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RadoGamer

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Everything posted by RadoGamer

  1. I know this is an old thread but actually many mods have been ported back and forth, there are hair mods body mods weapon mods and armor mods on SSE and FO4 that have been shared by the authors on both games.
  2. Don't. Just don't. I'm in the middle of this and I'm about to go back. The transition is horrible, most things will break, and now I'm realizing I should have never entertained this idea. If what you have works, stick with it. Old hand, premium user... Have you ever asked for help? Help is available - and most problems are solvable. Gothpunk4Christ I understand what you're saying but unfortunately, as much as I loved NMM, I'm a mod creator and people who are using mods are quickly moving away from NMM and using Vortex, MO2 and other more functional applications. I realize I actually don't even need a mod manager as I use to manually install them, but times change. As a mod creator I realize the benefit of moving forward with the technology for the sake of the user. This is the case and why I'm making this move, if it makes things easier for the user then as a tech/mod person I've done my job. Thanks for your support tho, as you are actually not wrong at all in your sentiment. I appreciate it. J
  3. Ok thanks yes, like I said I'm in the middle of cleaning up my wip and creating 7zip files of my creations 35 in SSE alone, in fact I don't plan on migrating them anyway, I was going to install them separately. My question has to do with the first link that recommends installing the mods from the NMM archive which are all the most recent versions of the mods I've installed and the updated versions as well, I was not clear on the process of removing NMM after moving the mods in to Vortex. In the instructions on the first page (second link) it says to deactivate the mods in Vortex then remove the NMM installation but it seem silly to me to do that. I would wait to activate the mods installed in to Vortex until after NMM is gone. What I failed to mention is that I took the NMM archive of my mods and backed up all 75 gigs to another drive, that's what I will drop in to Vortex. Gothpunk4Christ I like your attitude, "there are no problems only solutions," Anyhow once I'm done with my FO4 mods since I'm done with my SSE mods I'll make the attempt so I will be able to verify if the modified process I will attempt works. Not everyone has had a hard time with this it's just that I have some rather large and complex mods in the mix. And although most of the instructions on how to do this are well meaning there seems to be some holes here and there that leave on kind of dangling. Since I've been troubleshooting software and computers since before windows 3, I'm not new to the chaos of technology. Thanks for all the fish. I will post my success or failure for the amusement and assistance of others who may be having the same dilemma. J
  4. Although I appreciate your sentiment and response :thumbsup: , and I was already packing up my loose stuff updating and cleaning house and prepping for 7zip time (not my first rodeo) but, troubleshooting technology is like going to the doctor, I wouldn't mind at least one other opinion. And seeing this is the Vortex Support forum I'll just wait and see if anyone else chimes in from the team, since the wiki seems to point to at least two more possibilities, and viewing the complexity of my question there must be more to an answer. thanks
  5. I'm about to make this transition and I'm going to use the process noted here https://wiki.nexusmods.com/index.php/Importing_from_Nexus_Mod_Manager:_Things_to_consider Which was a link on this page https://wiki.nexusmods.com/index.php/Migrating_to_Vortex_from_another_Mod_Manager My question centers around the fact that i have a large number of personal mods that have been created by me and placed manually in the data folder both in SSE and in FO4 and so although NMM sees the plugins and they appear in the plugin list they are what's considered unmanaged mods. If I use the above process, can I do it with out deleting the mods in the data folders