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bamani71

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Everything posted by bamani71

  1. Vortex is okay, but when are we going to get the option to export our mod list? I usually back that up in case of crashes and whatnot, and since I switched to vortex it's been a pain trying to copy down all of the mods. I know Vortex generates a plugin list somewhere, but when 50+ of your mods are textures or mesh replacements it's not really useful.
  2. Hi all, Is there any way to export the full mod list? I saw instructions about going into the profiles for the loadorder and plugins, but this only works for the mods that have an esp. With NMM I was able to literally select all of the text and paste into excel so that I could get every mod, include mesh and texture items with no plugins. I want to clear out my deployed folder and reinstall my mods from scratch, but I don't want to manually type out over 150 mods. Any other suggestions would be appreciated!
  3. Thanks for that tip - I'll remember that about the db armors too!
  4. I got around the issue by copying a different set and just replacing the models. Now they show up in game immediately. Nevermind!
  5. Hello, I am trying to make a starter kit in the CK that has some decent armor for several types of gameplay. I thought it would be fun to have a warrior, hunter, mage, and thief with armor to match. I'm only copying armor from the base game and tweaking their stats a bit, but I have a problem with the thief armor. I would like to use the thieves guild armor as a base for my thief's set, but they will not appear in the game. I tried copying several different versions, but maybe there's something that needs to trigger before they'll appear in game? I can't seem to find anything different in the armor settings themselves. Any help would be appreciated!
  6. Ah, sorry for the confusion! Here is the updated version - all of my spawned items should appear, but use the "import items not placed by player" to get some of the items to appear as well as moving the smaller stairs. https://drive.google.com/open?id=1tQfUru43MgO28qYpQ9GPGFG9zqsI1PjA
  7. It's a blueprint, so no esp. You do need Transfer Settlements for it to work. I've posted an image so that you can get an idea what it looks like with my texture mods. Link: https://www.nexusmods.com/fallout4/images/123959
  8. Hi all, I was wondering if anyone would be willing to test my blueprint for Homeplate? I have so many texture replacements and mesh replacements that are tied to mods that I can't get screenshots of what it would look like with vanilla textures and meshes.
  9. Hi all, One of my mods dumped a bunch of signs into the sign category in settlement mode. I have no idea what mod it is from. How do I go about finding that out?
  10. Changing his race back to DogmeatRace definitely worked, thank you! As for the companion scripts, would it be possible to copy the Dogmeat actor and be able to capture them? Or would they be in his quest (which is really involved)
  11. Hi All, I followed a great video tutorial on creating creature companions and was able to make a stand alone dog companion. My problem is that I can't get him to equip any of the armor I give him. It may be because of the custom race, but that was the only way for me to change his color without it affecting Dogmeat. Also, how do I keep him from taking up a companion slot?
  12. Thank you for looking - I didn't find any either, so I kind of made one myself. I'm just checking to see if NPCs will actually walk on it, then I'll throw it up in the Mods area!
  13. Hi All, Has anyone made the Sanctuary bridge as something you can build through the workshop? I'd like to repair it, and I don't want to use a mod that edits the cell.
  14. Hello all! Previously I had attempted to create a copy of the Vault Tec population management terminal for use as a wireless desktop version. The scripts would not copy over and the exercise ended in failure. Would it be feasible to replace the nif for the original item or would that break the game?
  15. Is that a setting I need to check in the ini file?
  16. Hello all! I am attempting to create a desk top version of the Population Management System terminal from the Vault Tech dlc. I duplicated the item, renamed, and edited some text. I got it into the game and was able to construct it under Power>Miscellaneous. I am able to choose each option, but it does not show the number of settlers in each job, nor does it show companion names in the VIP section. In the Creation Kit, under Papyrus Fragment, I'm getting a notification: Failed to load code for fragment Fragment_Terminal_01. I'm getting a variant of this message for each of the menu items. What should be my next step? When I look at the original object, it shows the same errors. Any help would be appreciated!
  17. I have a new issue. My last house mod crashed so I ended up making a new one. Right now the "Bless Home" spell tells me the house isn't suitable. Looking at the Papyrus log, this is all I can find: [alias Player on quest vvvMarkHomeQuest (53000D62)].SKI_PlayerLoadGameAlias.OnPlayerLoadGame() - "SKI_PlayerLoadGameAlias.psc" Line ? [01/03/2016 - 02:21:48PM] Error: File "83Willows_101BUGS_V4_HighRes.esp" does not exist or is not currently loaded. Help, please!
  18. Hello All, I am having an issue with the Creation Kit in that it is adding lighting to a cell where there should be none. It's like there's a light source far off in the distance but the room should be totally enclosed and not receive any outside light at all. How do I get rid of this lighting? I went into the cell data under Directional Ambient Lighting but everything is grayed out for me. I rotated the cell and the light stays in the same position. One other thing - I use Wearable lanterns and the mod registers the room as an exterior because it turns on while I'm in there... Any assistance would be appreciated. http://i.imgur.com/n0z6Wy0.jpg?1
  19. bump. Any help would be appreciated!
  20. Hello, I created a custom player home with the Creation Kit. I've run it through Tes5Edit and Loot doesn't see it as a dirty plugin. But it won't stay enabled. I have to enable the file every single time when I want to play. Is there anyway to fix that? I haven't created a .bsa because it's still a WIP, would that cause the issue?
  21. Hello! I am looking for a square or rectangular forge. I could swear that I saw one in a house mod but I don't remember which one. I do remember that as you came in the kitchen was on one side and the forge on the other. I also remember a fish tank. Thanks in advance!
  22. Did you unequip the item? You don't start out naked. It means when you remove your items the default body has no underwear.
  23. Hi All, I wanted to make a custom container to hold all of the notes instead of putting them on a normal bookshelf. I followed the tutorial and the trigger works fine, but once I select all of the notes to be added they sort of scatter around without actually staying where they should be. It looks like they're all trying to occupy the same space in the first slot and then explode outward when that doesn't work. The second image is what it looks like in creation kit. I thought it might be the collision cube so I removed it but it still acts the same. None of the notes stay in the small crate. My next step is to try copying the elements from an existing bookshelf, see if that works. http://i.imgur.com/CAPIPUz.jpg?1 http://i.imgur.com/o7psRUB.jpg
  24. I'll volunteer my computer for testing! What a gorgeous place!
  25. Enable the logs in Skyrim ini. Hah, got a reply before I could edit my post. I had to go into the game again before the log would populate but it did work and tell me what I was missing - I forgot to place a ChildPlayDoll marker inside the house as well as outside. It works now!
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