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twowolves80

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Everything posted by twowolves80

  1. You might want to take a look at Immersive Armors. Before installing, you can open it up, delete out the meshes you don't want in-game (I understand that some feel that these armors can be non-lore-friendly, though I've never noticed or felt it in-game), then zip it up, and install it normally through NMM. Or you can install manually so that instead of it going into NMM's virtual install directory as a BSA, you can have them as loose files in the Data folder so you can directly edit them in Outfit Studio (use Body Slide only if you want the armor changes made in Outfit Studio to change for all NPCs, and yes, you can use Outfit Studio with body shapes other than CBBE). Immersive Armors is a great mod. Absolutely love it. I think this is what you are looking for. Hope this helps!
  2. I wouldn't mind seeing this either, preferably with the option to launch said spear, either by hand or by atlatl. Brings a whole new dimension to having those mammoths shambling around, doing nothing but eating up all the food, those lazy, no-good...*trails off into mutters of dire-sounding threats about ice ages and extinction* Would need three things, I think: 1. New animations--for both using it as a melee weapon, and as a ranged weapon (not sure if it's possible to assign both to the same weapon in CK) 2. Textures/meshes--gotta have the spear looking nice, now, don't we? 3. Forms in the CK. You'd have to create the forms from scratch, I think (my understanding of the CK is very amateur right now, as I'm just getting around to playing with it...after four years of playing Skyrim. Shutup. Don't judge me. :D ) This is a cool idea for playing the barbarian route, and would like to see it come to fruition. Thanks for posting the idea, man!
  3. Simple mod idea, no idea how hard it would be to execute (although I imagine it would require knowledge of Blender/GIMP/what-have-you). Google/Bing has turned up nothing but mods for increasing ease/difficulty, or making the only UI for locks 150 Billion K resolution. (I kid, but seriously, no one needs an 8K lock retex) A different-looking lock for the various containers in Skyrim. In other words, a Dwemer chest will have a Dwemer-looking lock. A strongbox will have a strongbox-looking lock. A large chest will have a...eh. You get the idea. I know there is a few mods floating about that improve the resolution, or change the appearance entirely, but here's the thing: it's the same lock UI no matter what the container looks like. You could even call it Diversified Locks or whatever. I also know that you would have to assign the lock types in the CK to each type of chest, but the lock images would need to be created from scratch, although I would hope there would be a way to speed this up by using vanilla assets. It wouldn't have to be super fancy, but the diversification of lock types would, imho, add greatly to immersion. Here's how I imagine it going: Player: Oh, yay, another dwemer chest, greaaaaaaaat. And look! It somehow has a modern-day Nord locking mechanism! Wheee! After installing Diversified Locks: Player: Oh, yay, another dwemer chest, greaaaaaaaat. And look! It somehow has a--wait, what? It looks like it belongs there! Omg! I gotta tell everybody! Immediately PMs everyone about the new mod. Endorse! Endorse! Endorse! Hotfiles! And there you have it. Greater immersion, lots of endorsements, and basking in the eternal sunshine of knowing you were the first (maybe?) to diversify the locks in Skyrim. Yes, I'm aware this involves a bit of work. I can't do the 3D rendering stuff myself, but if you show me how to make the reference tables that the engine uses to assign the locks to the containers, I can help get that part done...hopefully. I can also bring coffee and donuts (or Skooma and sweetrolls, if you prefer). I have only a few dozen septims to offer, unless you prefer haralds or dumacs. Thank you in advance (even if no one makes this) for all that you modders actually do make. You are modern-day wizards.
  4. Check under My Documents\Nexus Mod Manager. That folder should be deleted prior to re-installing NMM. That should take care of the problem, but if not, just post here and I'll check back.
  5. Skyrim Special Edition Interior cells aren't rendering properly. First, Valthume, then a mod called Riverside Lodge, and now Riftweald Manor. Interiors, when entered, are pitch black. Riverside Lodge was there, but suddenly faded to black and stayed that way. It's almost like the engine isn't stopping the fade-to-black script so the interior can render. Tried changing the fog setting, nothing happened other than the black faded to gray. At a loss with what to do here as I have very little knowledge of the CK. The mods I have affecting lighting are RLO, with the patches. That's it. Nothing else that would affect random interiors. Can still walk around inside (though I can't see a @#$%^& thing), and the notifications still appear when I get close to activate-able objects. I just can't see anything. Pictures are not included because apparently, we can no longer host jpg images on here. I've tried postimage and tinyurl. Nothing doing. EDIT: So, playing around with console command. Use the command, ts. Toggle sky. Blackness goes away. So it's either Climates of Tamriel or True Storms. I don't know which is tied to that sort of effect. Or how to find out which it is. I don't know why it would blank an interior like that since the only thing CoT does is exteriors and interior sounds. Also, if this isn't the right thread, please move it to the correct one. I was unsure of which it went in. I'm not entirely sure it's CoT, though I have a hunch, since it also bugs out the Real Water Two. Or it could be it's not playing nicely with SKSE64. Anyone else has this problem, though, try using the ts command in the console. Will re-edit this if I figure out a cure before anyone else does.
