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About RadoGamer
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radogamer
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Fallout 4, Skyrim SE, Creation Kit, ESO,ESO,ESO,ESO
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Elder Scrolls Series, Fallout Series, Mass Effect Series, FO76, ESO, ESO,ESO,ESO
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I know this is a necro, but I had the same question and found an answer but this discussion comes up in the search so here's the answer to the question in case you land here like I did. https://wiki.nexusmods.com/index.php/Porting_hairs_to_Fallout
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Commplicated Question Reinstalling Vortex For an already Modded FO4
RadoGamer replied to RadoGamer's topic in Vortex Support
So I decided to painstakingly go through every mod and remove it one at a time manually. About a third of them are mine so I'm going to start there, then move down the list of mods that are in the original vortex installed mods folder and work from there. I have plenty of space on my external 3tb to make an archive of them for re installment. Once I've reached the manually purged state. I'll install Vortex and then move forward. I appreciate your suggestion and know it might work but I only have one external Drive case and I've installed and reinstalled my terabyte drives so often in this process gleaning data, I feel one more time and I may lose the the priority drive if I do it again. So onward and I certainly appreciate you're help Showler! Best to you, J -
Commplicated Question Reinstalling Vortex For an already Modded FO4
RadoGamer replied to RadoGamer's topic in Vortex Support
Thanks Showler, App data access on the old drive is possible. account is different thanks to Win 11 drive letter is the same. I'll give it a try anyway. If I install Vortex on the new drive I might try to at least look at the structure and see if I can add the information to the new folder. I'll have to see the structure first. Thanks, Best to you! J I'll keep you posted, when I find out if this will work. Thanks, -
To Begin I'm not expecting a miracle but I know there must be away too do this. I moved my games to Vortex from Nexus many years ago so this is not a new process for me. Recently my beloved Black Beauty computer (I built her myself) fried. Not sure why but she lived a good life. With that said I was able to salvage my terabyte drives and my internal storage 3tb drive with all my games steam library and vortex files on it. Out of 30 games I'm only going to keep playing ESO stand alone, FONV, FO4 and a couple of others. My FO4 game is extensively modded with a lot of my own mods. So long story short. IS there a way to reinstall Vortex and point it to the new Game data locations to see the mods are installed and tagged with it's own managed by vortex message. I have it's mod folder intact in the original drive and I have moved FO4 along with the other games I'm keeping, with Steam to my new computer drive. I intend to locate the vortex staging folder to the same named folders on the new drive. If there is way to do this with out having to reinstall the mods I would love to know, otherwise any suggestions are welcome and I'm in no hurry. Sooner thatn later would be nice. Thanks, Rado aka John
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How to alter likes/dislikes in the CK
RadoGamer replied to mkr1977's topic in Fallout 4's Creation Kit and Modders
I know this is a NECRO but I had to respond. In the NPC main file in the CK in the scripts area is a script called CompanionActoScript open it and scroll down to the heading called EventDataAray click on it and to the right you will see the list of likes, dislikes and hates. You need to reveal them in the window each one opens independently, the first four do not touch! If you change any of them you need to change the response as well that controls the little message window that opens in the game telling you if they liked loved or hated, make sure the necessary events are the same there are two of them both will need to say the same thing, like, love etc.. that's also where you can change the message to correspond with the action. I suggest you look for Seddon's tutorial on creating a FO4 companion, although he creates dummy files that do nothing, he show you the entire process that you need to understand before doing this. The quest script controls the affinity actions, what I'm talking about, I have made work without that scrip in my companions. So if all you want to do is change the likes dislikes and loves and the responses this should do it, everything that happens in this area sends the information to the affinity quest script and nothing else as long as you only change the primary actions of like, dislike and loves in this area everything else should be fine. What ever do make sure to check out Seddon's tutorial and familiarize yourself with the CompanionActorScript there's a lot in there that can screw up the game Good luck , I' created a tutorial on this very subject but my internet sucks so uploading has been impossible. CenturyLink is evil. Contact me if you need to if you PM me I'll get an email -
Here's a long needed update to this post, been kind of busy. I eventually looked in the editor error log and there is only on sentence and it's this. "MASTERFILE: File Skyrim.esm is a higher version than this EXE can load. Unable to find masterfile: Skyrim.esm" AS I have noted I've been running 2.0 CK the last version that was available on the Bethesda client before they got rid of it. If you go to the CK page on their wiki there is no information what so ever and I haven't seen any viable updates for the SKyrim CK to address this issue. If anyone knows of one please post it here. I've seen lots of fixes for this issue but most of them are band aides and don't seem to work for most people. Thanks, Rado
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I have a backup test version of Skyrim SE, can I direct it's saves to it's own folder and if so how? Thanks J
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Check the Material files, no matter if you see the JB textures showing in the texture fields, if they're not added in the Materials file they won't show up. I've never seen overlapping if that's what you're seeing. To find the BGSM files look in the field that says materials. In Block Details in the fields of the textures for the NIF open the SubIndexTriShape drop down and look at LightingShaderProperty, there'll be a field that starts with TXT, You'll see Materials at the beginning of a file path, highlight it and you'll see the entire file path at the top of Block Details. At the very bottom of NiFSkope you can see the entire file path with out having to do anything else. Once you get the location of the Materials File you're going to need a tool to open it and edit it. You can correct the file path of the textures if you need to, with this tool. Materials Editor https://github.com/ousnius/Material-Editor That's the tool's main site but you can get it on NEXUS, most likely the most recent version will be at the link I gave you. Not sure if this is your problem but chances are it very well could be, from the sound of it. I hope this helps, J
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Unfortunately there is no simple way, you can actually use the mouse to grab the boxes and place them in the main GUI area they will snap in place and then you can resize them by grabbing the small lines at the top center of the box to make them taller or shorter, I had to figure that out on my own there's no info about that on the main NIFSkope site or the forums there. NO worries I'm 70, been modding for many years, you're good! Also I've been working with computers since Before Windows and started with Windows 3, and been going ever since, that kind of helps. The two blocks are the one's you want . I have Block List on top and Block Details on the bottom stacked on the left, with the render window to the right. Block List is where you access your Shader Texture Sets, and Materials and Block Details is where you edit the paths to your textures and materials that skin the NIF Good luck let me know if you need any more help