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thrax7545

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Everything posted by thrax7545

  1. Thanks for stabbing at it. The body slots are correct, that's something I make sure to look at when I'm altering the old records for the new armor. I'm pretty sure you're right about number 3 though. I'm going to bring up the plugin in the ck and see if I can work it out from there. I'm not great with the ck, but I have a feeling that something is going wrong with my manual input in xEdit and the ck will solve that issue for me by automating it.
  2. So I've been trying my hand at mashups recently, and for my first few had no problems, then suddenly something happened in my workflow to cause any new mashups to appear invisible in game. I can't say what I'm doing differently to cause this, but I'll outline my workflow, and perhaps someone will be able to point out my mistake. I start by loading 2 or more armor pieces from different mods into OS. I'll work the meshes to my liking, add sliders and export as a new nif in bodyslide. I run all of this through MO2, so I have to pull the new mesh out of the overwrite folder and put it into an existing mesh folder (typically the mesh folder of the primary mod in the mashup). Next I'll open all the related plugins in xEdit along with a custom esp I've created called "mashups", I will then make all the related mods masters to my "mashups" plugin. I'll add new "Armor Addon", "Armor" and "Constructable Object" records for the new outfit into my "mashups" plugin copied as new records from the primary piece of my mashup. I'll redirect the AA records to where my new nif resides, change the corresponding Armor record to see the new AA and the CO record to see the new Armor. Finally I go in game and build it. Like I said, this method worked half a dozen time, and now the armor appears invisible. Also, it should be noted that one time it half worked where 2 of 3 pieces in a mashup showed up, but the 3rd piece was invisible. I'm wondering if this has something to do with MO2's virtual file structure, but I really just don't know. Everything shows up in nifskope so my only conclusion is that the game isn't properly directed to the mesh in the esp? Why would only half a mashup show up in that case? Also, shouldn't I get a crash if that's the case? Anyway, shot in the dark here. If you guys happen to have any input it would be much appreciated... Cheers!
  3. Word. I'm trying to get SKE to inject it's settlement menu (after borking my settlement menus then mostly fixing them) and for whatever reason the install chem is nowhere to be found (and I don't see it in the .esp). The script is in the folder though, so I was thinking I could force it to run from the console. I unfortunately have an inordinate number of mods loaded that cause me any number of conflicts I have to resolve myself. I'm usually pretty good at eventually fixing it (this modding is a game of it's own, aint it?), but this is a new problem, and clearly requires further investigation. Thanks for the info SKK. If any one knows how to tinker with a script it's you. I'll look into it further.
  4. Sorry if the answer to this is obvious, I just couldn't seem to figure it out. I want to force a .pex to run in game. Can I do that with a console command?
  5. Listen here scavvers, Sissy’s Boys is looking for candidates for a new raider gang on the Savage Divide. Only wasters, booze hounds and chem fiends need apply. Were you disillusioned by vault tech’s dubious promises to rebuild the wasteland? Are you a shiftless drunk looking to laze about Appalachia in search of a good time? Has your chem addiction gotten out of control, and you’re in need of a support group with a no so sobriety policy? Well look no further! Join up with Sissy’s Boys and put the waste back in the wasteland! The purpose of this gang is to inject some role-play, comic relief and general self debasement. We will engage in PvP, but badly, and without grief. Just some good old fashioned raiding. DM me if you’re interested and I’ll send you a discord invite...
