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ghostrecon123

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Everything posted by ghostrecon123

  1. Edit: Solved turns out you just set the room ownership and the stands will work after that. ----- so i was making an interior for the USS Iowa battleship i was working on but then i ran into a problem, i can't get bobblehead and magazine stands to work, at first i thought i'd just drop it in the interior cell like an armor workbench and it'll work in-game but that doesn't seem to be case, i tried using both the container and activator version of the magazine stand and neither works, i mean it works as a container but the magazines you place on it doesn't show up on the rack itself, i also tried copying the bobblehead stand in Vault 81 but that doesn't work either, i've googled about it and it seems i'm the only one having trouble with it. anyone know how to place working magazine and bobblehead stands in creation kit? seemed simple at first, didn't expect it to turn out like this.
  2. how can i increase the sandbox radius? sorry, i'm a noob when it comes to settlement stuff in Creation Kit.
  3. i don't know, i have no idea how to set up a workshop so that part was implement by another user, i'll go ask him then.
  4. finally finished navmeshing the whole ship and went to testing the settlement functionalities and i ran into another problem... the companions who are currently following the player can navigate through the ship just fine, the navmeshing seems to work fine for them but when i send them off to the Carrier as a settler, they just stand and do nothing, the same can be said when you recruit new settlers for the carrier with a broadcast tower, any new settler you recruit would just stand infront of the bridge, you can order them to tend the crops and the crops will grow but they will remain stationary in their position, when you fast travel out and back to the carrier, all the settlers will now then just stand still in the hallway in front of the infirmary, at first i thought it was just because the navmeshing is too complex and the thousands of triangles are confusing them so i optimized the navmeshing so now the navmesh are freakin' huge triangles, and the problem is still the same, settlers just stand doing nothing. if anyone knows what's the deal with this, can you take a look? here's the files https://uploadfiles.io/ewo9oe6a i've also included the two types of .ESP https://uploadfiles.io/qb0xlir9 one of them is the ESP before optimizing the navmeshing, it also has pre-cuts for scrappable objects and everthing the other ESP is the one that's optimized, but i didn't bother with the pre-cuts for scrappable objects yet in that ESP hopefully, someone can solve this problem because i'm almost just about to give up on this, navmeshing this 920 foot long ship is such a dreadful task and it's taken it's toll on me, i've almost had enough of it and i just want the thing to be finished and uploaded.
  5. i got a question about copyrighted art, so if i where to take a movie poster, for example a poster of a super hero movie, some show's box art or something and made that into a poster in-game to be built in Fallout 4 settlement system, would that be against nexus site rules?
  6. i've heard of Inuyasha and Senran Kagura but i'm not familiar with their characters but if it's a somewhat traditional Japanese shrine maiden outfit you're looking for, then i think i've seen something like that in "other" sites, just google around for Japanese, Korean and Russian Skyrim mod sites, maybe google for "Skyrim Miko Outfit" or something of the sort, shouldn't be too hard to find. EDIT: scratch that, looks like Nexus already has 2 of them https://www.nexusmods.com/skyrim/mods/62196 https://www.nexusmods.com/skyrimspecialedition/mods/15751
  7. i've been modding Skyrim since 2011 but even my mod list isn't that long... if it's gray face bug then see if the mod in question has the proper facegen files, look for it in your skyrim data folder :Program Files\Steam\steamapps\common\Skyrim\Data\Meshes\Actors\Character\FaceGenData\FaceGeom\(name of mod here).esp and :Program Files\Steam\steamapps\common\Skyrim\Data\textures\actors\character\FaceGenData\FaceTint\(name of mod here).esp and i don't recognize most of these mods but you seem to have several mods editing NPCs, turn them off then switch one NPC mod on, one by one to narrow down which mod is causing conflicts, there's probably easier and newer ways of going about this, maybe somebody already made a mod conflict "searching" tool of some sort but all i know are the "old school" ways, heck most my Skyrim mods are still installed manually.
  8. under "art and sound" tab of the weapon you made, you need to use your custom sword models on both the "model" and "1st person model object" but first you need to create a static object using the 1st person model you made, under "object window>world objects>static" after creating the static object, now you need to use that static object as the 1st person model object for your custom weapon save and exit, that should allow the weapon to appear in-game now. here it is in-game, although the textures are messed up at first i thought it was just because the custom model you made was just still using the daedric sword texture, of which you seemed to have used as a base. but it turns out, it's the UV map that's messed, you'll need to fix that with 3DS, Blender of whichever 3D modelling tool you use. you'll also need to create to more entries under the "object window>items>constructible object" so you can "forge" the weapon and "upgrade or temper" it, but let's first fix that UV map. also, here's the .esp with the fixes, that one should appear in-game now, but with the messed up UV map from the mesh. http://www.mediafire.com/file/y1egi99ad4ze3zd/LoliSlayer.esp/file
  9. a mod that increases the frequency of settlement attacks ONLY when you're in that particular settlement i like defending settlements but what i don't like is traveling around all over the place to defend settlements from across the map, so i'm looking for a mod that increases the frequency of attacks only when you're present in that settlement. most mods just increases the frequency of all attacks in general so i'd have to do even more travelling from one settlement to another and that's not what i'm looking for.