and so there by the installation from Vortex becomes a re-installation of the mods? And if so is there a way to get Vortex to recognize the unmanaged mods in the data folder? If not can I simply reinstall the mods using Vortex and there by just overwrite what's there. Also the process noted on the first page makes no mention of uninstalling NMM so am I to assume the process for doing that mentioned on the second link I posted is what I should do. I have a lot of work in these mods and I want to avoid deleting them. I've checked in Gopher's vids and other vid tutorials and in every place I can find to make this transition painless as possible and the above information made the most sense considering the complexity of my installation. Between SSE and FO4 were talking, along with my mods, about 350 mods. Thanks
  6. Not hard. just tedious, I've ported one player house about 10 companions with custom bodies eyes and hair and a whole village with a manor as well as armors and weapons. you'll need SSE Nif Optimizer https://www.nexusmods.com/skyrimspecialedition/mods/4089 NifSkope http://niftools.sourceforge.net/wiki/NifSkope and Photoshop or any graphic software that will open DDS files and save them in a newer format, you don't always have to do that, but sometimes you do. Paint.net can do it and it's free, but I use Photoshop https://www.getpaint.net/ here's a guide from the Nexus wiki, https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition And Darkfox always has good tutorials
  7. A couple of years back I received permission from Jim known as Raven1979 to taker over his mod Northview Manor. I'm, at present, nearly done with the mod except for minor additions, touch ups and storage container fixes. I ported the mod to SSE for two reason Windows 10 does not play well with Skyrim Oldrim and SSE just plain looks and plays better. If you are interested in checking out Northview manor in it's updated and SSE version please PM me. I will be posting a download page on my website in the near future. http://radogamers.com/wp-content/uploads/2019/06/NorthviewTitle-Image-e1560966110425.jpg Have you ever wanted your own island with a town, well here you go. The Slaughtered Snow Cat is where all the fun is. The people of Northview know how to party. http://radogamers.com/wp-content/uploads/2019/06/20190609043316_1-e1560966335477.jpg The main entry way. http://radogamers.com/wp-content/uploads/2019/06/20190618101614_1-e1560967579568.jpg The room to the right is now the crafting area, the dinning room was moved downstairs next to the kitchen. http://radogamers.com/wp-content/uploads/2019/06/20190618101648_1-e1560967772435.jpg To the left is still the library and the living room with some new minor additions. http://radogamers.com/wp-content/uploads/2019/06/20190618101511_1-e1560968074910.jpg Upstairs is a bedroom with room for four companions. http://radogamers.com/wp-content/uploads/2019/06/20190618101841_1-e1560968160376.jpg Down the hall to the master bedroom the alcove now has a study. The storage in the master bedroom has been updated , and a few perks have been added. http://radogamers.com/wp-content/uploads/2019/06/20190618102013_1-e1560968468315.jpg Jewelry and Gem storage And a hot tub with a Shrine of Dibella http://radogamers.com/wp-content/uploads/2019/06/20190618102003_1-e1560968517349.jpg Moving downstairs you'll find the dinning room, kitchen and the Manor Chef, Julia Childs, a very sweet Nord Chef-Food Vendor. The massive amount of artifact, armor and weapon storage has not been changed only a few items added to dress up the large museum like area which has a lot of room for your collection. Commander Brogart does the day watch and patrols the Manor wall. http://radogamers.com/wp-content/uploads/2019/06/20190618100209_1-e1560969220795.jpg So we say good bye and as we leave Northview and Northview Manor Elga the night guard bids you a fond farewell. http://radogamers.com/wp-content/uploads/2019/06/20190618102621_1-e1560969452713.jpg
  8. Took a step backwards with companions in Fallout 4, abandoned affinity for a while and have 3 working companions Sheila Cyborg, Sally teenager, Jessi child. Next comes moving back to affinity with new project Lana.