  6. http://25.media.tumblr.com/tumblr_m5vibsPejW1rurwhto2_500.jpg It's like they... ...read my mind... That. Is. Freaking. Spectacular. Now to run the meshes through NifOptimizer to make it x64-friendly...thanks, TheGreatFalro!
  7. This isn't exactly a mod idea, per se, but I am curious if this has ever been made, and if not, it may be a solution to the rather humdrum, flat 2D "pubic hair" textures that come with body packages that you can select in the FOMod. Why not take a cue from our own history (the 1700s) and make merkins--pubic wigs--that act for all intents and purposes like clothing or jewelry and use an unused body slot? Merkin: n. The female genitalia and pubic hair, based on the name for a 'pubic wig sometimes worn from the 18 th century, often to disguise the shame of those who had been shaved in the treatment of venereal diseases. Because there is no such thing as STDs in Skyrim, right? Wait, there's that one mod...and that other...and then there's... Apachii Sky Hair does the same thing, I believe, only for the head, and the only difference beyond that is once it's set in the FOMod, it's set permanently, whereas if you treated it like armor or clothing or jewelry, you could swap out colors, trims, and other custom options in-game. Want Tank Girl with a neon pink spiked mowhawk and neon pink landing strip? Easy--swap out the accessory item. Want no hair for a particular screen archery shot? Remove the accessory item. The reason being that all the pubic hair textures I've seen are terrible. Flat high resolution images are still flat. If a small, "bushy" mesh was created, along with one for a landing strip, dorito chip, and whatever anyone else wants to see, you could texture it just like actual bushes in game, only shrunken down to the nth degree and worn like a merkin. I recall reading somewhere that meshes can be shrunk in Skyrim, and it will still render the HD aspect of it (hence, HD bees in glorious 8K textures that are on screen for 0.397 seconds... :rolleyes: ). Obviously, making a mesh and a texture is far different than simply adding it to the game. This would require someone who is skilled in Blender/Photoshop/GIMP/What-have-you to make the meshes and the textures, and make the surface of the mesh "choppy" to give the illusion of three dimensional texture when the texture map is applied. And suddenly, poof. 3D pubes that are HD and can be swapped out on the fly in color and in style.
  8. Goes hand in hand with more immersive comments and whatnot. Would love to see an SE version if someone ever comes up with it. Only problem is, you'd have to create all the body types ahead of time using Outfit Studio (yes, you can modify non-CBBE bodies with Outfit Studio if you use the increase/decrease mesh brushes carefully, Export With Reference, and then put them in the actor folders. Here's the catch, you'd need a script to parse the new body types, and you'd have to build a reference table for that script to know which body types go where, and which never go together. I think it would be do-able, but I am just beginning my adventure with the CK (dragged kicking and screaming into modding after 3 years of trying to avoid it at all costs--so much wasted energy...sigh). I think you could pattern it after the way the loadscreens are handled. They have a set list of load screens in the CK (in the left panel when you load ONLY skyrim.esm) under Miscellaneous, I belive. The subcategory says LoadScreenArt. There's also an .swf file (I think) that is the reference table that tells the script running the load screen loading which to use, and how often. Same thing could be applied (in theory) to body types since both are nothing but mesh data covered with a skin (texture), so long as you had the script and the reference table, and the additional body meshes you created in the appropriate folder. Now, as for what that will do to the game...? Because Caturday. That's why.
