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Everything posted by Sunnie
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Vault Girl Mod Development Thread
Sunnie replied to Deleted4077875User's topic in Fallout 4's Discussion
bigCman123, do you have an alternate dload anywhere, the Mediafire captcha is broken and refuses to play nice. May I suggest Dropbox? Thanks!- 1047 replies
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I have an esm in my example, so yes. Good point. Thanks :smile: I'm glad all the cry baby claims that Bethesda has broken modding were wrong. They sort of weren't wrong though. Bethesda changed it and didn't say anything about it. So in essence, they did disable mods until someone accidentally ran into the change. Also, calling people crybabies for a temporarily legit issue? Not cool.
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Vault Girl Mod Development Thread
Sunnie replied to Deleted4077875User's topic in Fallout 4's Discussion
The crash happens because of the new settlement icon for the Mechanists lair that appears in the compass, and theres already a fix for it up here on Nexus (changes the icon to a vault icon as a stopgap solution). Otherwise, the alpha has been fully compatible with the DLC so far,- 1047 replies
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Vault Girl Mod Development Thread
Sunnie replied to Deleted4077875User's topic in Fallout 4's Discussion
I like that idea. Is it possible to make it so you don't have to make a new game? Also have the other variations too? Would make sense to add it to the mod :smile: Also AnTiWoMaAgNot that looks great! Could it be slightly bigger? Likely, yes.. I'll just have to add additional containers for them rather than use the Overseer's personal locker... maybe a box on or near his desk or something... Will have to do something rather obscure for the nude set, since the Overseer likely wouldn't want to be caught playing with those ;)- 1047 replies
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Vault Girl Mod Development Thread
Sunnie replied to Deleted4077875User's topic in Fallout 4's Discussion
@AnTiWoMaAgNoT That works! Incidentally, I've made one of the VG sets(Sexy) a stand alone set that you can get out of the Overseer's locker(new game only for now) in Vault 111 (best place lore-wise). I plan to make the other 2 sets also stand alone, when I'm done would you like to add them to your mod or would you prefer I just release them separately?- 1047 replies
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Vault Girl Mod Development Thread
Sunnie replied to Deleted4077875User's topic in Fallout 4's Discussion
OMG, I am getting very anxious waiting for this, I hope it's at least in beta sometime really soon! I also want the VG Bobbleheads, but as stand alone so I can have all 3 (or 4) sets on display! =D- 1047 replies
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LE What kind of mod author/consumer are you?
Sunnie replied to Miles Tails Prower's topic in Skyrim's Creation Kit and Modders
Not sure whether to laugh or be offended at most of those entries... . . . I'll just laugh and move along ;D -
Well, my statement is based on the result of playing through the series and past TES lore. The Nightmother is the one that hears the Black Sancrement, and then relays that info to the DB through the Listener.
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They already do this in vanilla. This would be completely counter intuitive to the whole "Listener" and "Nightmother" relationship/functionality.
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http://i857.photobucket.com/albums/ab133/sunnie2_photos/Misc/outfit-1.jpg
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The new official texture patch, should I in my case?
Sunnie replied to plaxeko's topic in Skyrim's Skyrim LE
I don't see any "new" texture pack listed on Steam, only the original "Skyrim High-Resolution Texture Pack" released on Feb 7, 2012. Are you referring to some new texture mod here, or a mod in the Steam Workshop? As far as the official HR texture pack, you do not need to and should not activate the esp that they come with, add the texture BSA files to your ini paths and they will work just fine. They have not interfered with any mods I use, including any texture mods from here. Ex. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa -
LE Where are the dragon breath textures?
Sunnie replied to GSJ1977's topic in Skyrim's Creation Kit and Modders
You could check the texture paths in the nif. http://social.bioware.com/uploads_user/1070000/1069890/194298.gif -
You need to create an Outfit record that contains the wearable clothing/armor items you want the mannequin to wear as default. Then set that outfit in the "Default Outfit" selector in the actor "Inventory" tab for the mannequin. Once you do that, the mannequins will default to that set of clothes/armor.
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LE Items Dynamically Level Up With You
Sunnie replied to Matt1713's topic in Skyrim's Creation Kit and Modders
/wave Yes, it's been some time, for sure! Sorry, don't have any suggestions for any tutorials for that, might try asking around the folks who have written SKSE modules. What you describe here is one of the things the evolving attribute on DA2 items does, but it is only one of a few components to make the whole item grow with the user (and a rather minor component at that for melee weapons since the majority of their damage is from base melee damage modified by skill level and perks). @both In all honesty, an evolving system in TES would really need to depend on the skill level in the skill tree that governs the use of the item, which already sort of happens with certain perks in certain trees. I'm not sure a system based off of "player level" would work without completely screwing up the skill system. -
LE Items Dynamically Level Up With You
Sunnie replied to Matt1713's topic in Skyrim's Creation Kit and Modders
Probably not the answer you are looking for.... Dragon Age 2 has hard engine coding to support and drive the evolving stat weapons/armor, TES/FO anything does not have any coding to support it and would require something like SKSE or the like to inject code to support that type of functionality. You need to be or find a coder to do what you are suggesting, and it won't be trivial. -
[Thoughts] Interesting discovery regarding CTDs.
Sunnie replied to DuskWulf's topic in Skyrim's Skyrim LE
Which is in fact very easy for anyone to fix. Until mod authors update their mods, anyone can just load the mod in the 1.5 toolset, and re-save it. It's that simple. -
Did you set up this rack by hand or did you copy/paste a complete group from an already premade working set?
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Select the entire rack group and rotate them on the z axis by ".1" in either direction.
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Might help to open up the house mod thats crashing on you in the toolset, then resave it. Might fix the problem created by the older version of the toolset.
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You can't have two different water levels in the same interior cell, the engine only handles one, and everything below that level is filled with water within the bounds of the water object used.
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The door on that model is part of the mesh. it was not meant to be used as a building that can be entered and you can not "remove" it. You might be able to use a primitive as a door activator set right in front of the nonfunctional house door...
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yeah ive noticed that crappy navmeshing thats generated, im using solitude pieces and it puts navmesh through walls (not all just some strange ones) causeing NPCs to try and walk through and going off what jet4571 said about floors above each other, the floor is Blue palace stairs so the levels are next to each other and there is a roof directly up so it isnt that unless the roof was given navmesh If you want to link me your esp I can take a look at the navmesh for you.
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Vanilla textures are stored in Skyrim - Textures.bsa. You will need a BSA tool to extract them.
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It's likely that your navmesh is probably broken. Make sure that there are no "islands", and that all the navmesh is completely connected throughout your house. It will be necessary to do some hand editing after doing any auto generation. Connect disconnected sections, get rid of tris in places that any NPC would never need to go (corners, nooks and crannies, etc). Thats all I can suggest without actually seeing your navmesh.
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but can i do that over steam or the internet in general? or do i have to use a LAN network Use a usb stick, or burn a cd with the files, or upload them to dropbox and redownload on your other pc...