  9. Recently I abandoned trying to create a companion with the affinity system and create a standard follower that will do everything it can without it. I decided I wanted to create a child companion and found out like so many others that a child will not fight in combat situations. I searched the internet and found a lot of suggestions but none worked. People said to ask the mod creators that had children followers, and instead I reversed engineered Peter from Fusion City and found one very interesting thing on top of the other things suggested. Needless to say the suggestions were all good and actually help with the process but this one thing was the icing on the cake. So I decided to put together a short pictorial tutorial for all the people and those in the future, who may find this information useful. *************************************************************************************************************************************** It has been suggested to duplicate the HumanRace and edit with the child body information but this is not necessary. If you want you can duplicate the HumanChildRace in order to edit more basic information, pointed out below, that will be helpful in the long run. After you duplicate and name your race do the following. 1. The first thing to do is go to the General tab and find the Child designation and uncheck the box. 2. Find the Armor Race box and change it to HumanChildRace 3. On the far right of the page are three designations. ActorTypeChild ActorTypeHuman ActorTypeNPC Remove ActorTypeChild This will remove the child anims and the Adult dialogue that speaks to children in overly endearing ways. if you don't care leave it. Before: http://radogamers.com/wp-content/gallery/tutorials/changesetting4.jpg After: http://radogamers.com/wp-content/gallery/tutorials/changesetting5.jpg Remove the highlighted designation (Optional) http://radogamers.com/wp-content/gallery/tutorials/changesetting3.jpg Now the final thing to do so the child will go in to combat instead of running away, will work without changing the race of the child because Peter in Fusion City still retains HumanChildRace designation and he does fight in combat. This could be because he uses a custom voice and not in game voicing or perhaps he has a script that allows it. I know it works because one of my newest Child Companions fought in combat until I changed them to the custom race and still fights. I preferred doing it the other way to remove the aspects I pointed out before. Next go to your Character form then go to the Attack Data tab. There you will find a box above all the numbers and Events that says HumanChildRace also notice to the left it says, Override from Behavior Graph. it is a drop down, use it and change it to HumanRace. That's it, the child will now respond to what ever Combat Style you give them or create. Before: http://radogamers.com/wp-content/gallery/tutorials/changesetting1_0.jpg After: http://radogamers.com/wp-content/gallery/tutorials/changesetting2.jpg I hope this helps people in the future and presently. As simple as it seems it was pretty well hidden in the complexity of the CK and when I saw it, it was a palm slap to the head moment for me. Good luck and happy mod creating!
  10. COBL is showing version 172.21104 on the download page. Have you installed any new mods lately? Always best to check the most recent mod installation, Did this just start happening? If so what did you do different than you usually have? Any changes you may have made etc..
  11. This is what Loot shows for my load order and I have no issues, I'm running a minimal modded version on Windows 10. http://radogamers.com/wp-content/uploads/2019/04/oblivionloot.jpg
  12. I'm presently navmeshing the New Harbor Baseline Resource map which is actually the map of Far Harbor. The navmeshing cell by cell is tedious but coming along fine, I'm looking ahead at the finalization of the map. My question has to do with the Creation Kit choices for finalizing World Space, There is, Check Worldspace Cells for Finalize Finalize Worldspace Force Finalize WorldSpace and above all of these is, Finalize Loaded Area, I know that information on the Wiki about using Finalize Worldspace is actually pretty old and is copied from the GECK wiki and finalizing a map the size of this one, I'm pretty sure, would take a very long time and most likely would lead to a crash. The choice Finalize Loaded Area is what I'm wondering about. When I pull back on the render window I can load up to nine to twelve cells . Would this constitute a loaded area? If anyone has info on finalizing a map this large I would appreciate any suggestions, thanks. J
  13. Wow I know this is an old thread, but when did people become so annoyingly rude on this site! Anyhow in case anyone else comes to this thread, that actually comes up when you Google the topic, Here's a video for people expecting to find help here, the qualities not great but it should help.
  14. So looking back at this conversation and several failures and successes I may be closer to a tutorial which would have to be several videos dealing solely with affinity. The most important part of affinity is getting the script to transition from forcegreeting to the next level of affinity, as taryl80 said it can be anything from a complex quest to taking a dump for that matter. Once in play, affinity keeps going in the background no matter what your dialogue is doing and can cause problems if you don't tell Papyrus how to handle the changes it makes. One of the fragments for that is used in the forcegreet affinity stages. Alias_Cait.TryToSetActorValue(CA_WantsToTalk, 2) ;has forcegreeted Alias_Cait.GetActorReference().EvaluatePackage() followed in the next stage by the fragment kmyquest.EndSceneFriend() which calls to the affinityscenehandlerscript. A very good tutorial I've found is by Kris Takahashi of Atomic Radio/Tales From the Commonwealth. This is an extensive tutorial on a companion from start to finish which includes most of the components needed to make affinity work. In the tutorial Kris points out a much easier way to do this if you don't want to mess with the forcegreet fragments in every transition.
