Jump to content

skeriphin

Premium Member
  • Posts

    41
  • Joined

  • Last visited

Everything posted by skeriphin

  1. Fantastic! Glad you got it sorted!
  2. Well Win 10 has some weird problems but haven't had CK and win 10 issues. (yet) Each machine is different tho.
  3. I used to think - Nah Textures - ya don't need them until you are ready. The game will just display the mesh without textures... NOPE! (at least in all my experience of very little :happy:) For custom textures - having proper .DDS with _D _N _S and BGSM (material) is very important. You can call on existing textures if you just need it to display but you will definitely need the textures to display your mesh.
  4. After resetting everything to default and reapplying the Havok Data... I realized that... Maybe the problem is not really the mesh so much as it's placement in CK... Even if the mesh doesn't appear as 0,0,0 I can always adjust it there... Now originally I was going for a simple mesh swap - haven't seen it in the world. But really? Maybe I was just being lazy. Dunno - but of course this mesh is a different size than the original and thus the original placement might have diff coords/transforms. Regardless - keeping things clean as Ethreon has suggested is still a best practice. :) Thank you. (again and I am sure many more times) Also - Thank you BlaBlaDEEBlahBlah.
  5. The directory in this case shouldn't matter as long as the items are in the meshes/materials/textures directory respectively. I glanced at the nif. Did you copy a lot from the reference nif? Does the nif load without animations attached? Now you say static mesh... static means no animations? At least to my understanding. Granted you'd think if it was static it would ignore the animations attached but this engine doesn't always use 'advanced 'logic'' When I have a moment i'll load the nif in CK and see if I get the same crash.
  6. I have read mods that do 'similar' things; not necessarily what you are trying to make but menu manipulation. Depending on the scripts - F4SE might be a great start or maybe one of the Keyword Resource Mods on nexus. Additionally you might search "workbench" and see what mods are there and if any of them touch on the ideas you have and reverse engineer them or reach out to the authors. Hope this helps.
  7. Is it the Animation or the Mesh itself crashing? At what point does it crash? Are you only loading the Fallout4.esm and DLC04.esm? Where are you placing the object? and what kind of object are you creating? for all my test - I run them first in QASmoke (if the area needs to be bigger - just move some stuff around or add floor)
  8. You might want to repair your Fallout 4 installation. Delete the fallout4.esm then verify it to make sure you get a clean version. Or uninstall FO4 then reinstall... at 80+gb thats not an easy thing so start with the *.esm first. You might also try and update your graphics drivers... just in case.
  9. Try loading just the Fallout4.esm and nothing else. Also you might want to repair your Fallout 4 installation. Run a verification on it - see what happens. You can also delete the fallout4.esm then verify it to make sure you get a clean version. Also -does the mod you are loading have any masters or other dependencies? Edit: You might also try and update your graphics drivers... just in case.
  10. Well I get xform errors when I don't collapse so that might answer the question. Anyway - I reset the Pivot Point. Then Reset XFORM and Collapsed To. Now its too High! heh heh. Something I am not understanding during Bes Conversion to nif....
  11. I reset Xform as the last thing I do - and then I collapse to - should I not collapse?
  12. Hello All, I am having trouble wrapping my head around the collision aspect in nif. Collision works great however the mesh is off center after exporting from 3DS Max to .Nif and viewed in game. If I apply in Transformation for the BSFadeNode 90,160,60 - the mesh shows up correctly in game however the collision is still in the old spot. So I adjust the BSTrishape Translation. Still no change in the collision however the mesh is showing correctly still but shows up in the Nif with double the translation value. I am assuming that the shadow wire frame seen there is the collision or something. Collision works great and is the mesh however I need it all to be match the same coordinates. Any advise would be great. Thank you very much. Best Regards, -SK
  13. I have tested this on a friend's computer - you sir are quite right. I suppose the SDK is required for this to work. Bit the bullet. Bought a copy through the subscription program. Autodesk really should give you a discount for the stand alone copies. Regardless. Thank you!
  14. From all of my research the only thing that 3ds MAX Design 2013 Is missing is the SDK and has extra features for lighting. Since the code base is 99% identical with 3ds Max 2013. Why do I need to use MAX and NOT Max Design? Is it the SDK that is required? Can anyone confirm 100%? If that is a yes.... Anyone have a tutorial on using another version of MAX - say 2016 to create collision?
  15. Hello All, I have followed several tutorials and I have reached an impasse. In this picture from the Door Creation Tutorial: https://www.creationkit.com/fallout4/index.php?title=Creating_Custom_Doors_for_Fallout_4#Advanced_Method_.28Custom_Collision_Objects.29 Default Materials and Object Type populate. However in my picture - These are Blank. I am using 3DS Max Design 2013 with the CK Bethesda Tools. I do receive the following error when loading 3ds. The Bethesda Plugins are all I have installed for this build. I receive this error when Loading my mesh: I am not sure if these are symptoms to the problem, expected, or something else entirely. Please let me know your thoughts. Thank You! -SK