  6. Jesus you guys are grim, and zanity... you need to relax man. I mean I get why people come up with conspiracies about governments, because governments command real power, but truly believing that todd is orchestrating some kind behind the scenes shadow operation to control your media?... sheesh. Anyway to answer the question, this game is not really intended for any current crowd it seems. How does todd always open his description of this game? He wants all the characters to be real people. This game is an attempt at being a real online rpg unlike anything out there. So yeah it seems like it goes against what this or that crowd usually likes, because they're trying something new. Now whether or not this works remains to be seen. What they aren't trying to do is let you come in and kill everyone, or let you stay completely isolated. They're trying to get people to approach the game in a new way. I think it's all very interesting, and i will certainly drop the nominal amount of money a game costs to see what it can be. In some ways it might be a win. I mean the stories in FO4 are mediocre most of the time, so we won't have that. For me, all my best experience with FO4 have come from the emergent gameplay inherent in modding and building in-game. My characters get fleshed out in the stories I tell myself, not the stories provided by the built in narrative, and with the element of other people adding to my story with characters that they are equally invested in? Doesn't that sound like it could be fun? He said they were committed to private servers and modding, and if that's true, being able to curate the experience could offer up something really awesome (fingers crossed for eventual private hosting like ark). Honestly this is all the same doomsaying that happened when CC launched. "It's the end of modding, blah blah", that hasn't happened has it? Look, every company needs to find a way to monetize past the $60 model. Sorry guys, games have been $60 for way too long, and they've only gotten more expensive to make. So yes, companies have been trying to find new ways of monetizing and some of those have been really bad. Some have also been unexpectedly good for the companies in question (looking at you gta), and other companies, especially companies like zenimax drool at the prospect. I just don't see any reason to think beth is going to push any further past CC. They have got to be making a s*** ton of money with that anyway, and they're just getting started. Especially because there are more PS4 players than anything else, and while we are spoiled over here with all of our amazing free content, a couple bucks is easy to spend for some skins or settlement tile sets. The fact of the matter is, they are never going to do away with modding. Never, ever, ever. They want it. It's what give their janky games so much reputation, and CC is a way for casual gamers on consoles to experience mods which overall are essentially niche. They require knowledge and patience most people don't have, but the idea of modding and the reputation of modding are way bigger than the actual community. I mean, CC is a win win in that regard. They get to monetize, introduce mods to a larger audience and have incentive to keep making games in the tried and true genre of single player rpgs. Which by the way, they announced 2 new single player RPGs at E3. What is everyone complaining about? This game is clearly an experiment. It takes a smaller risk on development (mostly a re-skinned FO4), and it's not like they dropped this on us when we were all expecting a new single player game. Were we? How long did it take FO4 to come out after Skyrim? This may work, it may not, but they are still going to keep making the games you all know and love. So let's chill, there is no conspiracy here...
  7. Yeah, this is a little alarmist I think. I watched the same interview, and had a totally different takeaway. My impression was that at some point (pending their figuring it out), we will get support for private servers, and therefore mods, and they may be s#*! at coding, but modders will figure out how to make it good. Granted that does require private server support, but that's the only if. As far as the engine is concerned, they haven't really said squat on that front. I wouldn't make any conclusions about that until we have it in our hands. Also, I don't think the griefing aspect should really be a concern. Yes your tiny settlements can get wrecked, but only when you're logged on, and he made it seem like they implemented the "repair turret" mechanic for the whole thing, so just a simple button press and it's fixed, and given how this is all shaping out I don't think people will be able to loot your stuff either. I think it's all supposed to be very light-hearted. Even the nuke mechanic seemed to be more of a way for you to drop a glowing sea on the map, than a way to kill people. Is it a true fallout game, hell no. Could it be really fun with private server support and mods? I'm coming around to the idea. You know what Beth also sucks at beside writing code? Writing stories. We all know it. Fallout 4 is one of my favorite games, and it's not because of the writing that's for damn sure. The best experiences I've had with the game come from emergent game and role play. This could turn into something really cool. It could also of course, fail miserably, but I think it at least has a chance, and I think you're also drawing far too many conclusions from a 10 minute interview than is reasonable. Believe me, I'm no Beth fan boy, and I couldn't give a hoo-ha if this thing is great or not. I already have fallout 4, what do I care if Beth ever makes another game I like or not. I'm just looking at this thing objectively, listening to what they're saying about it, and making mild inferences as to what it could be like.
