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Tylersteinfeldt01

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Everything posted by Tylersteinfeldt01

  1. I have dyndolod in c:\users\Me\desktop\mod tools\DynDOLOD and am still getting "the name " " specified in the target box is not valid. Make sure the path and file name are correct." error. . Anyone figure out a fix for this? Edit:I figured it out, for some reason it requires me to drop the dyndolod folder directly on the desktop, after doing this I could add " -sse" to the target line. If anyone else sees this, hope it helps.
  2. So like the title says, I'm trying to make a realistic dog breed mod for SSE. I've sculpted high poly meshes and painted textures using Fallout 4's CC dog mods as a reference. . I've made plenty of outfits in the past, but this is in an entirely new category. I suck at rigging/making new skeletons and the meshes don't use the same shape of the vanilla dogs/wolves so copying bone weights isn't an option. If someone would be willing to collaborate or link some educational material on this, it would be greatly appreciated. Note: Yes I understand releasing the mod on nexus might not be an option, I'm looking to learn more about adding custom creatures to SSE and use this for myself more than I'm looking to release it. If I am successful, and the rules allow, then releasing to the public shouldn't be a problem.
  3. So like the title says, I'm trying to make a realistic dog breed mod for SSE. I've sculpted high poly meshes and painted textures using Fallout 4's CC dog mods as a reference. . I've made plenty of outfits in the past, but this is in an entirely new category. I suck at rigging/making new skeletons and the meshes don't use the same shape of the vanilla dogs/wolves so copying bone weights isn't an option. If someone would be willing to collaborate or link some educational material on this, it would be greatly appreciated. Note: Yes I understand releasing the mod on nexus might not be an option, I'm looking to learn more about adding custom creatures to SSE and use this for myself more than I'm looking to release it. If I am successful, and the rules allow, then releasing to the public shouldn't be a problem.
  4. So Ive sculpted several real life vehicles in blender and I was hoping someone might want to use them or do a collab to do a mod that adds real cars to FO4. Problem is, I really suck at texturing and getting the models to work in game. Every time I try to do it myself I get a ctd when trying to spawn them via console. I know its not immersive, but it could be cool for screenshots and settlements to have a mod where you can build these vehicles. or even somehow make them drive-able. Anyone interested?
  5. So I've been searching everywhere, and I can't seem to find a way to export or rip my character's 3d model. Id really love to pose and 3d print some models of my player characters created in game. Im not that great of a 3d model artist or I'd just try to sculpt and recreate. Is there a program or way to rip/export the player character? I know Skyrim had spf command, but spf command in FO4 doesn't seem to do anything. BAE only extracts base models (and I'm trying to extract my character's face with mods and all intact), and I heard ninja ripper doesn't really work with FO4. . Any help or suggestions would be appreciated. OR. .or, if you're a decent 3d artist, I'd be willing to pay for commissioned 3d models. .
  6. For sure, btw, if you look into it and find something about how to make a fomod, or a working fomod template. . Works you please link it for me? Either here or pm. . I can't find squat lol
  7. I tested a couple that's why I thought I was doing good and reducing my load order from 255 to 166 esps. I tried loading a vanilla save, new game and modded save. All cause issues now though, even the ones I tested that worked previously. I made sure that they had no esps as masters, and am up to date with nmm, ck, fo4edit, loot, f4se, and fo4. . I think I should reinstall my back up esps. . Maybe try again at some point. . . This just really gets me frustrated, I followed all the steps and it worked a couple times, maybe I just edited more than I should have, but I stayed under 2048 records per esl and obviously under the 300-4000 eso limit. . I used the steps for doing it in fo4edit and i read somewhere there's more than just changing a flag and file ext if you do it in CK. . Maybe I need to try it that way?
  8. these say that you need to use unique player and cbbe, the textures and meshes should be in the playerhumanfemale folders. if its not showing up, remove all clothes/armor, if it shows up your armor uses a female body in it not just the armor itself. If it doesn't work, make sure unique player is installed properly and the esp is active.
