done by copying the Vanilla armor pieces and just use material swap. Problem with this was that I ended up having like 400+ armor pieces. Now I remade the plugin in euhh a weird way. I remade the whole object template for every piece. Meaning that I basically added all 70 textures in the Vanilla Synth armor pieces. So no standalone armor pieces anymore. This is done by OMOD’s and keywords. I also remade the lvled list and in the lvled list I added keywords to choose the texture. In the object template I have different trees for each kind of texture. Black Chrome for example is called 00 with different variants of the textures inside (New, worn, damaged etc). So in the lvled list it start with 00 (keyword) to get in the Black Chrome tree. After that it will need another keyword. To choose one of the black chrome variants. If it chooses “worn” for example it will get an OMOD added which is a mod collection containing the Vanilla armor sizes OMOD and “should” use one of the OMOD’s randomly. It also contains a material swap and keywords for the INNR to change the name to something like “Worn Black Chrome Synth Chest Piece”. That is basically how it works. However I can’t get it to work properly. Most of the time it works perfectly and the armor pieces get another texture and another name etc, but sometimes I get nothing. A synth will spawn equipping an invisible armor piece called “Synth Chest Piece” for example. I just don’t know why. I have no clue what can cause it nor how to fix it. To me it looks like it’s getting no information or something. I’m not sure if it works like this but the Synth Chest Piece has 3 armatures (1,2,3). But if it doesn’t get any assigned it will use 0 which is nothing so maybe that explain the invisible part? Also the fact that it has no name change means that it did not add any keywords for the INNR. So for some reason it never got the OMOD. The only way the Synth can get the armor is from my lvled list which 100% adds the keywords needed for the textures to work. If it did not work the other pieces wouldn't have changed. It is impossible for the synths to get one without having keywords attached to it, yet they spawn without anything. Sorry if none of this makes sense. If it is easier I could upload the esp. Bug: http://puu.sh/pkuE9/a9d5642917.jpg Lvled list: http://puu.sh/pkthw/243b7cbefd.png Object Template: http://puu.sh/pktaQ/dd8af23250.png OMOD from the Object Template: http://puu.sh/pktcE/c7036754bc.png
  3. Hi all, Some people requested a Synth Overhaul of this mod, so I'm working on it. I'm just not sure if the method I'm using is a good way to do this.. My method right now is making a standalone copy of the synth armor. I make some small edit like changing the materials and stuff to use my textures instead. After that I add them to lvled list and add the lvled list in the outfit list. So in total I edit 4 Vanilla files (OTFT) which should keep the mod quite compatible with stuff. The only problem is that edits made on the Vanilla armor by other mods won't work on mine, because I made a copy of unmodded Synth armor. http://puu.sh/n6jHA/6cc356dc6c.png I've been looking for another way to just swap materials without making lots of armor copies, but I'm not sure if that is possible. Does any of you have have a better way of doing this? Thanks in advance - Maaro
  4. Edit: Problem solved! Problem was that I am stupid and had deleted navmeshes. I thought I would get an error for that in TES5edit, but apparently not. Hello everyone, I’ll try as best as I can to explain the problem. I added some standalone follower mods to my Skyrim. Not to actually use them but to make my Skyrim more lively and yes I already use population mods. As you can guess they basically do nothing in a inn. So I make AI packages for them to do random stuff in town. I already made a few packages to let them do stuff like hitting a dummy, or random sandboxing etc. So it’s not like I don’t have a single clue what I am doing. These packages are made for followers in Riverwood, but my Riverwood is a bit special I guess. I merged a few Riverwood mods and made them compatible with each other. So I removed clipping objects, edited navmeshes, fixed error etc and also added some other objects. Took me a while but it works and TES5Edit doesn’t give me any errors. The problem that I have, is that I can’t let my NPC travel to Riverwood01. So the plan was to let a NPC leave the inn at 9:15 to chop wood in cell Riverwood01. The chopping wood part works. If I wait 1 hour I can find her chop wood. But if she has to walk to the spot, she well.. won’t walk to her spot to chop wood. What I don’t get is, at 9:15 she does get a command to travel and she leaves the inn, but once outside she won’t move anymore. As if the whole command randomly disappeared. I tried so many thing to fix this, but nothing works and I always start a new game when I edited something. I checked navmesh, refinalised navmesh and checked cell borders like a 100 times. Everything works, if I tell her to follow me she can walk to the spot without any problems. So navmesh and cell borders should be fine I think. Made new packages, tried the travel template, used different markers in that cell and tried using other NPC’s Nothing worked. Used existing packages and only changed the location. Won’t travel either. Tried traveling to other cells That worked, this was to test if there was anything wrong with the NPC or cell. Checked for mod conflicts, errors, load order and also if the NPC uses other packages. Found nothing So I came to the conclusion that the problem is the cell “Riverwood01”, but I just don’t get what the problem can be. Placing new markers doesn’t work, but followers can travel in and out the cell so navmesh can’t be a problem either. I am stuck with this problem for two days now and I don’t want to give up on this, but I am still a beginner with the Creation Kit and I really don’t know if there is anything else that can cause the problem. Thanks in advance for your help! In case you’re interested, I merged these mods: ( http://imgur.com/gallery/ErvYH/new ) - JK's Riverwood Overhaul (Modular) - Expanded Towns and Cities (Modular + No Inn Version) - Amazing Riverwood Starter Home - Hunters Cabin of Riverwood - Grillis Home Riverwood.
×
×
  • Create New...