  9. Bumping this thread for interest. With the new stuff out for Skyrim SE and Better Vampires, this thread becomes very important when using custom races. Here's what I had to do: I have RS Children Overhaul, Apachii Sky Hair, Better Vampires, Race Scale Remover and ECE. Those are the important mods, anyway. And I have all the DLCs. So, playing an ImperialRaceChild--no vampire scripts want to run on it. Why? Because there's no such thing as an ImperialRaceChildVampire, similar to BretonRaceChildVampire (Babette). You have to make one in the form of an esp. Easy. snickers Open up CK. Load ONLY RS Children Overahaul, or whatever custom race esp/esm you are using. Set it to Active. Let it do it's thang. While waiting, listen to this. Once it's loaded, then, go down the left pane of the Object Window and look for Character, under which will be a subcategory called Race. Click it. Then look in the right pane for ImperialRaceChild. That's your template. Right click it. Select Duplicate. Boom. You now have a duplicate form that says ImperialRaceChildDuplicate001. You double click on it. It opens up the editing box. Under General Tab, you're going to copy and paste the "stack" from ImperialRaceVampire (yes, click it to open it). In the middle, there is a box called Specials. This is what you will be copying "VampireHuntersSight", "VampirePoisonResist", and "VampireVampirism." Shift-click to select those three, right click, Copy Stack. In the Specials window of the new race you're making, right click, select Paste Stack. Then, in the new race on the right side is Keywords. Right click. Select Add, and a Select Form box will appear. Scroll down until you find ActorTypeUndead, click it, click Okay. Repeat, and add Vampire. Those two keywords now join the others. Now, the Better Vampires scripts can "see" your character to force it to use the BV scripts instead of the vanilla ones (for activating feeding, for instance). Then, and this is very important if you don't like running around with just a head floating above an invisible body, go down in that same Race box to the middle lower area. There is a box called Copied Data. The bottom combo-box is called Armor Race. All the way at the very bottom is Default. Select it. Now, your character will use *all* armors in the game, regardless of their source, and those armors will actually appear instead of resulting in an invisible body. Then, change the ID at the top to [nameofyourraceRaceVampire] or [nameofyourraceRaceChildVampire] if you're going the Anne Rice route. You may also wish to check the preview to ensure it renders--if not, that means that your filepaths need to be fixed in the Race box, under the Body Data tab. There's three boxes you have to worry about, and one combo-box. The skeleton/behavior graph/body texture boxes you'll have to play with (as this can change depending on how a person's game is set up), but if your character doesn't render in-game, odds are, it's those paths that are the problem (with 95% certainty). The other one is the combo-box called Skin. If you are using a custom skin texture, especially for children (thank you RSCO!), and let's face it--Bethesda hates children--you must have this set to your custom skin. This should default to your custom skin automatically. If it doesn't, you're going to have a bad time, mmm'kay? That's the first part. Wait, there's more? Jeezus, no one said you had to take notes--too bad. I had to cull this information and condense it myself, so you'll have to do with my witty observations on Bethesda and the state of affairs in the modding community. The next part adds a script to make the animation work for Better Vampires. And yes, since you are dealing with an animation, it won't hurt to run FNIS again to be on the safe side. FIRST, go to the Object Window. Go to Character, then Quest. In the filter box up top, type Vampire. You'll have two vampire scripts appear in the right pane: DialogueGenericVampire, and PlayerVampireQuest. Right click on the PlayerVampireQuest. Click on Edit. A new box appears titled Quest: PlayerVampireQuest. There will be two scripts present in the left panel. PlayerVampireQuestScript, and QF_PlayerVampireQuestScript_000EAFD5. Right click on PlayerVampireQuestScript, select Edit Source. Make the window maximized--the writing is tiny, and there's a lot of it. There will be three parts you're going to add to this script. First, the definitions of the variables, without which your game won't know how to execute. At the top, under the Message Property, you're going to add the following lines: Race Property nameofyourraceRace[Child if you went this route] Auto Race Property nameofyourraceRace[Child if you went this route]Vampire Auto Then, about a quarter of the way down, you're going to see a bunch of elseif statements using races. You're going to copy the last elseif statement and paste it below, changing WoodElfRace to nameofyourraceRace, i.e., WoodElfRace to ImperialRace or ImperialRaceChild in my case. You then change the CureRace to nameofyourraceRace, and you change the Target.SetRace(WoodElfRace) to your race, Target.SetRace(ImperialRaceChildVampire). About 3/4 of the way down, there's more elseif statements. Same process. Copy the last elseif statement, paste it below. Change WoodElfRaceVampire to nameofyourraceVampire. Change Player.SetRace( ) to nameofyourraceRace in the parentheses. Almost done. You then go up to the top of the screen, to Build. Select Compile. It should compile with no errors. If you see one, it just means you