  8. I'm just finishing a pose mod, and was hoping I could get into the super mutant component in time for release, but this is something I will have to take some time chipping into, and wait for an update. Kudos, on your project though, I know that'll be a big asset to the community...
  9. Thanks for the info. I'll def look into it. Being that my main purpose is for posing, I can probably get away with something that only sort of works. Good to know someone is at least working on the PA thing. Cheers!
  10. Looking for a way to get CAT rigs for mutants and power armor in 3ds Max. Does anyone know how this works? Do they have to be built, or can they be converted from hkx files or something? I'm not an animator, but I'm a quick study with some CAD and design experience. Pretty versed in deciphering software interfaces as well. I can find my way around 3ds Max without much difficulty, but not unless I see how something is done first. I know there's not a lot of demand for this sort of thing, but it would be awesome to be able to make some poses and maybe some animations for them. Any info on this topic would be awesome, and thanks in advance...
  11. Having fewer plugins will definitely help, especially if you go to the trouble of packing the assets in ba2 archives after your merge is complete. Merging is a pretty deep rabbit hole, but if you do it right it'll make it possible to keep cramming in mods, and keep the performance at it's best. Head over to the merge plugins page in the skyrim mods, and check out mator and GP's tutorials on the subject. As far as load order is concerned, I keep like mods together, ie armor with armor, weapon with weapon etc. Mechanic/gameplay mods at the top, world space/quest mods next and npc/companion/player character mods after, then settlement, weapons, faction stuff, armors, with everything that specifies low load order at the bottom, and finally any LL patches I'm running. Check out some of Gambit's written FAQs on load order over on the armorsmith page, he gives good advice on getting a handle on your load order. As far as getting it stable, especially around goodneighbor, you're going to have to find a balance between having a lot of mods, having a good frame rate and having the graphics jacked up. Try screwing with the draw distance settings and your shadow res settings in your ini files, that has helped me a ton. I've also cut all the flora mods that add lots of grasses and stuff, because those ruin my frame rate. This isn't a streamlined action game, it's a game where you like to tinker with it's insides, and that causes problems. You may just have to live with some FPS hiccups if you want all those mods.
  12. Was there a windows update last night? I'm having this problem too, but I noticed my machine had restarted, and I wonder if it's not OS related...
  13. I'm running 926 mods on 230 plugins. Don't ask me why. I get so deep into merging, the thought of undoing any of it is more daunting than just piling more on. I'll test a mod for a bit, and spend a weekend every now and then merging the ones i like and tweaking esp files for maximum compatibility. .esl files are cool too. and yes my game is fairly stable, with the right ini tweaks/graphical handicaps. but I mostly just do screen archery nowadays, and frankly none of it matters anymore...
  14. I know it's been said, and rightly so, but Place Everywhere. I'll never build without it again...
  15. It sounds like an uninstall problem, but it can be fixed. You'll probably need to try a variety of menu fixers to get it all back again. Thematic and practical has it's own, and I've used Settlement Objects Expanded's vanilla menu fixer on more than one occasion to fix problems caused by other mods. Also, you may want to try Settlement Menu Manager, as it adds menu protection for certain (not all) settlement mods. Try a variety of things though including uninstalling and reinstalling the mods in question, but pay attention to your vanilla menus as well and make sure they don't disappear on you in the process. It's definitely a tricky b****, but I've had this problem a few times, and I've always managed to get it all back in the end. I'm not sure about your business settlements problem. I've had similar problems where mods I have merged couldn't find the assets because they were tied up in ba2 archives. All I can say is that the game can't find the meshes of the signs you are trying to build, but without digging into the guts of your data folder, it'd be impossible to say why. You could try reinstalling that mod as well. In certain cases, it may be useful to redownload a mod to make sure you have all of the assets in their proper place, and reinstall that way. Be patient with it, and keep trying, and next time be sure to follow the uninstall instructions, no? Happy modding!
