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RadoGamer

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Everything posted by RadoGamer

  1. Thanks Thandal, I appreciate the clarification on that. The mod is actually for FO4 so I'm glad I asked! Have a good weekend and thanks for the prompt response.
  2. I have a simple question about assets. Would the use of posters from Fallout New Vegas for the walls of a player home I am creating be considered use of copyrighted material. I am in the process of creating my mod and want to make sure about this before doing so. Thanks
  3. Well this actually worked after I upgraded to AMD Adrenalin software and drivers for Windows 10, the CK purrs like a kitten so if you are having issues with Win10 and are using an AMD, upgrade to Adrenalin and use these settings!
  4. Better late than never https://www.nexusmods.com/fallout4/mods/21111
  5. Well this lasted 2 days and the render window lock up started happening again. I've tried every INI file tweak and all of the fixes I've found including this one. It worked but only for a time. I'm beginning to believe that Windows 10 doesn't play nice withe the CK, 7 never had any issues aside from the standard crashes. I'm having to reboot my system over and over again just to work on stuff in the render window. OH Well,
  6. To those who have experienced this issue, while loading cells in the render window my system would just lock up completely forcing me to have to do a hard reboot. I've seen this issue posted online in several places but finally found a fix and I want to offer it to folks here. I use a R7 370 with 4gb DDR 5 so the issue isn't the GPU but the settings. For NVIDIA users you can do the same I'm just not familiar with how your GPU control system works. AMD: Open Crimson or Catalyst and create a profile for the CK if you don't already have one, and use these settings. http://radogamers.com/wp-content/uploads/2018/05/AMDSettingsFO4CK.jpg This absolutely fixed the issue, I was able to load cell after cell with no problems, so good luck and I hope this helps you.
  7. Thanks Reginald, just what I needed, I'm nearly done with the station itself and will be testing it either tonight or in a day or so to make sure it runs, once that's done I'll do as you suggested and disable run when game starts and move to the next phase as you so kindly illustrated. Much appreciation.
  8. For those who have a similar question I found an excellent terminal tutorial by Seddon (of course) on terminal use and editing in the creation kit.
  9. Ok So my son and I are working on a radio station, his Idea is a group of resistance in Colorado are transmitting a station from a high point in Colorado and bouncing the signal all the way to the Commonwealth. Creating the station is no problem, I'm part way through with the process. The problem I want to solve is to start mini quest that leads the player to a location where the final signal can be transmitted from one of the dish locations. The quest starts with a letter and instructions found on a dead traveler directing the player to the location. Once there, all the player has to do is open a computer and turn on the signal, as the final work has already been done by the dead traveler. I just need to know how to add the option to the in game computer to turn on the radio transmitter in the creation kit. Any help would be appreciated.
  10. Thanks This worked like a charm!!! Most Appreciated.
  11. I was playing through Far Harbor for the 10th time and realized I have often thought The Mariner would make an interesting companion. Has anyone tried to do this or does anyone have any insight on the drawbacks of doing it. I know she's a quest giver so the only way it may be possible is once you finish her quests she could have one more quest that would open up the option for her to become a companion but only after you have completed her scripted quests. Any thoughts on this would be appreciated. I've been working on a Companion mod in FO4 and kind of have an idea what it takes and got as far as her quest dialogue and creating an affinity script but things got busy for me. I'm more experienced with Skyrim Companion creation.
  12. I was playing FO4 and as soon as I stopped it started a 450+ mb update. I use FO4SE and I know when this happen it will stop working until there is an update for SE. So this is just a heads up for any FO4SE users.
  13. Might be a cache somewhere, either in the browser or somewhere in between. In the future, try using ctrl+shift+r to reload, and/or append something like ?akljsdaksjd to the url. Thanks that did it!! Good old clear cache!
  14. Where did you get the update? Silverlock hasn't updated their files and the Nexus version doesn't appear to be updated.
  15. If you go to http://f4se.silverlock.org/ you'll see the existing version and what it supports. That numbers will change when it updates. If you download the installer it's easier but the manual version in the zip file has complete instructions on how to install it. If you're adventurous and want to install it manually check this out.
  16. Just have to wait for the Silverlock team to update FO4SE , they are usually pretty fast about it. I just checked and it hasn't happened yet.
  17. Stable is not the word, smoother would be more like it, I play both, but because I mod LE more often I'm on it more. SSE is not that hard to mod, I think the reason the modding is so far behind is because the CK is more of a pain in the arse, cleaner but much more annoying.
