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ArmlessWunder

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  1. Still having this issue, anyone know anything?
  2. Hello, I am trying to make randomly generated objects and/or terrain textures using Fallout 4 Creation Kit. I made a test region with only one object to see if I could get anything to generate, but every time I try to generate objects for my region, it fails and I get an error: It says no objects generated due to slope, but I don't see why that happens since the slope seems to be permissive of all slopes and the terrain is flat anyways. The marked cells contained by my test region here have terrain mesh with roughly 1000-2000 elevation units (trying to go easy on this tool) Steps I took to get here: 1. Create new custom worldspace and generated the terrain mesh via heightmap. (heightmap bounds: 0 to 8000) 2. Create region for object generation and add 1 simple rock object to the list 3. Hit "Generate Now" I have used this tool to generate random objects and terrain textures for large worldspaces in oblivion and new vegas, so I guess I'm just wondering if this is broken for fo4 ck or what I am doing wrong. Any advice would be appreciated
  3. Thanks for the replies! I tried using engineBugFixes just now and it solves the problem for me. I like this solution as it seems to be a universally desirable plugin. Its interesting to hear about the other tools as well. Feels like oblivion has a truly incredible mod community for being able to not only discern so many of these issues, but to make a variety of fixes as well.
  4. I have spent 8 hours bashing my head into the wall trying to make lod work for my mod. I used all the neat tools published including tes4ll and tesqlod and I could not figure out for the life of me why my worldspace with lod meshes and textures would not render the distant land... After some thought I decided to move my mod to the top of my load order and viola, it renders the land... My concern is that if others download my mod they would have to move the mod to first on their load order in order to see the lod... Is there any way around this requirement? Did I do something wrong or is Oblivion not as cool as I thought it would be when it comes to lod for new worldspaces? PS: I can post pics if needed to understand what the issue is
  5. Sometimes Google isn't helpful for nv tools. So much niche knowledge that is and shouldn't be... At any rate, here's my take on these complex tools: Fnv edit lets you modify your mods in ways that the geck doesn't allow. Also includes utilities for error checking and override comparison. Very useful tool. Not 100% sure what all wrye bash does, but I do know its essential for creating a "merged plugin." This plugin can solve the problem of multiple mods modifying the same form. I could be off the mark with this info so any verification would be appreciated. Not everyone needs to use these 2 tools so it's possible you create and use mods without ever touching these two but then again, when you need them, you really need them lol [side note, I used to read it as 'Wyre' for the longest time]
  6. Hello, I started a thread a while back where I got some advice for an issue I had with race in geck. Basically, the race wasn't affecting an npc's skin tone properly (IE: african american has caucasian skin tone; on their head only, body is correct). I received the following 2 pieces of advice: Convert esp to esm (did this and it didn't work) Change some value in fallout .ini (did this and fixed the issue, I can look up the exact changes if it helps)I'm doing a release soon and I thought it was not good to instruct users to do #2 when so many sources indicate that #1 is the correct solution. I've scoured google and found no esm advice that worked for me... What am I doing wrong here? I set esm flag in nv edit then saved file as esm using notepad++. Is this not the right procedure? Is #2 required? Thanks in advance for any help!
  7. Maybe it doesn't allow empty after it was set to something before? Try commenting it out like: ;DisablePlayerControls And see if that is allowed.
  8. I see what you mean, I really like that sort of home as well. And yeah it would kinda ruin encumbrance... Yes, vendors loot would also be ruined. Vendor containers tend to start with the word 'Vendor' and food containers aren't always easy to spot but they generally have the word 'food' or 'drinks' in the formID.
  9. Maybe not on quests but def gonna break a TON of logic for ai in the game. Specifically eating and drinking bc npcs sometimes get food and drink from containers and the containers must respawn or they will no longer be able to eat. Poor Dar-Jee... :,( also you won't be able to revisit dungeons and loot which is kinda lame. But its your game! Any reason you won't simply use a container you carry mod or simply place some containers where you want to stay?
  10. D:\SteamLibrary\steamapps\common\Fallout New Vegas\Data\Textures\Landscape\LOD\yourModWorld\DiffuseGenerated ....but you have to move the files to... D:\SteamLibrary\steamapps\common\Fallout New Vegas\Data\Textures\Landscape\LOD\yourModWorld\Diffuse Not sure if thats your issue but I know thats a weird thing the geck does. I have no idea what Mod Organizer 2 does. Also here's much needed lod for your reference: https://www.nexusmods.com/newvegas/mods/64805 Hope something I said helps!
  11. Did you move the generated lod to the actual lod directory? I always thought it was dumb the way they pit the generated lod resources in a folder that wouldn't be referenced. Also there is a tool called 'Much needed LOD' or something that makes more objects render with low details at great distances. Hooe this helps.
  12. That looks pretty close but I didn't like how they don't appear to be hairy in this one... I know I'm super picky lol... maybe I should just try that one and see if maybe I can tweak the model to look more hairy? Thanks for the suggestion laclongquan.
  13. I'm interested in this as well except I'd like it for F3. I'd like for it to just double the damage of all vanilla weapons in the game (including unarmed damage of creatures) since some enemies feel like they have stupid high health. I don't mind making the mod myself someday so I can replay f3 and see how it works. I made one mod that lowered the health of DLC creatures with stupid high health and it helped make the game much more enjoyable. Just reminded myself, I should publish that sometime
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