  9. If you click export to .obj and then drag the obj into outfit studio and export it to nif you should be fine. make sure that it has all its weights painted though, because if you didnt paint the bone/bodyweights it will cause nifskope to crash.
  10. Those lines are not the issue. Make sure they are also in your normal fallout4 ini and that both INIs match. It could be a conflict with the game trying to read the wrong ini file or both at the same time. I had this issue and doing this fixed it. If your problem persists, double check your load order, use LOOT. If it continues, you have a corrupt mod somewhere and might have to do a 1 by 1 uninstall/reinstall check
  11. you're using body textures that dont match the hand textures. you can either search for a set that has hand textures that match the body you have, or use a different body&hand texture set. It's best to find a matching set I.E. Face,Body,Hands. . or else you'll end up with these mismatch issues.
  12. can you post a screenshot? could be corrupted texture files, wrong nifs, error in texture path, or error in nif's path for reading textures. An image would really help
  13. the reason is because the armor uses a body with its own textures( or its reading the basefemale/basemale body textures) instead of just being clothes. Therefore when you equip it, your tattoos will go away. If you're dead set on using that armor and seeing your tats, you can remove the body in cbbe's body slide outfit studio, or you can place your textures in basefemale/basemale as well. . although the latter would mean everyone else would have your tats too. . .
  14. If you're using showlooksmenu by itself to change how Piper looks, she will morph into a freak. however if you use showlooksmenu, save, and then use faceripper to add your custom face to either an existing piper replacing esp ( or make your own esp and transfer face to that one) then your custom piper will now have her new look for the foreseeable future ( or until you uninstall the esp).
  15. Invisible assets means the game isn't reading the mod/mods' meshes. Either there was an issue with install, a problem in the load order, or the custom settlement mod you're using requires another mod that you don't have installed as a master. A simple fix would be to use B.A.E (Bethesda Archive Extractor) and extract the BA2 files placing the contents in your data folder. If the files are not in BA2s and they're in loose folders and/or the problem persists it is most definitely an install/load order/missing mod issue and will require unistallation/reinstallation/installation of that mod and or its masters/missing masters.
  16. The best way to merge mods is in FO4Edit. 1) Open FO4Edit 2) Select mods you want to merge and their masters. 3) once background loader is finished open the drop down menus to see the categories. 4) use Ctrl+left click to select multiple categories (select them all) 5) Right click on highlighted categories 6) Select deep copy as override into, it will either prompt to remove or add pre/suffixes ( or will just skip to select file). 7) Select new file 8 )click ok 9) Name your new esp ( ex: "All-In-One-Test.esp" ) NOTE: It may require you to add the previous mod (and additional mods) as a master, (YOU MUST ADD IT, IF IT TELLS YOU OR ELSE IT WONT COPY THE RECORDS) don't worry this is normal and we will remove it later. 10) Repeat 3-7 for the other mods you wish to merge, except when selecting file select the new esp you just created ( ex: "All-In-One-Test.esp" ) . 11) Once all your records have been copied, drop down the menus for your "All-In-One-Test.esp" 12) Click on File Header 13) Locate the section where it lists the file's masters that you were required to add previously 14) Right click on the empty space above each Master's file name 15) Click Remove, Do this for each master that you were required to add ( DO NOT REMOVE MASTERS THAT THE MOD RELIES ON EX: FALLOUT4.ESM, LOOKSMENU, etc.) 16) Use Ctrl+s to save or just exit the program and save upon exiting YOU NOW HAVE A MERGED ALL-IN-ONE MOD! Enjoy! Lol :smile: As for the options, you may just want to upload the files seperately under the optional files selection, or you can search around on how to make a FOMOD installer ( I have no clue how to as it requires scripting and there aren't any working templates that I'm aware of. .I might be wrong on that particular fact though) I hope I helped somewhat lol :smile:
  17. You can enable papyrus logs in your fallout 4 ini and after a crash check the log. the last entry would tell you what papyrus is trying to do at the time of crash and wether it encountered an error. Of course this only helps if its script related. . .
