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Deleted21706164User

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Everything posted by Deleted21706164User

  1. Well I'll be damned! I forgot I had posted this, but thank you for resurrecting it. I would have never thought to look there, but now I can tag my filthy flop house properly. Thanks Gruffydd, and Happy New Year!
  2. Fantastic idea! There's already a lot of us who tinker with multiple games, but this kind of sitewide cross-pollination could be a great way to expose people to talented and friendly screenarchers that they may have otherwise never encountered. And these two cats are such a big part of the photo community around here: I don't know if there's anyone as high-quality-photo-prolific as Rick, and DV's gorgeous posts often turn into master classes on art theory and gardening. I'm happy that these two are finally being "officially" commended for their time and talent.
  3. Thank for replying, and shedding some light on this. That makes more sense now: if it's being applied on top of the textures, it doesn't matter what I do. Now that I've noticed it, I've been seeing the exact same issue in the same places in screenshots and videos all over the place. (Even in, like, Hodilton and Ultimate Immersion's videos: if it still plagues them, I suppose I'll just have to live with it!) I'm still getting used to the dynamic snow shader in SSE: most ENB authors advise turning it off (which I did), so I might have to tinker with it a bit to find a balance. And thanks for the links. I was using a few of luxor's textures in FO4, so I'll have to try out their SSE stuff too. (Side note: the weird shader effect is even in some of the pictures on the page for luxor's Windhelm!) Thank again!
  4. While installing retextures, I noticed a stubborn group of textures that are very low-res, mostly in Windhelm (although I've found them throughout the game). They are mostly dark stone with snow on them, as well as the exterior of Candlehearth Hall. There are also some roof and wood textures like this as well (all covered with snow). Here are some examples: Next to a proper retexture 1 Next to a proper retexture 2 Candlehearth Hall Crap roofs I was using NobleSkyrim 2K (the SSE version) as a base, and tried installing other Windhelm-specific replacers (including Osmodius Windhelm), but nothing changed. I even went so far as to install the whole Skyrim Realistic Overhaul package, but these textures were always the same. Now, granted, these retexture projects may not cover these particular textures. The only other mod that might be involved is SMIM. However... Has anyone else encountered this? Is this normal? Are there any texture packs that replace these? Thanks for your help?
  5. That's not dumb at all! I used the installer: I downloaded it manually, added it to NMM, and the elaborate FOMOD installer went off without a hitch (and I made sure to not choose the options that installed meshes and plugins). It's as if the game isn't recognizing that these textures are installed, that it's just bypassing them for the textures in the BSAs. I'll have to experiment some more, thanks for replying!
  6. I tried installing the armor portion of aMidianBorn's Book of Silence in Skyrim SE (just the textures, no meshes or .esp's), but the retextures are not showing on any armors. The textures are installed to the right folders (I checked), and I even opened the vanilla texture BSAs to make sure the file paths hadn't changed between LE and SSE. A number of other re/textures from both LE and SSE have worked just fine (large and small, both archives and loose files), but I can't seem to get these to show up. I know that lots of people are using aMidianBorn's textures in SSE, and I'm aware of what files to avoid and/or convert (meshes, .esp's, etc.), so I'm wondering if any of you folks ran into or heard of this type of issue before. The only other mod installed that might be involved is the UNP Armor & Clothing conversion, but that just changes the meshes and should work with new textures (according to years of folks modding LE). Otherwise, my game is very lightly modded (as I'm just doing a test run and trying out mods right now). I'm stumped, and any help would be appreciated. Thanks!
  7. Hi everyone! I recently moved over to the SSE side of the Nexus from FO4, and was wondering if y'all could help with an issue I've never encountered before. When I pull up the console, the fancy Skyrim cursor pops up too. (I'm not sure if this is standard, but it happens to me.) Now, when I then open the ENB menu, my default PC cursor appears as well (as it should). It's usually offset from the Skyrim cursor by ~ 1/4 of the screen width, but they move at the same time and rate when I move the mouse. Here's a screenshot of the situation. So I guess the question is: Is there a way to disable the Skyrim cursor in the console? Or, is there any other way to remove the Skyrim cursor when I open the ENB menu? Again, I'm new in these parts, and I'm probably not the first person this has happened to, so I apologize if this is an old problem. Anyway, thanks for your help!
  8. Hi Everyone! I was hoping some of you might be able to help me identify where a particular graffiti decal comes from. I've attached an image: it's the cool tag in the lower left-hand corner, on the bus. (I pulled this picture from a YouTube thumbnail, and as such I'm not sure who the author is. If it's yours, just let me know.) I've seen it (and others like it) in a number of screenshots, but I'll be darned if I can find where it's from. I've looked through the usual suspects: - Graffiti 2 Electric Boogaloo - Gruffydd's Signs and Posters - Gruffydd's Signs of the Times ...and a few of the other more visible settlement decoration mods, but no dice. If anyone can point me in the right direction, or even suggest other settlement mods with neat graffiti/writing/decals, I'd really appreciate it. Cheers!
