Jump to content

RadoGamer

Supporter
  • Posts

    245
  • Joined

  • Last visited

Everything posted by RadoGamer

  1. I just became aware of the situation a couple of days ago, I was playing Skyrim all week, then opened FO4 and saw FO4SE needed to be updated, I went to their site and there is an updated version, I installed it last night, then I got the message that Looks Menu needed to be updated so I got that today. When the game loaded, that's when I saw the Creation Club message in load screen. I was watching a YouTube yesterday and realized what was going on. Any how long story short FO4SE is updated to the situation.
  2. Ok I'm in the middle of editing the files. In the files it calls for the Affinity array created in the CK for the NPC, Group DLCCompanionAffinityKeywords keyword Property CA_CustomEvent_GageLoves auto const mandatory keyword Property CA_CustomEvent_GageLikes auto const mandatory keyword Property CA_CustomEvent_GageDislikes auto const mandatory keyword Property CA_CustomEvent_GageHates auto const mandatory keyword Property CA_CustomEvent_Gage__UNSET auto const mandatory My characters name is SallyFields and I've been using that as the NPC identity in the likes and dislikes part of the script files. In the CK I had already created the Keywords Property's before I started this process using just Sally in other words. keyword Property CA_CustomEvent_SallyLoves auto const mandatory Will this have an affect on the script or as long as the array and NPC name matches what has been created in the CK things should be OK? Hope someone sees this as I'm in the middle of working on this. Thanks
  3. I've been recently trying to find information on how the Affinity system works by digging in to the existing NPC followers and mod followers like Ellen and Heather and Dana in Fusion City. Llama and I were talking about the need for a comprehensive tutorial on the subject and it seems there are a few people here who have quite a bit of knowledge on the subject. I've noticed people like vkz89q (thanks for your information I found) and kesabelus as well as some others that have a handle on the subject. All the tutorials I've found on YouTube such as Seddon's will take Character Creation and dialogue to a point but all fall short at Affinity. I was wondering if there was a way we could combine the knowledge that is obviously present here on the subject and put together an Affinity Tutorial project. I know people have lives, believe me I know this myself, but I will be willing to help in any way I can such as compiling any information from people in to one comprehensive document and so forth. Anyhow this is just a thought and a suggestion. If you think this is a good Idea please contact me and lets talk.
  4. I'm in the process of creating a companion and have found several good tutorials on creating a simple companion here are two. These are on basic creation of a companion and do not get in to the affinity system. I'm presently researching that and have found that MacCready has the best example of how it works and isn't too complex compared to the other NPC followers that people can check on. Seddon has the best quest/dialogue tutorials and I highly recommend him although there are others that touch on different aspects of quest/dialogue creation. https://www.youtube.com/watch?v=xKViKsNcXVY
  5. Just an update on research progress. It seems the key component in the root of it all is variables, at the heart is the increase of numerical value, Seddon has a good tutorial that speaks to variables and variable scripts in dialogue and even though he doesn't mention affinity, it's easy to see, what he points out in his tutorial moves in that direction. It appears MacCready has the most clear and obvious dialogue quests and dialogue trees that show how the structure works. Even so it's still quite complicated. Thanks again for pointing me in a direction that helped. I'll check out the forum you indicated. Have a good one!
  6. Thanks LLama, I appreciate the information and your comment on my frustration, I appreciate both greatly and I know you're right. IN fact Heather is one of the mods I looked deeply in to. Fusion City is another, it does use the vanilla affinity system to some extent, I found a lot of information in both. I've been using your mods for several years starting with Willow and now Heather (she's fallen in love with me twice, once as a man and once as a woman) very cool. Anyway I digress, I'll look in the direction you pointed. I'm actually starting to see a lot of the components of the vanilla affinity system in pieces and if and when I get it, I may just tackle the job of noting what I find for others. Hopefully there are others like me who would help in the endeavor. It's a pretty daunting system but not so much that it can't be understood . Once again thanks and best to you and thanks for the work you do.
  7. OK, so I'm working on a mod that is coming along fine no issues with dialogue a couple of glitches in the recruiting but nothing I can't fix. My question obviously is with affinity. I've dug in to the primary characters in the game and looked at the complexity of this system, as well as looking at other mods that have lesser complex affinity programing. Is there any where I can find a tutorial on this system. I've found them on most everything else but it seems most people shy away from it because of it's complexity. Thanks to a couple of very talented mod creators and their creations I get the gist but.... A little help would be nice. I've noticed there has been a sink or swim mentality lately among people so I would absolutely appreciate any feedback on this subject as I find it a fascinating system. Thanks.
