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jncfowler

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  1. Hello, So, I'm fairly new to The Witcher 3 modding. I FINALLY got a texture into the game, utilizing the xtcModKit v.5.0 Beta and the QuickModdingTool practically interchangeably. But, I can't seem to get the texture to appear the right color. I've read something about the alpha channel in the tga file, etc, but I'm not sure as to what in the world I'm doing wrong. The multi colored tartan in the inventory menu is the one that I first was able to create, but, since then, I have not been able to get the colors right. The bright blue tartan is what I am going for, and it comes out red every time. Is it an issue with the color channels in the tga file? Any help would be much appreciated. Hopefully these links are viewable. Justin http://bit.ly/blue_tartan http://bit.ly/red_texture http://bit.ly/first_tartan
  2. I think that is where I'm stuck on the same problem. What to do after the copied script removal. I went ahead and decided just to redo the entire mod. I have the all of the meshes and what-not saved. I also decided to completely reinstall the game and the GECK. I don't know if that will make a difference or not. My computer was acting odd. And I figure I needed a fresh start. I still don't know why a completely different esp file, with nothing but a new world space and a New Vegas character added (for reference) wouldn't work. That file, I created long before all of this. Any other ideas on how to fix the "recompile all scripts" mistake feel free to post. I've seen a few other posts about it, but they were rather vague.
  3. So, rotarydanimal, if I were to just right-click and remove files that don't have a form id beginning w/ 05 (my mod is 05 in load order) on the left, will that work? See pic. I am still trying to fix this darn mistake. I followed the directions in the FNVEdit guide to "Remove Identical to Master Records." It said that the extra scripts were removed. And I didn't even touch the master files that were loaded in FNVEdit. But when I opened the esp file and navigated from my worldspace to the WastelandNV and then to Novac or Goodsprings, the GECK would hang, and I would have to CTRL+ALT+DEL. I'm pretty sure that I am waiting long enough for the cell to load (which it never does). My worldspace doesn't have many objects in it yet, but it is somewhat large :13,000 k Does that matter? It took me a long time to heightmap and landscape edit it. It worked fine before yesterday. I also took one of the earlier .bak files from several days ago and renamed the extension so that I could load it. It did the same thing in the GECK! So now I am at a loss. All I can think of is to completely redo my mod. :wallbash: Sorry for long post.
  4. Yea. (Me slapping myself on the forehead.) Ha! I actually downloaded that earlier today! Of course, of course! Thanks again! Actually, I noticed that on the left side of the FNVEdit screen the green scripts are in columns both for my mod, and for one of the masters. I'll have to look into that. Thanx once again. Just me knowing to look for the green files helps a lot. :dance:
  5. Thanks. I figured that. Just wanted to make sure. :thumbsup: I noticed that all of these scripts were in the scripts folder of my mod. Are these supposed to be there? Some of them are green and, obviously, most just have that green background. Are these ones that couldve been also dumped into my mod when I hit recompile all scripts?
  6. Are the esm files also supposed to be loaded into FNVEdit, or just my mod? There are green files in the master files as well. I have attached a picture.
  7. I'm kind of a newbie to the forums, even though I have had the Fallout games and Elder Scroll games for quite a while. I'm pretty familiar with the GECK, and have been making my own personal mods (w/ much patience) But I don't know much scripting (I'm slowly learning.) Anywhoo, I am creating a new worldspace in the GECK, and have spent a lot of time shaping it. But I accidentally pushed that RECOMPILE ALL SCRIPTS button!!!!!!! And now when I go from my worldspace to the WastelandNV and select different cells, the GECK freezes and crashes on me. I know that recompiling all scripts attaches every single script in the game to the mod and balloons the size of the file. I know there is some way to fix this in FNVEdit. I have FNVEdit but i don't know how to use it much. I would appreciate some help on how to undo this mistake. Thanks
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