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Baconator96

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Everything posted by Baconator96

  1. I will avoid the problem-first issue here by stating that my end goal is to gut Schlitzhor's village mods out and create a single resource ESM from which I can ESL-ify the actual plugins and fit them all in my load order. This is of course strictly for personal use. I am a bit uncertain as to what term to even search TO find a guide on doing this. I believe I have the assets all arranged in a proper folder heirarchy and installed as loose assets in MO2, but I have no idea how to go about defining an ESM, and from there what I'd need to do to the ESPs themselves pre- or post-ESLification. None of the scripts seem to contain explicit references to forms that I can see, but I also understand getting facegen data properly accounted for is tricky, though not in what way. If anyone can even tell me WHAT exactly I should be searching for in terms of tutorials or guides, it would be appreciated. I know there are easier ways of doing this, but this is a lesson I want to learn for creating my own mods. It seems like practicing with a set of mods that are already made, but which I am having trouble using due to the dwindling number of available ESP slots, would be a good 2-birds-with-one-stone solution.
  2. Ever since I accidentally updated to NG, I've been having nothing but trouble getting the CK to function. If I download the depots for the game and CK to the previous version, nothing I input into the Overwrite Steam ID field works, and CK fails to launch. Once on full NG for both CK and fallout, and using CKPE, I can get it to load everything just fine, but saving a new ESP sees the log say that the new file is invalid and the entire program freezes. I have bypassed this so far by generating a blank ESPFE in xedit, selecting that as my active file, and THEN I can save and use the CK. However I would like to obviously get the CK functioning properly again. My current desired solution is getting CK to save files properly. My ideal solution would be figuring out how to either remove Steam from the app or otherwise figure out how to get it to work with the previous update. Thanks in advance for any help.
  3. I think there's some miscommunication. The dependent mods are all things like Unique Weapon Replacers or Modern Weapon Replacers, the guns themselves (which are ESPs, and thus the problem I'm trying to figure out) don't have any dependencies save for the ones using tactical reload.
  4. It did help, I'm just confused because I've been told you don't want to necessarily flag as ESL ALL the plugins that Ruddy88's script flags, but for the life of me I can't find a consistent list of things that includes.
  5. I've gone and downloaded too many guns and now I need to figure out how to turn all these ESPs into either ESLs or a single ESP. Issue is many of them are depended on by other mods like WhiskeyTangoFox's unique weapon replacers. What is the proper way to go about making all of this work in my load order? What will I have to edit in the dependent mods like Unique Weapon Replacers or Modern Weapon Replacers when or if I do compact them? What about if they're merged instead? I really am just unsure of what precautions and measures I need to take in order to account for dependent mods. Thanks in advance for any help.
  6. I'd like to open by saying this is probably something to do with versioning, but I can't figure out what. I'm almost at the end of the road, I just need to run PJM's previs script and DynDOLOD. The issue is that I can't get the CK to launch no matter what I do. I initially started with both FO4 and the CK un-updated, and attempted to launch both via CKPE and the CK .exe through MO2, as well as attempting to launch the CK directly from the executable in the data folder. Each time returned the same message: Entry Point Not Found (attached). I then tried verifying CK files and then downgrading back to the previous version after getting rid of CKPE entirely, but this again resulted in the same error. My game and steam itself are installed on a totally different drive from program files, and I've tried with and without overwriting steam's app ID in MO2. Any guidance would be greatly appreciated, I'm very close to actually playing this game.
  7. The NPC is white because I had her selected with the console lol. It was 100% that patch, which I had totally forgotten about until I saw that in the console. Digging through the comments I found a message mentioning that the NPCs were generated with facegen textures but no meshes(??). I attempted to regenerate a single NPC in the CK to test, exported the meshes and textures, packed into a BSA, and put the associated plugin dead last in my load order as well as the assets in the left panel, and I still had blackface on that NPC. So either that isnt the actual issue or, more likely, I did the process wrong. For now the blackface bug appears to be gone though at the expense of having to look at ugly vanilla faces. The other handful of mods I was able to download NPC overhauls for and simply disregard the task of troubleshooting the base blackface. This leaves me with a handful of child NPCs that I can easily identify as being from mods with no RS Children patch, which is next on my list of to-learns.
  8. Weirdly the conflict I just checked from Capital Windhelm says its reference was established by the KS+HPH patch for Capital Windhelm, but was most recently changed by the CEO Windhelm - CWE patch, which has both its plugins and assets far above said patch. the KS+HPH plugin is also at the bottom of the order
  9. I've got some deep digging to do then it seems. Am I wrong in thinking that it makes less sense to be a race record since vanilla NPCs are seemingly fine?
  10. No, the most out-of-pocket thing I've done so far is just tweak a bit of landscape near Windhelm that I couldn't fix by reordering my LO. That's why I mentioned my appearance mods, like racial skin variance and CBBE, which I have at the bottom just above FWMF. I cant figure out whats conflicting because again, xEdit reports nothing of the sort. It's happening from the TGC cities all the way down to a tiny, barely downloaded mod called Scaleside. Every vanilla NPC looks fine and I have yet to encounter one with blackface, it is JUST mod-added NPCs and so far any mod I can get an RS Children patch for works fine as well. So it definitely seems like a conflict, but if it isnt my appearance mods then I have no idea what to even check. I have already gone through every ESP conflict in xedit manually and the only NPC records reporting conflicts so far have not been on NPCs with the issue.
  11. I'm still learning a lot of aspects of getting the hang of a complex load order. One of those things apparently, is getting mod-added NPCs to generate correctly. I have no issues so far with any VANILLA NPCs, my skin replacer and CBBE are working fine there. RS children is fine, and any mod-added children with an RS patch are also fine. However, I do not see any conflicting or missing facegen data for say, Capital Windhelm or any of the Great Cities that I opted for, yet the blackface bug persists. Where should I be looking next if very quick show conflicts doesn't show anything and even loading my full LO in regular xEdit and checking for any possible conflicts shows nothing? Is this just a matter of placement of my appearance mods, which I have at the bottom of my LO just above flat world map framework?
  12. Thank you, I really don't know what I was doing wrong that I couldn't find that on google.
  13. I dunno if this has been explained in detail somewhere, but I sure can't find it anywhere if it has been. I'm looking to change up some of the text of villager dialog to make it feel more like I'm living in rural America (for example, I'd like to change "Ferngill Republic" and "Gotoro Empire" to "United States" and "Soviet Union" respectively, and maybe change things like "Spirit's Eve" to "Halloween" and other minor tweaks to the text in-game). Is there any way to do this? I certainly can't find where the text is stored in the game files anywhere, and none of the phrases I've used in google search have yielded anything helpful.find where the text is stored in the game files anywhere.I dunno if this has been explained in detail somewhere, but I sure can't find it anywhere if it has been. I'm looking to change up some of the text of villager dialog to make it feel more like I'm living in rural America during the 80s (for example, I'd like to change "Ferngill Republic" and "Gotoro Empire" to "United States" and "Soviet Union" respectively). Is there any way to do this? I certainly can't find where the text is stored in the game files anywhere. Is there any way to do this? I certainly can't find where the text is stored in the game files anywhere.
  14. I plan on heavily modifying the game. Would I be better off downloading an archived version of DAMM?
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