  8. Hello again Folks, I've been working on my followers prepping them to port to SSE I've been testing for a while and they seem good. I decided to finish up with the last two mods that need to be standalone and wanted to give them eyes. My question is around the eyes, I want to create them but mods that I have looked at, Natural Eyes, Eyes of Beauty, (both very nice mods I use) only contain the main DDS file and no others. Yet I looked at the eye nif file I'm using and and notice eyecube maps, _n.dds, _sk.dds, and environment masks, but the only file I see in these eye mods are the main dds file. I looked in the BSA file and couldn't find these texture files. What am I missing? I guess my main question is if I simply leave the other file paths alone and just change the main DDS path will the eyes work? Thanks for any help.
  9. Update, thanks to you guys for your help the update went excellent I did a fresh install and moved most of my games over, the system purrs like a kitten, I heard nightmare stories about the i7 7700k but no issues so far and I've been pushing it pretty hard with all my games set at ultra!! Thanks again!
  10. Hey People I hope all are having a good Summer, the title sort of says it I have a community mod I inherited and have been working on it for a while. One of the things I want to do is add standalone assets from Modders that have given me permission to use. Right now all the NPC's created reside in the esp file and there is no BSA. When I go to the folders, the NPC are not present as actors or Characters so I assume they are using the standard actor assets in the data folders. I was wondering after creating the needed assets in the CK , then after adding the assets in the data folder, if I open their id files individually then point them to those assets, will that work? If it does then I know those folders become part of the mod and have to be either added to a BSA or used as loose files in the archive for use or porting. I'm understanding this right? I guess I just needed clarification. I know it sounds a bit confused, but I'm doing this and working on a fence outside at the same time on my breaks so going between cerebral and physical has my bicameral mind flipping around like a fish out of water. Thanks
  11. Excellent jim-uk, thanks for the response that's encouraging to hear, for my older games I'm using the same build so that's good to know. Most appreciated!! The only difference is I have my steamapps on a separate drive from my programs and this will also be the case on the new build. I believe if I do what you suggest then point the games on reinstall to the existing location on the separate drive I know that it will start to install, then see the games and simply acknowledge the installation sometimes you need to validate files to finish the update, but judging from what you say I should be able to use the same principle in this situation. Thank You.
  12. OK, first hi folks, this isn't the first time I've moved an installation but this time I'm moving to my existing machine after I upgrade it. I'm presently backing up all my data for the move, right now I'm backing up my steam installation. Long story short I will be rebuilding my system to a new configuration (new mb, new ram, new cpu, etc..) and the main question centers around the fact that I'm installing Windows 10 Pro after using Win7 Home premium and I'm a bit concerned since this will be a clean install of the OS. I couldn't use sysprep because Brainless here used an OEM version of 7 on my recent system, (not sure how that happened to many os's laying around I guess). Anyway first thing is if anyone has experience using the NMM with Win10, I would appreciate any information you may have. Also any tricks or information in moving the NMM along with existing Steam installations to Win 10 would also be appreciated. At present I'm running a legacy installation of NMM as well for my older games i.e. Fallout 3/NV as well as other older games I have modded. I'm not sure if this will work as I hear it's hard to run these games on a DDR4 ram setup as well as Win 10 being an issue for older games. Anyway that's it in a nutshell. thanks in advance.
  13. Aragorn58! Thanks, that makes complete sense and what I needed to know and do. Thank you so much!
  14. Just started working on porting mods to SSE some issues but nothing too bad jsut texture mismatch with the head and body. Workin on porting HIgh Ridge Cottage as well SSE Is sweet, I love the look and feel of the game, like a whole new game!
  15. As stated at the beginning that was a navmesh I started but removed from the the original version once I realized it was overlapping the existing navmesh. I removed it and then verified but the area that is green remained like it is and didn't look right. Removing that piece of navmesh made no difference with the issue. I was thinking I should just remove the existing portals and replace them with new ones to see if it will change the situation, but I think the problem is in the exterior navmesh not the interior one. Thanks for looking I appreciate it.