  9. Thanks you two! I have been using and tracking cVc's Dead Wasteland (and the included Magpie Menu) since it was published: it's completely changed how I build. But there's bound to be some pieces (among the 2000+) that I've missed, so I'll just have to keep digging, or cobble something together from what he's included. I also highly recommend Just Debris: it adds 100+ piles/bits of the crap you see all over the game: hanging pipes, piles of trash, etc. It does clutter up the "Floor Decorations" menu, though, but I think it's worth it. And I'll check out Snappy Housekit too, thanks for the heads up. To be specific, I'm hoping to build a derelict apartment building in Hangman's Alley, similar to Layton Towers. I want to make it look like another rambling building was situated in between the existing ones, and we all just moved in. And I'll keep an eye out for navmeshing issues. This may be an excuse to crack open the Creation Kit and figure out the IDs for some of those big, broken set pieces... I'll post again if I find anything. Cheers!
  10. Hi! This may actually exist already, but I haven't found it yet. Any help is appreciated. I always thought the really collapsed, rotten, and broken interior spaces of the vanilla game were the best. Like the old State House, ArcJet, Layton Towers, Fort Hagen, etc.: all the places with collapsed interiors that you have to navigate through. It would be great to have all of those broken walls, floors, stairs, etc. for settlement building. (I'm specifically thinking of making apartment buildings, or "repairing" broken houses with similar pieces.) I've found a number of lovely mods that have broken pieces for building, and others that have a few of the vanilla pieces, but so far I haven't found anything that covers the "bigger" vanilla set pieces. Your thoughts? Have any of you recreated these bits in a different way? And thanks for any help!
  11. What version were you using before, and what version did you get updated to? Depending on the specific update, usually the only thing you need to worry about is having the right version of the Fallout4.exe file (at least that's what F4SE and F4SE-dependent files care about). When I've rolled back versions in the past, I just changed that file and everything was fine. (Granted, I don't use any CC content.) As for rolling your Fallout4.exe back, there are a couple ways: 1) I've seen a number of posts on the forums here and on Reddit (there's probably some elsewhere, too) pop up right around update times. Folks ask for/post older versions of the .exe. I started backing them up whenever I decided to update. Specifically check the r/f4se subreddit. 2) Check out this thread. It's a complicated process, but you can actually download past versions of most games from the Steam file depot. Let me know what version you were/are using.
  12. Got it, thank you! The whole outfit was "standing" on the shoulders of the reference body, essentially. I had to move each piece quite a bit to get them "on top" of the reference body. I'll see what I can do from here, and thank you again for your help!
  13. I don't know if this will help at all, but here's a few things. (You may know this stuff already; if so, my bad. Just trying to cover the bases.) - I think all of those .esl files at the beginning of your load order (that begin "ccbgsfo4...") are from the Creation Club; every time I've let the game update, they have been added to my Data folder. Did you actually purchase all of those? If not, you can just delete them. (Bethesda includes all of their CC files in their updates; they just "sit" on your computer, waiting to be activated when/if you actually purchase them.) - I would suggest setting Steam to run in offline mode, which eliminates the worry of auto updates. I only update my game when mod/F4SE development has caught up. Also, as a double safety check, you can set Fallout 4 to only update when you launch it from Steam; this is redundant (as you're probably using the F4SE launcher), but it always makes me feel safer. - Does the bit ".esp-0" in the load order mean that a plugin is deactivated? If so, you could probably just remove them from the Data folder. (I don't know if that will help at all, but it may help to narrow things down.) FO4 updates are a hassle, especially if you're running Script Extender stuff. If you need to, there are ways to roll back your Fallout4.exe file to previous versions.
  14. Thanks for responding! Flowchart style is very helpful, I appreciate it. But after I delete the existing body mesh, the empty outfit just "stands" on top of the bare reference body; the reference body doesn't slide into the outfit, and so I can't really use the deflate brushes to fit it to the body. Am I missing a step? Also, as promised, a haiku: "I like this outfit" *opens Outfit Studio* "I think I need help"
  15. I typically wouldn't ask for forum help, but I'll be darned if I can figure this out. I have an outfit mod (a number, actually, but I'll just focus on one). The meshes and materials are packed in a ba2, the textures are in another ba2, and there's an esp. The author of the mod states that the outfits are "made based on CBBE and not compatible with BodySlide." They also say that we are "free to convert it for other body types or create a BodySlide version for yourself." I use CBBE. The CBBE body that comes with this outfit is the author's own preset; if it's equipped in game, the player's body conforms to this shape (regardless of your own base CBBE body preset). I would like to create BodySlide files for this outfit. I've unpacked the ba2 archive containing the meshes, but I'm not sure how to process them in Outfit Studio. I'll load it as a new project, with the CBBE body as the reference, but I can't get the outfit to conform to the base CBBE; it always retains the shape of the original preset. Also, the two models (the outfit and CBBE reference body) always stay separate in the rendering window. All of the help videos and tutorials I've found are for converting vanilla to CBBE, CBBE to JaneBod, etc., but I can't seem to find anything that addresses this situation. I know I'm just lacking some particular knowledge about the procedure, as I'm sure it's possible to make BS files for a CBBE-based outfit. I'm just not sure how to remove the static base preset and insert the CBBE body with slider compatibility. I'm also curious about the correct file pathing after the fact, as the meshes are packed in a ba2 archive. And that's why I'm bothering you lovely scholars! Any help would be appreciated; I'll write a haiku for anyone that bothers to respond. Cheers!
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