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Skyrim VR
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My NPCs don't have any custom head meshes so that should not be a reason, and they worked fine earlier, that is why I thought it was about they wayshrine. I started to doubt the wayshrine thing later because the crash does not happen in the spot where the wayshrine was but 2-3 cells away from it, around a town I made. I did make a safety copy of the mod a few days ago and that works fine but a lot of my work from the last few days is gone. I do think it was probably because I meddled with that wayshrine and scripts, I wanted the wayshrine to be open from the start and I was looking for something to "trigger" or actrivate it so it would be active, but while tinkering I must have messed something up and even removing the trigger box and the wayshrine not only from the area but from the mod all together (with SSEEdit thing) didn't work. Is there a way, maybe in nifscope or something, to edit the wayshrine mesh to make it "active" (emerged from the ground) without any animation or script? I did check it out in nifscope and the mesh seems to have 3 animations but only one does anything, I was trying to see maybe if it would be possible to "rewind" the animation to the end state and then delete it so the mesh would be stuck in that position and function as a static, as I want, I did not save that or incorporate it into the mod I was just checking the file on the side. I did actually manage to get the weyshrine to work in the mod, I set up activator box with trap trigger script as an activator for the weyshrine and when player enters the box the weyshrine emerges, but right after I figured that out I noticed that crash problem. I think I will just have to accept this blunder and work from the older version of the mod and remember to make more safety copies, I don't want to give up on that wayshrine though, is there any way to use it safely? EDIT: yes I do have the log thing on, I had some trouble finding the logs but I found them, i can't really see what's going on there though. I also wanted to add that another thing that I added and haven't tested before the crashes were simple AI packages for the NPCs, some super simple sandbox ones worked fine but I tried making more elaborate one for NPC carrying wood from one pile to another, I thought that might be causing it but after removing it and the npc it didn't fix anything. For now, I am trying to recreate everything on the older version of the file, i still have fair hope for that wayshrine to work out somehow xD I even considered just taking mesh into blender and setting it up there but im not that good with 3d, and I never managed to export custom meshes from blender to Skyrim with collisions, at best they are in-game but without any collisions
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Hello, I have been working on an elaborate mod for Skyrim SE and now it causes the game to crash to the desktop and I have no idea why. I have been experimenting with Snow Elf wayshrine since yesterday, setting up trigger boxes, levers and buttons, and trying to see what works to activate it. I created a new object from the wayshrine for the mod so I can experiment with it safely without affecting the original. I also experimented with adding different scripts to it, I hoped I could set it to be active from the get-go without any trigger boxes or levers. something I did must be causing this crash I think. before that, for the past few days, I have been making new NPCs for the mod as well, maybe they are an issue as well. when i noticed these crashes while testing in the game i removed the stuff I placed, the button, trigger box, and wayshrine, from the area, but it is still happening. The crash is happening in a custom map I made for the mod. My question is, is there a way, some logs and such that would allow me to find out what specifically is causing these crashes? I've been working on this mod for months and I'm kinda panicking now. At the moment I am trying to check the mod in SSEEdit program but I have never used it before, I am trying to see if I made changes to any scripts by mistake and this causes the crash. EDIT: i wanted to add that the crash is a clean exit, there is no noise or any crash message window, the game just exits to the desktop, i am unsure if something like that even would produce a crash dump or any logs or anything like that
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Linking mod resources from SE to VR?
JakubDaviau replied to JakubDaviau's topic in Skyrim's Skyrim VR and Consoles
I have tried it and it seems to work fine, exactly as I needed. now I can keep working on the mod in SE and test it on VR as well, thanks a lot! -
Linking mod resources from SE to VR?
JakubDaviau replied to JakubDaviau's topic in Skyrim's Skyrim VR and Consoles
This seems a little risky, is it safe to do? It does sound like it would allow VR to use files from SE texture and mesh directories just like I need though -
Hello! I have recently been working on a mod on Skyrim SE CK but to test it out on VR I need to copy all the files and such and it's a bit of a hassle. Both games are on the same hard drive anyway. I wondered if there is any way to "link" appropriate folders in such a way that Skyrim VR would use these directories? Let's say I have directory /Skyrim SE/Data/Textures/MyMod and /Skyrim SE/Data/Meshes/MyMod and instead of copying these directories can I link them to Skyrim vr somehow for testing the mod?
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Hello, I have been working on a mod for a long while and I wanted to add some custom items into it. I know how to add static items and managed it just fine but I would like to add clutter items that would be affected by havoc physics and can be moved around by player and collected. I made a copy of one of such items in creation kit, a bowl or something, and changed it's mesh to the one I want, but the object that results does not move, it can be collected in game by the player and removed from inventory, but it will only hover in place and does not have any physics. I assume this can be done in nifscope but I don't know how, and when I tried to google it all I found were tutorials on how to do the exact opposite, turn movable objects into static. If anyone know a tutorial about this or can explain it to me in steps I would be very grateful
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Hello, i had an idea for alternative food source for settlements, a "shop" stand with gen 2 synth vendor selling institute food packets. Not sure just how lore friendly that would be, since institute does not care much about people on the ground level, but storywise it would work like this, the synth vendor gets the food from institute, who produce it, and either distributes it in the settlement or sells it to settlers on lowered prices or something like that. Institute's reason for it would be that they want to improve their PR with the surface, and maybe test new food stuff or something.