  18. Hello Folks, I'm in the middle of working on a custom race. I wanted to make some of them smaller than others, petite, so I set the body size at .9500 and weight at 20, originally I set them smaller but that seemed to cause some issues. So I used the size number I mentioned. Something I noticed is at first the NPC has no issues and appear fine in the game but as soon as I leave the game and come back their armor is gone. On the females I'm using CBBE regular and curvy. My question centers around the settings in the Race form. The form is set at females Size: 1.000 and Weight: 1.000 and Males Size 1.100 and Weight: 1.00 both base mass at 1.00. I was thinking that because I'm using a number that is below the default setting of the race it's causing issues, sooo If I set them to a lower number will I be able to create smaller characters and still have larger ones., Since the CK allows us to exceed the default I'm guessing it shouldn't be an issue but I wanted to get another opinion on this. Thanks in advance.
  19. "Posted 27 September 2014 - 02:58 AM Longer Monger Supporter 10,698 posts Alternatively just use the Creation Kit. Select both mods but make your mod the active one so both load. Then select the records you want to copy and duplicate them. They will be copied into your .esp without the other mod being required as a master." This is the best answer and the quickest way. of course in my case the assets were in another mod I created and the path didn't have to be changed, so I recommend you check the mesh and texture path's and account for that information. Thanks Jokerine I had a lot of assets to move and this helped!
  20. I'm working on a Custom Race right now and in this race I've chosen to make then different sizes. The problem is the smaller one is changing size in certain situations IE when she uses Idle marker such as leaning on a wall she grows in to the marker and then when she walks away she goes back to her normal size. Is there a setting I'm missing in the Race Settings that can make that stop? I have the max size In race form set at 1.000, do I need to set the minimum size to the one I used for the smaller character. The original form setting was at 1.1000 but that caused an issue with armor. once I changed that and the Armor race setting that went away as you can see in the image. http://radogamers.com/wp-content/uploads/2017/11/20171113225432_1-e1510688665787.jpg
  21. First I know that a lot of people are having issues with Oldrim and Win10 and I know there are a lot of fixes for the issues. I've been all over the internet and found lots of very good suggestions and have applied the ones that made the most sense to me. I even tried BethINI to no avail. Second I'm a mod creator and have been playing Skyrim since it came out, and use the CK often, The issue that I'm having recently started and I have over 124 mods which I know aren't really a lot and I don't use any graphic enhancing mods and I haven't installed any knew ones lately. The only new ones are follower mods I'm working on, those are the first ones I removed to see if any thing with those mods could be creating the issue. Nope that wasn't it. Third the system I'm using is the latest one I built the specs are as follows Intel i7-7700k 4.2ghz Giga-Byte Z270-Gaming K3 AMD Radeon R7 370 Series 4gig DDR5 16 GB Ram I rolled back the latest GPU driver update no fix I turned off the Crimson profile for Skyrim no fix Crimson settings are as follows and have been this way for a while: Anti-Aliasing Mode - use applications settings Surface Format Optimization - On Frame Rate Target Control - Disabled Anti-Aliasing Method - Multisampling Wait for Vertical Refresh - Off unless... Morphological Filtering - On OpenGL Tripling Buffering - On Anisotropic Filtering Mode - Use App Settings Shader Cache - AMD Optimized Texture Filtering Quality - Standard Tesselation Mode - AMD Optimized With these specs I figure there shouldn't be any problems but I was wondering if perhaps there is an issue with too much ram. At first the game would just CTD this would be after a long period of game play. During the issue I had a win 10 crash problem and narrowed it down to MSI Afterburner, and was able to verify that fact, since I quit using it the Win 10 crashes have stopped. I was wondering if the fan controls MSI had applied being removed may be the issue but the game is locking up and stuttering in place now and it happens during transitions and map travel transitions and camera movement only moments in to the game. I've been looking for another app that I can replace Afterburner with but I haven't found anything that sounds as good. I know my system is a hot one but it seems odd that a simple CTD problem has escalated to a more serious one as it has, I've checked the logs and find nothing that jumps out at me to give any hints. Also the problem seem to be only with Skyrim, Skyrim SE plays very well with no issues on top of all this as well as other demanding games I have. My personal feeling is it's a Win10 problem (I hate Microsoft) but with all this information I was hoping someone could see something I haven't. Thanks
  22. Here it is 2017 and this is still an issue, I had forgotten about it until I played this quest tonight. This worked for me but you would think after all these years there would be an actual fix. I looked at the nifs and the textures lead to the BSA, must be something in the BSA path that is causing this problem that's the most logical possibility, oh well. Four years later, Thanks.
  23. Never mind figured this out and have been working on adding assets to NPC's within the main village mod. Creating folders with the assets and assigning them to the NPC's within the mod attaches the assets to the primary mod upon saving this and then become part of the whole mod. IE if you want to add standalone hair to your NPC's you just treat them as though they were an independent follower and add the assets, once done you save and everything becomes part of the village, you could have a whole community with Apachii hair or CBBE or UNP bodies within the primary community mod.
  24. this is a better and safer link version 1.16.2 https://archive.org/details/Wyrmstooth116225704116
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