  16. I have a house mod on Skyrim that I am porting over to SSE everything is a go except for a Navmesh issue that I haven't been able to fix for some time. Upon researching and going back over resources, I have figured out a couple of things and tried to fix the obvious but there was no change. I would appreciate someone looking over the images and seeing if they can help troubleshoot this problem. The issue is that my followers can go in but they cannot come out, in the original version they end up showing up across the lake form the house, but in the SSE version they don't come out at all. Both door portals are working, what I did notice in the CK is that when I click on the interior portal to go to the exterior one I end up in the area with out the structure in place just the door and if I click on the exterior one I end up in front of the door just outside the interior cell. In this image I know that I have to remove the navmesh on top of the existing one in front of the door. In the original version I did that and it made no difference. I tried finalizing after the change but the green area remained the same I know that the green area is wrong somehow. http://dragonborn.org/wp-content/gallery/creationkit/highridge1resize.png This is the same area with the navmesh in "on top view". I made no changes to the existing navmesh before placing the structure on top of the land the only thing I did was some landscape changes to remove some grass and debris. It looks to me like the navmesh is overlapping in places aside form the part I placed and know needs to be removed and is far above the entrance of the structure. http://dragonborn.org/wp-content/gallery/creationkit/highridgeontopresize.png This is the same area with only the navmesh showing. http://dragonborn.org/wp-content/gallery/creationkit/highridgeonlymeshresize.png And this is the interior cell. http://dragonborn.org/wp-content/gallery/creationkit/highridge1interior.png If anyone sees anything I'm missing I would appreciate any information, the house is well liked and it's fine except for this issue. Thanks.
  17. I'm in the middle of porting my follower mods and have found substantial information on doing so, but nothing on porting a player home, I have one that I want to port that has been fairly popular but I'm hesitant to move it over before I can get some solid info. I checked the link offered above and read the part about the new ground clutter and water mechanics (there's a pier involved) but nothing on objects, furniture and interior cells. If anyone knows of a good porting guide for player homes or any info at all about the subject I would appreciate the info. Thanks.
  18. I created these myself but I used the standard CK skin colors, and no race menu, sounds lIke I'm sol, I created the texturesets and used them for the skin but not the head one, I couldn't find a way to use it with the game generated nif, if I use the textureset for the head is their a way to adjust the color that way? Anyhow thanks for all your help, much appreciated. I'm using CBBE with permission of course as well as the SSE verrsion of AppachiiSky with permission as well. Thanks
  19. I went ahead and replaced the file with my backed up one and the issue still persists. This is the mod that has the issue: The only thing I can think of is to change her body tint in the CK to match her face. I looked at that possibility and I can get it pretty close. My other mod I just ported has very Little issue if any. She was the first port I did with almost the exact same specs and configuration. She looks pretty good in game with just a bit of a neck seam I checked the file backup after copying it in to the data folders and the Nifscope information looks right the only thing I see is the blankdetailmap that may be causing and issue. Not sure. Here's what the Nifscope looks like: I'm using the armoraddon to armortorso technigue then applying it in traits as skin, it works very well in Skyrim legacy but not sure if it's an issue in SSE.
  20. Neverwinter, I tried your suggestion and all looked good in the nif but when I move the files over to SSE and do the basic open in CK then save as the wiki suggests , the nif file becomes what appears to be corrupted and the texture definition area loses the texture files location data. The structure in the nif also looks a bit different than it was. I'm thinking I'll study the file prior to moving it so as I can figure out where the texture locations are placed and try to edit the file in SSE. What's odd is I've ported one mod already and she looks fine but this one has darker skin so it's obvious the skin tone isn't adjusting correctly in the face to the body.
  21. In response to post #44010560. #44044210, #44071605, #44073720, #44075270, #44093150, #44120665, #44120860, #44122120 are all replies on the same post. I used CBBE from the start but I decided to use UNP in SSE and it's not bad. I used in the earlier versions of the Fallout series and am use to it.
  22. In response to post #44086080. "Yes to All" is your friend in the CK, just use that with the first error and each differrent one and the number of errors will drop. Don't give up it takes some getting use to as far as crashing it will do that but incessant crashing is not normal. What OS are you using? If it's Win 10 there are a lot of people having that issue and there doesn't seem to be a fix for it https://forums.nexusmods.com/index.php?/topic/3247269-creation-kit-with-windows-10-crashing/ but..... If you notice it crashes when the render window opens you may want to check this out. http://forums.steampowered.com/forums/showthread.php?t=2534240 Good luck! Don't give up once you get it running you'll be glad you did!
  23. This worked for me THANKS!! I just edited the ini files and created a profile in AMD Crimson set the preferences as described in the link you gave and turned on Vsync 60fps and good to go!! Don't use the one that's in Scarlett remove it and create a new one. The preset is linked to the launcher not the exe file.
  24. Ok I'm running a Radeon R7 370 with 4gb of ddr5 and I suddenly got this issue as well the game was running smoothly until I got to Snowhawk Fort and now the game is stuck in a hole of frame rate hell. Do the ini file fixes work for Radeon? OK wait I saw the link in the initial post leads to AMD info as well. So I guess the ini file stuff should work as well for AMD, if not please clarify.
×
×
  • Create New...