screwed up a spelling somewhere (probably included an extra letter somewhere--it will tell you what is wrong in the dialogue box). Then save. Now, go back to the Quest: PlayerVampireQuest box, and double click (NOT right click) on the PlayerVampireQuestScript. A new box appears: Properties for script PlayerVampireQuestScript attached to PlayerVampireQuest (000EAFD5). Scroll down until you see your two races, in my case, ImperialRaceChild and ImperialRaceChildVampire. Click the first one (the non-vamp one) so it's highlighted, and then on the right, select Edit Value. In the Pick Object combo-box, you select nameofyourraceRace, in my case the same as the name I highlighted, ImperialRaceChild. Then highlight the vamp one, Edit Value. Pick Object select the vamp version of your race. Click Okay. Then click OK on the Quest: PlayerVampireQuest dialogue box. Go to File, Save. It will save as an esp in the Data folder, creating a loose file override (because loose files always override BSA files loaded through NMM, hence, how you customize the BSA while it's still active in the NMM load) that is an esp. It will appear at the bottom of NMM's plugin list, and place it where you need to (if you have to have certain mods override it, like Better Vampires). If it doesn't show, run WryeBash (you don't have to do anything, just open it to get it to autodetect it, and it will then appear in NMM), and close it. Make sure it is ticked in NMM to be active. Enjoy. I am the absolute stupidest modder on Nexus, and if I can figure this out (granted, there was much hair-tearing...on a related note, I have to go sweep up all this hair), then anyone should be able to follow this. Hopefully, this is written nice and concisely. For reference, this combined two methods: Brehanin's here, and DaedraStep's video, here. I just prefer to have it written out neatly in the order of operation necessary to execute the modification. Hopefully, this helps someone else down the line. In the words of GrandBulwark, Mod it til it breaks. Happy modding! :D
  10. One thing I've not seen discussed in this thread is the nature of his attack. Obviously, if the lunatic is going to attack, he's going to use nukes. I don't think his end game is a thermonuclear strike, however. I think he genuinely believes if he can lob a nuke high enough over the top of us and trigger a Carrington event, he can win. This has to be the ideology because in every other scenario, he loses. That is the one possible way he could set us back enough to win. That is the only way he could set us back enough to win. Carrington events are public knowledge, as is the means to create them on a massive scale through the creative use of nuclear-tipped ICBMs. Russia knows about it. China knows about it. Everyone knows about it. Lob a nuke six miles up above NE Ohio/SW Pennsylvania, and goodbye USA. The entire power grid would be wiped out because it's never been hardened and the cost to do so is in the billions. Our government has already done studies on this type of attack, projecting casualties as high as 90% within 2 years due to starvation, disease, pestilence, and crime. We would be sent back to the 1700s almost overnight, and it would take a minimum of two years to begin rebuilding since the electrical equipment for substations is no longer even manufactured in the United States--those giant transformers are made in China. Yep, the irony is enough to choke on. From the above link: Last year Woolsey stated that Russian officials informed the United States in 2004 that the design specs for a “Super-EMP” nuclear warhead has “leaked” from their country to North Korea. The Russian generals also reportedly told American officials that North Korea could have the ability to develop such a weapon in a “few years.” James Woolsey also had this to say about viable EMP attack threat from North Korea: “There is now an increasing likelihood that rogue nations such as North Korea, and before long, most likely, Iran, will soon match Russia and China in that they will have the primary ingredients for an EMP attack...We must change our policy to assess these threats and deploy defenses against them. The EMP Commission estimates that within 12 months of an EMP event two-thirds of the U.S. population would likely perish from starvation, disease, and societal breakdown.” Kim Jong Un isn't going to strike unless he thinks he can win, no matter how insane he is. Insanity doesn't mean he lost common sense. If nothing else, it will make him more cunning because he doesn't care how many people he kills. Why take out 250 million (or more) with a simple nuclear strike against L.A., when you could take out 350 billion by getting one ICBM to hit higher up? He already has the missiles that will reach Chicago. It only takes one. And this is missile tech he most likely got from Iran, thanks to that ridiculous nuclear treaty with them. The timing is too coincidental to be simple irony: Iran gets their nuclear treaty, six months later, NK is suddenly showcasing new missile tech. It wasn't Russia--that was a smoke screen/red herring (lol--"red" herring--see what I did there?). The Last of Us suddenly becomes a very dangerous possibility (fungally-infected "zombies" notwithstanding) of what our world could come to look like if that happens. 350 billion people gone, in two years or less. Better sign up with your local Vault-Tec agent real soon.
  11. Yes, your angles are wrong unless you like hitting things way above the crosshairs. I set mine to 0.2. Lines up perfect.
