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learn34

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Everything posted by learn34

  1. Awesome. Thank you very much for the guidance!
  2. I am relatively new to modding, but am looking to dive into the deep end thereof. To help in this, I would like to know if there are any tools or best practices available which will enable the following: I would like to experiment with mods, both creating my own and Frankenstein-ing others', without messing up my Skyrim install directory. The simplest, but least appealing, way to do this would be to have a complete copy of my Skyrim install directory which I would shuffle around with the baseline install. The baseline would contain all the mods I'm playing with, while the copy would contain all my experiments. My understanding is that newer mod-management tools (MO2 & Vortex) make it possible to play with mods without actually altering the Skyrim install directory, but I don't know if they also allow for creating/experimenting with mods in the same manner. Do they allow one to create mods in the same partitioned/isolated manner they allow play, or are there way to tell the CK/xEdit/etc. to look at directories other than the Skyrim install directory? On a related note, do either of MO2 or Vortex enable easy re-installation of mod structures after a new install (and I mean, drag-and-drop-folders easy)? I've got a very old computer, and have had to make frequent refreshes of late. Each time, I have had to restart my mod installations from scratch. If I were to get a new computer, I would have to do so again. I am not interested in putting upwards of several hundred hours into modding only to have to go through it again when I upgrade my comp.
  3. Edit: figured it out for myself. Thank you for your intent, although I was asking specifically because the guide you referenced did not go into the detail/control I needed. For others with this question: in xEdit, FormID window > right click > apply filter > uncheck everything except "Conflict status inherited by parent" > check "deleted," located ~halfway down left side of dialogue box.
  4. I'm getting back into modding after not having payed Bethesda games for a long time, and am starting off with cleaning the masterfiles. But I want to have a very hands-on approach, and this includes manually fixing the deleted references. The description of the "Undelete and Disable References" function of xEdit seems particularly lazy to me, and I would rather manually alter the items which reference the deleted item to just reference a different object/record. With that introduction out of the way: is there any way to filter the xEdit view to only show deleted reference errors?
  5. Thanks for the help! Good news is that it's not the menu files. Bad news is that means something is wrong with my merged patch :( I think the most likely cause of the CTD is the conflicts in the worldspace record, but I'll be going through the entire conflict list again.
  6. Hi folks! Sorry to bother you with another load order/merged patch help topic, but I've hit the bounds of my modding knowledge. I've been working on getting a relatively large number of mods to work together and after finally getting all of the conflicts in my load order worked out (either combining elements in the merged patch or leaving overrides that I wanted in place), I thought I would be good to go. However, on loading the game via NVSE (through NMM), I got a CTD as soon as the game tried to load the main menu. This, in tandem with having just noticed the "Purge unified include file of unknown includes" check box in the UnifiedHUD install interface leads me to think that it might be an issue with my menu .xml files, but before making a foray into that field I'd like to make sure that it isn't an issue in my mods. Below is my load order; and while I'd like to include a zip file containing all the mod plugin and master files I'm using, or at least my merged patch, neither is small enough for the upload limit. My load order (via NMM, the "=1" clause simply mean the mod is active): GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 Companion Core.esm=1 Advanced Recon Tech.esm=1 Interior Lighting Overhaul - Core.esm=1 Lucky38Suite_Reloaded.esm=1 NVInteriors_Core.esm=1 NVInteriors_ComboEdition.esm=1 UWHNV-Core.esm=1 NVStripOpen.esm=1 RustTownV1Master.esm=1 PipboyRemover.esm=1 MeleeHotkey.