  16. I agree with jones. I have a great passion for breaking this game. I can still run my original character despite ravenously screwing with my load order for the past 2+ years. Granted, that character has problems, but it still loads... There are definitely some saves that I have completely borked at this point, but isn’t that the spirit of modding anyway, just ripping a game open and meddling with its guts?
  17. I’ve had this glitch even without the dlc. It’s a vanilla bug. You’ll have to go back to an earlier save to fix it. I’d recommend saving your character’s face as a ‘looksmenu’ preset (obviously requiring that looks menu be installed to work). That way you can just reload the face in a pinch.
  18. My first question is, have you reached the population cap for either of these settlements? The second question is, did you let happiness lapse in either settlement leading to them becoming unallied with you? If the answer is no, than it might be a bug. I had a similar problem a short while ago. I found that ‘conquest’ was causing the issue, but I also found a console command work around. Not sure if it will work in your case, but it’s worth a shot... Go to one of the settlements causing the problem. Approach the workbench there, and open the console. Click on the workbench to bring up its ID and then type two commands into the prompt: setpv ownedbyplayer true setav 33c 1 It worked for me, although I had uninstalled ‘conquest’ when I did it, so if you have ‘conquest installed I would recommend uninstalling it first. Anyway, hope that helps. Happy modding!
  19. *Solved* I went over to BAE's page to see if there was an update, and there was (v.1) but apparently it has trouble extracting textures that use sRGB format files (which should instead be linear format), so it won't extract the files of any mod that uses this format. I checked the posts on that page, and people were experiencing the same problem I was who were also using the outdated version I was using (v.04) The problem being that the old version tells you the extraction is complete when it's not, which will lead you to using a loose file mod that is missing the sRGB textures it couldn't extract. The solution? Use the official tool. Of course... For anyone having this problem and looking for the how to on that: http://wiki.step-project.com/Guide:Archive2 Thanks again everyone, and happy wastelanding...
  20. Steve40- really? I thought I had tried this. So, I unpack the ba2, and zip the unpacked files into a new zip archive that I import into NMM and activate like normal? I'll give it another shot. I tried it with the new bozar bullpup I think, and just got CTD as soon as I mouse over the bozar in Arturo's merchant inventory... christoph392008- Yea I use this tool alot, and unfortunately the merged mod can't access the textures. You don't get a CTD though, you just get invisible weapons...
  21. Thanks, but that doesn't really answer my question. My purpose is to merge the plugins, not optimize load times... Anyone else know the answer to this?
  22. Does anyone have experience unpacking ba2 files and using them loose? Do you need to edit the .esp somehow? I'd really like to be able to unpack all of my weapon mods so that I can combine them in merge plugins. When you combine mods with ba2 files, the merged plugin won't find the textures. I've had some success unpacking certain mods and re zipping them to activate through NMM, but I can't seem to get any of the weapon mods to work. When I unpack them and activate the new zip through NMM, I'll get a CTD when I encounter the texture in game. I figure there must be some trick to this, and after exhausting google trying to find any info on it, I'd thought I'd see if anyone here could point me in the right direction...
  23. *Solution* For anyone who stumbles on this thread I found the console commands that force settlement ownership and put it on the list for companions: *with the workshop workbench selected in the console* setpv ownedbyplayer true setav 33c 1
  24. Certainly the blame is mine. I know that conquest is not the most stable mod, but the sort of functionality it can provide is pretty enticing. Having been through the game a couple of times I thought I'd try it out and see if I couldn't do some cool stuff with it, without relying on it in ways that will disappoint (ie settlers/supply lines/placing settlements in locations that are obviously going to be problematic). Unfortunately this is an unforeseen glitch and could very likely be a conflict as well. Its hard to diagnose that kind of thing perfectly given the insane amount of mods I've got running. It's a wonder it's stable at all, honestly. Not too big of a deal though, I was just hoping to make one vanilla base to keep my companions and loot, and unless I come up with a work around that base is going to have to be located somewhere other than Hangman's Alley...
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