  16. I like to make the most out of my game. With SKSE and Merging Mod Scripts - you don't want to see my OLDRIM build. Anyway - with that being said - I did forget the fundamentals of Alternate Start and the Unofficial Skyrim Patches. - Putting these in the right places made a lot of differences. Ultimately the problem (and has been in most of my tries with making this modpack) has been this modpack and Moon Path Quest mod. Thank you for the help and insight! :smile:
  17. I know there are a lot of CTD Threads and I appreciate thoroughly anyone's advise and assistance. I am currently using Mod Organizer 2.0.8b. List of Mods from Mod List. Load Order (LOOT Assisted) Papyrus Log I think something is specifically calling or attempting to use SKYUI.esp - and that will not happen until SKSE64 - so I am trying to figure out what mod is calling it. My other thoughts is Moonpath or something else related to quests. Should Alternate Start - Live Another Life.esp still be last? (LOOT suggested otherwise so I left it) Any assistance or guidance is much appreciated. Thank you.
  18. Hello All, I decided to start over from scratch with new information and after intense troubleshooting I was able to resolve my issue - here is what I learned (all my lack of understanding really) First I disregarded the importance of ENB and ENBBoost - I am not using an ENB preset just have it for the boost right now. Second I found a post stating that if TES5Edit loads my mods and loads with out error - them my Skyrim SHOULD load also without error - which lead my to the Memory Allocation issue where Skyrim crashes on using the second allocated block of memory. @ Nozzer66 - asked for this and I did not understand the importance --- my ignorance shot me in the foot for about 2 weeks of intense troubleshooting - but ooh I have learned a lot! :) [General]ClearInvalidRegistrations=1[Display]iTintTextureResolution=2048[Memory];This is a temporary value. Please use Memory Blocks Log to find out what yours should be set to.defaultHeapInitialAllocMB=1024scrapHeapSizeMB=512 Those are my current settings and I am running on ugrid 9 with 250 Plugins and some intense 2k and 4k texture mods. I can play outside again! http://steamcommunity.com/id/keriphin/screenshots/?appid=72850 - First 4 are from my yesterday. Thank you all very much for your help!!! -SK
  19. @Kniggit92 and Gromulos I will create a bashed patch and add this to the load order. EDIT: Bash Made and at the end of the load order @jrydenbark I have actually stopped using ENB - the resolution edits were me putting them in the wrong file :sad: I forgot to remove it looks like. @All My new load order. (with out Bashed patch - have not made it yet) I have kept both SkyRe and Perkus mainly because my save was dependant on it. I can now go outside in my save! Hurray! however I am getting a white run crash issue - I saw a fix for that around here some where - i'll find it again.
  20. @Mebantiz How crucial is a Bash esp? I do understand what it does - it creates a web of compatibility to various mods in the load order and that sounds amazing however I don't seem to notice and difference with a Bash. Also Mod Organizer says the ESP is a dummy file however I do not see a BSA. You are right - I do need a new mod setup and I am working on this now. @Soupdragon1234 I do find EMB cumbersome as I have said many times. I feel so far like I get more from FXAA Injector. I am also running Dynavision and Imaginator per previous suggestion. When ever I install an EMB- sweetfx installs with it? Is this just a separate module that various other ENB presets take advantage of? I thought I saw some one else mention another post processing tool however I am unable to find it. Thank you -SK
  21. @GDFSOB81 I have not thought to look into CCO - I will make sure their order, masters, and dependencies. @Gromulos So best practice out of experience would be to set my overhauls last? it makes sense as the load order is like layers and each layer overwrites the previous. Side question - Perkus Maximus and SkyRe are both made by the same author; Is Perkus meant to completely replace SkyRe or can they work in tandem? Thank you for reviewing this. I have not had luck with the Save Game Cleaner or scanner - however they are beneficial at pulling what mods are used in the save - then again Mod Organizer does this as well I found out yesterday - helps when I play around with things! :-P Maybe TES6 Won't be so... limited! :-P
  22. @Rev11 So you're telling me that My Cake is too spicy? Its not a cake at all? I dare not say what the cake really is... that horse has been beaten. (what a horrible idiom) No - You are absolutely Right... It really is just a mess... I gave up after 48 hours of Troubleshooting this and decided to start over. I'd still like to know what is wrong in this setup so I can learn from it - Unless it really is the setup @Nozzer I do I didn't realize posting it was relevant - Latest SKSE is installed. I don't think I could have reached level 34 with out it using these mods.
  23. @Rev11 At this point I decided to export my mod list from MO to CSV and Scrap my mods and load order. I am starting from scratch partially because of the general performance but mainly due to this thread: http://forums.nexusmods.com/index.php?/topic/2538794-wits-end-exterior-ctd-always/ I may try an ENB again - I do still find it cumbersome to use - might just be me. LOOT I can understand - TES5Edit I am starting to get it but Wrye Bash I am lost on. This time I am sticking with the Default UGrid for now.
×
×
  • Create New...