  15. So the answer to this problem for anyone who wishes to know was the use of an incorrect property for the fragment. The fragment for calling to another quest to activate a stage, in this case to dismiss the NPC is ;Calling 00_AmandaCompDialogue's dismiss stage AmandaCompDialogue.SetStage(90) The mistake I was making was using the Alias Reference Property that is used in the dismissal fragment, I was thinking in terms of dismissing the NPC. The problem was that the fragment making the call is actually calling the Quest that holds the dismissal fragment in stage 90 of the quest so the correct Property was as follows in the image below. http://radogamers.com/wp-content/uploads/2018/12/PropertyForCallingAFragment.jpg The correct property to create is Quest which becomes Quest const then you attach it to the quest you're calling. Once i realized that, I was successful in compiling the fragment. The other thing to remember when doing this kind of thing is, that as it is in the hire and dismissal fragments you use the Property name to make the call not the actual name of the object being referenced in the property. I hope this helps anyone who sees this. Let me know if it does. Papyrus can be a *censored* but if you follow the logic and look hard enough it's like any script, there are only so many places you can go to make it work.
  16. Hey folks, I'm working on a companion and decided to use the Beth format of Com quest and talk quest. In the Comtalk quest the dismiss dialogue makes a call to the dismiss stage we will call stage 90 in the Com quest using this fragment. ;Calling 00_AmandaCompDialogue's dismiss stage 00_AmandaCompDialogue.SetStage(90) in the Comtalk you create a stage we will call 10 and add this fragment to make the call to stage 90 dismiss fragment in ComNPC quest. When I compile this fragment I get an error like this. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "AA_:Fragments:Quests:QF_00_AmandaCompTalk_01002667_2"... C:\Users\Johnnygnote\AppData\Local\Temp\PapyrusTemp\AA_\Fragments\Quests\QF_00_AmandaCompTalk_01002667_2.psc(8,2): required (...)+ loop did not match anything at input '_AmandaCompDialogue' No output generated for AA_:Fragments:Quests:QF_00_AmandaCompTalk_01002667_2, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on AA_:Fragments:Quests:QF_00_AmandaCompTalk_01002667_2 Now pipers version of the fragment looks like this ;Calling COMPiper's dismiss stage COMPiper.SetStage(90) Now I'm assuming (usually not a good thing to do) that the call is being made to the dismiss fragment in Comnpc quest but from the snippet "required (...)+ loop did not match anything at input '_AmandaCompDialogue' " It looks like something is missing in the mix. My companionactoscript is filled out my alias is in place and properties have been created , and both my hire and dismiss fragments compiled. The only thing I can gather is in ComNPC I've actually created the dismiss, scene but I haven't created the dialogue yet. My dialogue is finished in the dismiss scenes in ComTalk but nothing in the other yet. I wouldn't think that would stop the compile process if the scripts are all in place. It does make reference to loop and that leads me to believe it's because the dialogue isn't in the ComNPC quest. Anyway...... If anyone can see what I'n not getting in this error please let me know, I'm about half way through this project but I'm taking my time to do it right. Sorry it's 1:30 a.m. and I'm a bit tired. Thanks in advance.
  17. I've used NMM over the years with very little problem seven to be exact, but the number of issues that are occurring with Vortex are too many for me to make the move yet, Seeing the problem that many are having moving back to NMM prompted me to assist my fellow mod users, and being a mod creator myself I found it my duty to assist those who are less fortunate than the ones who seem to know so much they are not willing to help. And DustPaladin you're very welcome.