  18. So like the title says, I converted mods in my load order to ESLs (for personal use) and now I can't play. I followed the rules, mods with less than 2048 records and change the flags and file extensions. Everything runs fine in FO4 Edit 3.2.1 . . . . I have no clue what could be wrong, I really don't think its hardware related, I have a high end pc. . . .Any help would be very appreciated. Please and Thank you! My load order
  19. I'd have to disagree about whether or not the community here cares about people trying to learn. it does depend on the questions you ask, as you also mentioned. I'm very much a beginner with the CK, and once I started trying to do things with it and had specific questions to ask, I've gotten a lot of help pretty quickly. I also learn from the questions asked by others that are at a similiar stage of understanding and are looking for help. on "lazy" modders that don't really want to learn, I also think it really depends on how you ask and what you're asking. I tend to have the attitude that anyone can learn these things, since ive been able to,but I do realize that not everyone wants to spend lots of time doing it. I think if those people really want to mod the he'll out of their game, and get the benefits of the authors hard work and time spent, they at least need to take the time to read through the comments page of a mod they're having problems with. Mod authors dont get paid to learn about making mods, or support the mods that they contribute for free. Anyone can use them and choose to give back to the community or not. I'd say the least anyone can do is make an attempt to not add to the many questions and problems that an author will get thrown at them. While generally I agree. But for the most part that I have experienced, if you can't figure it out on your own, you're SOL. I've had many issues modding and creating mods. Questions about mesh work and getting things to work with the ck or even where to find tutorials or walkthroughs. My problem is, my fellow authors, while incredibly talented, are also not very helpful. I've had to abandon great ideas for mods, simply because nobody was willing to help me learn or find resources to learn all by myself. I mean, I get it. As an author, I really do. We spend countless hours and very little thanks, appreciation, or compensation in return. If any. . I'm just saying, how can we expect more great mods to come from other people as well, If we don't make an effort to at least point someone in the right direction?
  20. That's awesome! 61 and not only gaming but also modding! I think that is so great! On another note, I know manual modding has its advantages, but have you considered trying mod organizer or the NMM organizer? They both give you way more control over your load order and you can always go into the files manually for more tweaking. Also LOOT is an amazing tool, it helps you sort your mods based off of its database in more often then not a clean safe way. . If you need extra help on this subject I highly recommend GamerPoet Tutorials on YouTube. Man is a genius, he covers mod installation, game and organizer setup, as well as manual modding tutorials. Everything is always easy to follow and step by step. :) GamerPoets Youtube channel
  21. Hey guys, I've been working on some new projects and I'm looking for a decent texture artist to collaborate on a project or possibly multiple projects. . . I'm fairly decent at 3d models, I just have no skill in textures. I want to learn, but I don't even have that great of tools. Let me know if you're interested.
  22. As a long time mod user and mod author I can attest to the fact there are many issues that can be solved with trial and error as well as a good amount of googling. Many mod authors seem willing to help, but in my experience the forums only help if you know what you're looking for. A lot of the time the questions have already been asked, but in the event you can't find what you're looking for don't expect anyone to reply to your posts. Maybe life has hardened me, but generally I get the feeling nobody cares whether or not you further your education on any subject here. Several times I've posted honest questions seeking answers to issues that I've ran into modding and creating mods to further my knowledge and skills, only to have my thread read and left empty. TO SOME OF US THE ANSWER ARE NOT OBVIOUS. I don't know if there's others like me, searching the internet tirelessly before breaking down and posting in the forums. . . I don't want anyone to do it for me, I want to learn, but the sad reality is, very few care if you want to learn. Very few give even less than two sh**s about the fact you have good ideas (even small ideas can be good). Nobody cares. It's really sad.
  23. OK since everyone only reads my posts and not answers them, I figured a dirty way around my problem. Apparently nifskope was refusing to let my mesh be raised to the proper height, so in outfit studio I was able to correct the positioning. Only "bad" thing is editing in bodyslide is a lot more difficult due to the mesh height being raised ungodly high. . P.S. I might not be one of the best modders out there, but it'd be F***ING NICE to get some F***ING HELP SOMETIMES! I'm sick of my post getting read and ignored!
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