  10. i made some various little fixes and tweaks here and there, added another paint job. then i got the name working now, now when i spawn the power armor pieces they don't just go into my inventory named just "Torso", now they're named how i want to be like "Terran Torso" etc., though they don't change names when adding armor mods, but i prefer it that way so i'll leave it like that. and i think i know why the hot rod paint jobs pop up in this armor even though i didn't add them, it's how the hot rod paint jobs are made, they use a pretty general keyword so they pop up in all Power Armors, so knowing that i can just ignore that one. now finally, there's only 1 major bug i can't fix, the forearms in first person still blocks most of the camera when using certain weapons, especially rifles, it looks like the forearm armor plates are positioned too far down the forearm covering the hands, they only appear like that in 1st person even though look fine in 3rd person, no idea how to fix this one. here's the new files https://ufile.io/8dcg2
  11. so i'm making this standalone power armor based on some meshes and textures i found online for private use, it's pretty much my first time making a mod for Fallout 4 that isn't just a simple stat edit or paint job, though i've made mods for Fallout 3, New Vegas and Skyrim before. anyways, making standalone Power Armor in Fallout 4 is a pain in the 4ss, the system is so different from the past games that it took me a couple of hours messing around with creation kit to get an idea on how to make one. anyway, after 3 hours i've finally got a new set of power armor working pretty much, i used the X01 as basis but there's 3 main bugs that i just can't fix or find a work around. 1st is even though i named the armor pieces & mod objects etc. to what i wanted, when i spawn them on console they just get added in my inventory as Left Arm or Torso, no Terran Torso etc. 2nd is the hot rod paint jobs shows up on this new armor for some reason and 3rd is the first person view of the forearms are bent really weird that it obstructs the camera when holding most weapons except heavy weapons like minigun, rocket launcher and gauss rifle. those are the main bugs i want to fix, i've done most of what i can, i already have custom looking PA armor pieces showing up in-game, i already got the headlamps working decently, the power armor mods, jetpacks etc., some different color paints, those 3 are just what's left, the main annoyances at least. i'm pretty much on the end of my wits and patience on this one, if i can't get even the 1st 2 bugs fixed i'm pretty close to dropping this one. anyways, here's the files, i hope someone can get a look at them and see what's wrong with them and how to fix them. https://uploadfiles.io/6ccq6
  12. just click yes to all, if CK still opens up fine after that then you don't need to worry
  13. try the wiki, see if there's anything related to that http://elderscrolls.wikia.com/wiki/Conjuration_(Skyrim)
  14. it's not the texture, i checked both diffuse texture and normal maps, both look fine, i even made a new normal texture to see if that would do anything. i think it's the mesh, i checked the .nif file but i'm not seeing anything weird with it, then again, i don't understand half the stuff written in there. but it's probably something to do the lighting/shader properties but i when checked, both receive_shadows and cast_shadows are ON in the shader flags 1 section.
  15. have you tried disabling all your mods to see if your game stops crashing? do it and if it runs then enable half your mods, see if it runs, enable a few more till you narrow down which one might be it.
  16. this is a hair from this mod http://www.nexusmods.com/skyrim/mods/11173/? one of the hair styles is bugged but the author hasn't updated the mod in ages, so i thought i'd try to fix it myself but i've never tried making hair mods before so i don't know what i'm doing with it, i tried fiddling with it on NifSkope to see if anything looked out of order but no luck here's a picture of the bug http://www.nexusmods.com/skyrim/Images/662454/? you can see on the left side that i'm standing under shade but the hair is still behaving as if i'm standing under sun light like on the right
  17. even if someone does want to help, they wouldn't be able to since they don't even know what mod that is, most people wouldn't be able to guess the source of the mod just from looking at a pic, a link to the mod or even just the name of the mod would help
  18. install SKYUI and when you open your inventory you'll see a gear icon on the top right corner, click that and click value/weight
  19. the followers? or the kirito armor retexture? for the armor i'm definitely gonna post it once it's done but that's gonna be a long while from now since i haven't even started it yet BUT as for the followers, i never planned on releasing it, it was originally just intended as a private mod for me and my nephew who also loves SAO it uses ALOT of assets made by other people so it'd be very hard getting permission from all of them
  20. yeah, i'm using the same armor mod too, i also made a bunch of SAO inspired followers to go with it but i don't use kirito's armor that much since the textures are really low res, i think it was ported from a PSP game or something, i'm planning on making a retexture for it but not sure when i'll actually start doing it though
  21. do you want to be able to crush soul gems on the field whenever you like or only on crafting tables? if it's the latter then i'd probably be able to make something
  22. is there a mod that changes enemy attack frequency? what i mean is the time in between each swing an enemy does i'm using mods like Lock-On - lock on mechanism, Ultimate Dragons, TK Dodge, Souls Quick Menu, Ultimate Combat and Action Combat to give Skyrim more like Dark Souls combat but the main problem is in Skyrim, enemies attack almost continuously, so facing 3 enemies in Skyrim with those mods installed is harder than facing 3 enemies in Dark Souls, in Dark Souls, enemies may hit hard but they attack less often, giving you a chance to dodge, counter or study their attacks, in Skyrim you just get barraged by attacks, there's no time to dodge, counter attack or anything, your only strategy is to attack as fast and as hard as you can before they barrage you so i'm looking for a mod that decreases the attack frequency of enemies to about half also, enemies in Dark Souls telegraph their attacks, what i mean is you can see them readying their attacks a second before they swing, in Skyrim it's not as apparent if and when an enemy is about to attack, it would be nice if that can be done in Skyrim too but for now, just decreasing enemy attack frequency is enough.
  23. thanks for the detailed advice guys, i made some progress yesterday, i'll try to finish up in the weekends
  24. Oh that old chestnut, thats the classic deleted navmesh error. You'll have to undelete the navmesh, select it all (highlight green) then push it down in the landscape a better solution is to fix undeleted navmesh with TES5edit http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ ok, so once i restore the old navmesh with TESedit, how will i be able to make a new navmesh that's right for the new terrain? since i can't delete the old one and make a new one, do i need to make a new navmesh on top of the old navmesh?
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