  18. I was thinking of going over to Vortex, but after all the issues I've seen people having with it, I decided to not do so until I no longer see so many problems. Please no snarky comments. I See many people are wanting to remove Vortex and go back to NMM. It seems they are having issues even doing that. So first here is the official NMM Wiki instructions on removing Vortex. https://wiki.nexusmods.com/index.php/Removing_Vortex Next if you don't know, the NMM project has moved over to Github and there are new releases. Of course there are issues as well but the version I'm using is 64.2 and so far there are no issues at all. The most recent version is 65.10 does have issues, all versions from 64.2 up are available. To find them you can go here. https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases Good luck as there is not much in the way of support for them even here at Nexus. I hope this helps some people and lets hope that Vortex will rise like a Phoenix.
  19. Did you ever figure this out, I just started having the same problem.
  20. Thanks Carreau, your answer like the logic is flawless!! I'll peruse the other thread. I really appreciate the response and the information. That really helps.
  21. Okay, So first hello to anyone who reads this, hope the summer is good for you or what ever season you're in. First question is does anyone know what exactly triggers the talk wheel? I've been able to make it work for two different toons but mostly from trial and error, once I get it working it works fine, but it still seems like a mystery as to what exactly triggers the transition from initial greeting to talk. Basically I'm just trying to understand the logic of the wheel. The second question is, Why does Bethesda have two different dismiss scenes in two different dialogue quests when they only share one stage?? While reverse engineering I noticed that all the vanilla followers are like that. One in COMxxx the other in COMxxxTalk both pointing to the same stage, I see that the dialogue in each is different as far as lines and face to face acting go, but I was just curious if anyone knows why. Just a long shot question. Thanks.
  22. Sorry, I solved the issue here is the correct script, after looking closer at the error I checked other scripts in the CK for the missing variable. Here is the correct fragment. Recriut - FollowersScript.GetScript().SetCompanion(Alias_Jamaica.GetActorReference()) Dismiss - FollowersScript.GetScript().DismissCompanion(Alias_Jamaica.GetActorReference()) Alias_ was the missing variable. Thanks anyway,
  23. Hey People I hope everyone is having a good summer, I've been working on a couple of follower mods and I'm having a problem with a compile error on the recruit, dismiss fragments. All the other scripts are compiling fine the affinityscenehandler script is compiling fine so I know it's not my system. I'm using the fragments from Seddons tutorial which I've used in the past without issue, these are the fragments. My alias property is set correctly and was created without issue FollowersScript.GetScript().SetCompanion(Nameofmod.GetActorReference()) FollowersScript.GetScript().DismissCompanion(Nameofmod.GetActorReference()) this is the error. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "AA_:Fragments:Quests:QF_00ComChildJamaica_01006AEE"... C:\Users\Johnnygnote\AppData\Local\Temp\PapyrusTemp\AA_\Fragments\Quests\QF_00ComChildJamaica_01006AEE.psc(7,41): variable Jamaica is undefined C:\Users\Johnnygnote\AppData\Local\Temp\PapyrusTemp\AA_\Fragments\Quests\QF_00ComChildJamaica_01006AEE.psc(7,49): none is not a known user-defined script type C:\Users\Johnnygnote\AppData\Local\Temp\PapyrusTemp\AA_\Fragments\Quests\QF_00ComChildJamaica_01006AEE.psc(7,49): type mismatch on parameter 1 - cannot pass a void to a actor No output generated for AA_:Fragments:Quests:QF_00ComChildJamaica_01006AEE, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on AA_:Fragments:Quests:QF_00ComChildJamaica_01006AEE The pex scripts are actually showing up in the Script folder after I compile so I'm not sure whats going on. When I go to my APPData folder and look in the designated folder there's nothing there. Should I make that folder read write if it's not? I'm running Windows 10 pro. Any insight would be appreciated. Thanks
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