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- food
- settlement
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Hello, i have idea for a pistol that would deal cry damage, shoot cryogenic capsules (those little snowball bullets cryolator shoots with crystallizing barrel modification) and would use cryo ammo, that would be awesome, i imagine it would be crafted at chem station. Is such thing doable in creation kit?
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Hello. I am using various mods to build my settlements. The biggest one of them is Snap 'n' Build, i make large settlements with it, big buildings and such. I noticed that that FPS in those settlements drop significantly because of this, or at least i think it is because of this, drop in my biggest one so far in tenpines bluff is really problematic. I figured that it must be because building pieces in snap n build mod don't have in build render occlusion that would block rendering behind them, so everything renders, entire building even side that is not visible and all things inside the building as well. Maybe it would be a good idea to make snapable planes or something like that which would prevent rendering on the other side of them, im not sure how feasible it is though. It would be great if it was possible to somehow "make" existing objects (like wall pieces from that mod i mentioned) to block rendering on their own, so game wouldn't render things on other side, but i don't know if that is possible without editing meshes or something, maybe it can be done with script or console command but i don't know TL;DR - placable in settlements custom planes preventing rendering objects on the other side to enhance FPS
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NavMesh alternative based on Morrowind
JakubDaviau replied to JakubDaviau's topic in Fallout 4's Mod Ideas
Well... it was not perfect that's for sure, but it allowed NPCs to get around the place, and it was fairly simple, mind that i don't want mod that would replace existing navmesh to something similar to one from morrowind, what i had in mind would be additional mechanic that would be on top of the original fallout 4 navmesh, to create simpler ways for settlers to get around settlements, so they could easily recognize where are stairs and how to get from their bedroom in a 6th floor of a tall building to crops on the other end of the town and such. Perhaps a better solution would be to make some scripting changes instead, so the settlers could get around easier in current environment without additional navmesh tool, or to allow them to teleport to where they want to go if they cant figure out how to get there- 5 replies
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- fallout 4
- settlement
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Hello, here's a short idea for a mod, Virgil's serum that cures super mutants as syringer ammo, would probably be worthless on regular opponents but would transform supermutant ones into humans.
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NavMesh alternative based on Morrowind
JakubDaviau replied to JakubDaviau's topic in Fallout 4's Mod Ideas
Hey there Montky, im not exactly making new stuff really, that's why i wrote this topic as a suggestion if someone else could do it, i have no idea how to make such thing myself, i can do some simple modding but nothing like this. You mentioned mod that adds sets of linked doors that settlers could use? I tried to google for "any door to anywhere" but i haven't found any such mod, but it does sound useful, i could use it to make getting around the settlement easier, can you link this mod?- 5 replies
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- fallout 4
- settlement
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Hello! I have a strange mod idea and im not sure how to explain it, but ill try to do my best. Morrowind is third game in The Elder Scrolls games made by Bethesda, same as Fallout 4. Some years back (the game is rather old at this point) i used to mod that game, i made custom player house and a dungeon. Navmesh in morrowind worked a bit different than in other Bethesda games. navmesh was this overlay of paths and diamond-shaped markers, basically you would put this diamond shaped marker down, lets say at the top of the stairs you made, and another one at the bottom of the stairs, and then you would link them, that would form a rectangular stripe connecting the two, and NPCs in the game would use that as a path to get where they wanted to go (it was not visible in the game only in creation kit used for modding). I thought that perhaps it could be possible to make something that would work similar to this as a mod for fallout, where it would be available in settlement building mode. I figured that powerlines work in a slightly similar way, as in you place those pylons and such and connect them with wire, so maybe it would be possible to make something that works similar but instead of wire it stretches this basic shape between two diamond-shaped nodes that settlers can use as a path. This would make settlement building much easier with mods, i have often problems with settlers getting around the settlement because various pieces from mods might not have working navmesh or settlers get otherwise confused in some way. Im not sure if this is possible or how hard it would be to make, but if possible it would allow to "draw" routs around settlement do the settlers would never get confused or tried to get to your glass house through a wall or couldn't work out stairs leading to shop or something like that. Edit: Alternatively maybe there could be mod that would allow settlers to just teleport to objects/places that they want to go to or use so at least they could get there
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- fallout 4
- settlement
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You have to wrap the words in quotation marks, like so: setname "Type Any Name You Wish" Makes sense, thanks! :D i started game from the beginning, as soon as i have some settlers ill try it out
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Mod works for me but it seems i cant name settler with two words, it has to be one word only apparently