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Thicketford

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Posts posted by Thicketford

  1. EDIT - I fixed the textures by opening them in Gimp and exporting them.

     

     

    I converted my 'Seagulls Rest' mod for SSE a while back. The PC version works perfectly fine, however the Xbox version has a few items with missing textures (they show up as purple). I realised that the textures were missing and noticed that the Xbox .bsa is about 2000kb smaller.

     

    No matter how I try to create the archive, those textures aren't added by the CK. I tried the following three methods...

     

    • Creating the archive during upload to Bethesda.net
    • Creating the archive first using the auto generated list of files
    • Creating the archive first, deleting the list and dragging and dropping every single file individually

     

    The textures in question are all from modders resources. Specifically the Witcher resource pack and the Kitchen tools resource pack.

     

    The files in question are...

     

    Witcher

     

    alchtools.dds

    chest02.dds

    chest02_m.dds

    lock.dds

    cards01.dds

    cards01_n.dds

     

    Kitchen Tools

     

    copper01_n.dds

    copper.dds

    copper_n.dds

     

    Any help would be greatly appreciated.

  2. For most armors, the protection per limb is the DR of the armor divided by five (torso + four limbs). However, Maxson's coat and the Minute man General Uniform have double that amount. If you look at them in the CK you can see that they occupy all five under-armor slots and all five over-armor slots. Most other armors only use one set of slots.

     

    http://i.imgur.com/ay2TIiY.jpg

     

    Do you think this was intentional?

  3. It may be fine for your mod, but the location he is trying to mod will have noticeable bugs if he doesn't generate precombine, and previs data.

     

    The mod I am making will be the only world-editing one I have installed. I take it at the very least, it won't do any harm to generate the pre-combine and pre-vis? I've tested the mod without generating anything, and I'm not seeing any visual bugs.

     

    Also, I thought the cell reset bug had been fixed?

  4. I want to create a mod for myself that removes trash and rubble piles from Red Rocket and also add a few other items such as window shutters, posters etc. I've searched a lot of threads, but I can't find any definitive answers on the subject of pre-combined meshes and the cell reset bug. So I was hoping someone could answer a few questions. Assuming this is the only mod I have that edits an exterior cell...

     

    • Has the cell reset bug been confirmed to have been fixed?
    • Is it necessary to generate new pre-combined meshes and pre vis?
    • What will happen if I don't generate them?

     

    I have seen reports that pre-combined meshes will be disabled only for affected cells, but I have seen others that report pre-combined meshes are disabled for the entire world space.

  5. I've added shutters to the windows at Star Light drive in. The shutters are tied to an initially disabled x marker ("shuttermarker") and I'm trying to add a script to a button that will toggle them on/off. Here's the script...

     

    Scriptname StarlightShutters extends ObjectReference

    ObjectReference Property ShutterMarker Auto

    Event OnActivate(ObjectReference akActionRef)
    if (ShutterMarker.IsDisabled())
    ShutterMarker.Enable()
    elseif ShutterMarker.Disable()
    endif
    EndEvent

     

    I keep getting the error "cannot cast a void to a bool to perform a condition check" when I try to save it. Can anyone help?

  6. now it does show the model, but all messed up.....srsly i cant convert anny of my older mods. all have a small problem when it comes to meshes.

     

    EDIT: my model works now. i hope i found the problem..... (well this one at least). If you guys have the latest Nifskope try the 'ad Tangent Spaces and Update' Under batch -> Spells.

    After that Update tanget spaces again. it worked for The gloves i had issues with. (finaly able to release the second mod).

     

    I will update if it works on other models aswell !

     

    Can confirm that this works. Look at the pink cupcakes in the screenshot...

     

    http://i.imgur.com/LjeLePf.jpg

     

    Also, I got the invisible meshes to appear by using the 'Triangulate All Strips' option.

  7. I want to make a mod that removes various bits of clutter from settlements (trash piles, rubble piles etc). I assumed I could just check the 'initially disabled' box in the CK, but now I'm not so sure. I have seen various threads talking about pre-combined meshes and that you have to use the 'Precombine Geometries for Current Cell' and 'Generate Visibility for Loaded Area' options to avoid visual glitches. I have a basic understanding of what pre-combined meshes are, but I'm still a bit confused.

     

    So I have a few questions I was hoping to get answers for...

     

    • Is this still necessary (ie. has anything about it been touched in a recent patch)?
    • What would happen if I didn't do it?
    • If I dragged the objects under the world so they couldn't be seen instead of disabling would I still need to do it?

     

     

    See Troskii's reply here for more info... https://forums.nexusmods.com/index.php?/topic/4592935-rebuilding-visibility-and-precombined-meshes/

  8. What 1.9 beta?

     

    The newest I see on their page is the beta runtime 1.63 - Current build 0.1.19 which does not works.

    Sorry, I mistyped. I copied what 'whodat1' posted. I was referring to the 0.1.19 version for the 1.6.3 beta patch.

     

    According to nalex66 in this thread... https://community.bethesda.net/thread/3335?start=195&tstart=0, 0.1.19 works with the latest update. I keep seeing conflicting reports on whether it will work or not, which is why I'm hesitant to use it.

  9. It's a shame that it was taken down. I can understand feeling drained and not wanting to make more mods, but I can't fully understand why you would pull something that you had already uploaded. You're denying access to a majority for the actions of a minority. I'm planning on using the Rebel later on in my play through, and I luckily downloaded it last week. I'd be very disappointed if I hadn't, only to find the mod had gone.

  10. Does the 1.9 beta definitely work with the new patch? Doesn't Bethesda sometimes make additional tweaks between a beta and full release? Sorry for asking, but I just want to be sure.

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