  12. You, sir, are a god. I'll be more than happy to beta test it for you once I kick my Fallout 4 in the backside and get it running again. lol I dun borked it. Plus, I'm writing a wiki for myself. I'm wondering how you're pulling off this sorcery, though. Turning it into a companion, or using a companion AI? Nevermind. I don't want to know how the magician does his tricks so long as they work. I can't speak for anyone else, but thank you.
  13. Here's an idea that I've not seen implemented yet, and I don't know why I didn't think of it sooner...why not make one more series of "carpet tiles" to throw into the ol' Workshop mode, this time with grass. Yep, I'm asking for sod tiles that come in different sizes and different heights/varieties of grass so that we can carpet the outside of places like Sanctuary Hills. I mean, have you seen the ugly mud medians by the sidewalk? Wouldn't those look so much better with a little sod? Couldn't be that hard to do--I'd imagine it wouldn't take but a minute for some of you out there, so what do you say? Shall we go to seed and tell the world to sod off? :tongue: EDIT: Just wanted to add that while I know the carpet tiles are essentially two dimensional, so things will clip through if the ground is uneven, with grass tiles, that wouldn't be a problem. If a bit of ground pokes up through them here and there, it's okay--makes it look more realistic. And the grass tile could be made three dimensional like the cement flooring so that it's thick. This would cover up a bit of the uneveness, though I would like the grass to be actual grass, not just a texture map on a mesh, but not sure if that's possible...one thing at a time, though.
  14. Yes, FO4 can play videos--just take the file for the newsreel playing in the pre-war scene, duplicate it how many ever times, and then change those files to dupes of the SPECIAL videos in the splash screen at the intro. It shouldn't be too hard to link the pip-boy's data screen to the monitor for radiant quests for settlements under attack, and you could take a look at how they script the DCR's events timer/trigger so that bits of news would come across the web as the player advanced in level and completed certain quests--could even be maintained by Nat, Piper's sister.
  15. Or a mod that allows you to take control of the Prydwen instead of destroying it with the Minutemen (or Railroad), and then park it over the Castle. Quite a bit of scripting, that, and I know some of the more technically expert modders are having to adapt to the new GECK, so it's probably coming sometime.
  16. Get Place Everywhere, and Scrap Everything, and then get a few mods like SSEX, Homemaker, Crafting Fury 9000 GTX, and others and tear it out, and then rebuild it. If I can build a multi-level deck in Sanctuary, there's nothing you can't do with Taffington. http://www.nexusmods.com/fallout4/images/35236/?
  17. This would be brilliant. I would think even Elianora would get behind an idea like this. I think it's technically possible since they have that one bit of software to export faces, but it would have to be expanded to do whole buildings or even settlements (I've got over a hundred hours building up Sanctuary alone, with thousands of static objects placed by hand using Place Everywhere). How do we bloody tag someone?! Someone tag Elianora, Ethreon, The Lich and GameDuchess and let's get this rolling!
  18. Was wondering if someone would be awesome enough (cough-cough, Ethreon or Millenia) to make a Predator Style shoulder blaster, using something like the Alien Blaster for the base weapon. It could be mounted to the outside of power armor, or with a separate pauldron to someone wearing normal clothing. Making it a custom craftable weapon would be cool, too, with the plans for it being a reward for killing that alien with the crashed UFO. Please tell me someone is working on this or will be soon? Everyone does lightsabers, so how about something different?
  19. I use a pre-geck mod called Fallout 4 Seasons Project which adds more trees and greenery to the entire landscape, and I have it set to Autumn right now. Hoping with the release of the geck, that mod will be updated to include dynamic seasonal changes in the trees and greenery and in the weather contemporaneously with the game's calendar. I just probably have my ini settings tweaked a bit off which is why they're not rendering proper LODs and distant trees. Also, I'm actually debugging a small "mod" for cleaning up Sanctuary right now for someone that should be released soon. Much improved over the vanilla version. Now, if I could only get my motorcycle up and running, I could do the whole Great Escape thing with the BoS as the villains. lol
  20. Not talking about the trees. Talking about the dirt piles. If you don't like trees, then don't put them in--that's just to my taste. But the dirt piles are ridiculous. And besides, have you seen pictures of Chernobyl? Nature has run rampant over the nuclear fallout, and the bombs dropped in Fallout 4 something like 200 years ago--plenty of time for nature to grow back. And cleaned up roads mean motorcyle rides. :D
  21. THANK YOU! So annoying. I thought I was the only one. lol That, and get the heck out of the rain, you idiots! Similar to that smarter ai mod for Skyrim that does the same thing.
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