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Project Nevada - Extra Options.esm=1 rePopulated Wasteland.esm=1 RobCo Certified.esm=1 Niner.esm=1 WARZONES - Misanthropy Pure.esm=1 wsex.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 oHUD.esm=1 New Vegas Redesigned II.esm=1 Lings.esm=1 Project Nevada - Rebalance.esp=1 Project Nevada - Cyberware.esp=1 Shogo_Heavy_Industries.esm=1 DarNifiedUINV.esp=1 CASM.esp=1 The Mod Configuration Menu.esp=1 The Weapon Mod Menu.esp=1 A Better Cass.esp=1 A Better Veronica.esp=1 populatedcasino.esp=1 Liberty Loft.esp=1 FreesideStudio.esp=1 Ravens Nest.esp=1 StripOpenMain.esp=1 NewVegasStripOverhaul.esp=1 UHNV.esp=1 UHNV-Dead Money.esp=1 UHNV-Honest Hearts.esp=1 UHNV-OWB.esp=1 UHNV-Lonesome Road.esp=1 UWHNV-Addon-DLC.esp=1 UWHNV-Addon-GRA.esp=1 UWHNV-Addon-FollowerHome.esp=1 UHNV - WRP Weapons Patch.esp=1 RustTownAdditions3.esp=1 WARZONES-RUSTOWN - Peaceful Coexistence.esp=1 ILO - Rust Town.esp=1 Project Nevada - Cyberware Additions.esp=1 Project Nevada - Rebalance Complete.esp=1 Project Nevada - All DLC.esp=1 Existence2.0.esp=1 CONELRAD 640-1240.esp=1 housemod.esp=1 Wave Radio UWHNV.esp=1 AG Weapon Reload SFX.esp=1 Improved Sound FX.esp=1 Improved Sound FX - Weapon Sharing Fix.esp=1 Improved Sound FX - GRA.esp=1 Improved Sound FX - Merged Major DLCs.esp=1 Improved Sound FX - Project Nevada.esp=1 PA Footsteps.esp=1 wsexInnuendoAnims.esp=1 wsexInnuendoNPCs.esp=1 Companion Sandbox Mode3.esp=1 Poisoned Darts.esp=1 Advanced Recon Gear.esp=1 Advanced Recon Tech.esp=1 christinecos.esp=1 GRA WRP Compatibility Patch.esp=1 Minimissilelauncher.esp=1 Murdelizer.esp=1 PancorJH.esp=1 Steamer.esp=1 THOR.esp=1 Advanced Recon Desert Ranger Helmet.esp=1 Advanced Recon Gear - Project Nevada.esp=1 bzArmour.esp=1 bzBodySuits.esp=1 Colossus T49.esp=1 DeadMoneyFemaleTuxedo.esp=1 ImprovedGeckoLeatherArmor.esp=1 CNR_Beta.esp=1 NCR Rearmament v1.5 (Lore).esp=1 RCSS.esp=1 SBVenomousArmor.esp=1 Tailor Maid - NV.esp=1 NVR- Recommended.esp=1 New Vegas redesigned- Honest Hearts.esp=1 Voice dissonance fix.esp=1 Follower Home Marker.esp=1 NVWillow.esp=1 MoreNiner.esp=1 RobCo Certified Friendly Hit Fixer.esp=1 UnlimitedCompanions.esp=1 Radar.esp=1 dD - Enhanced Blood Main NV.esp=1 NVDLC04 Allegiance w Duster.esp=1 WeaponModsExpanded.esp=1 Improved Sound FX - WMX - Weapon Sharing Fix.esp=1 Project Nevada - WMX.esp=1 WMX-DeadMoney.esp=1 WMX-HonestHearts.esp=1 WMX-OldWorldBlues.esp=1 WMX-LonesomeRoad.esp=1 WMX-GunRunnersArsenal.esp=1 lexx-hh-letter-english.esp=1 Improved Sound FX - WMX - Merged Major DLCs.esp=1 Improved Sound FX - WMX - GRA Sharing Fix.esp=1 WMX-ArenovalisTextures.esp=1 WMX-PreOrderPackClassic.esp=1 WMX-PreOrderPackCaravan.esp=1 WMX-PreOrderPackMercenary.esp=1 WMX-PreOrderPackTribal.esp=1 EVE FNV - ALL DLC.esp=1 WMX-EVE-AllDLC.esp=1 Project Nevada - EVE All DLC.esp=1 Improved Sound FX - EVE.esp=1 ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp=1 Nevada Skies.esp=1 Interior Lighting Overhaul - Ultimate Edition.esp=1 ILO - NVInteriors Project.esp=1 TFH Rugged Race.esp=1 MoonShadowRace.esp=1 shogo_heavy_industries_amends.esp=1 Continue After Games Ending 1.9.3.esp=1 DYNAVISION 3.esp=1 MergedPatch1.esp=1
  7. What's your load order? Have you checked that the file path for NMM is correct? I assume you're launching the game using NMM, though if not you'll need to enable the mod files from the default launcher. In general I (and the rest of the community) need more detail in order to help.
  8. Hi all, I'm currently trying to make a custom race using some hi-detail armor meshes. Basically I just want said armor to be the base body of the pc. The problem I'm having is that I can't seem to get the face/head to pull the textures from the helmet mesh, such that even though the npc item I created shows the face properly, the race item/face-only preview doesn't, the eyes are missing from the head. In-game the head's textures are kinda highly-reflective default ones rather than the actual textures. Anyone know how to fix the issues I'm having? (Fixed the eyebrows)
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