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Everything posted by GrumpGamey91
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Checked @ElminsterAU github and there are a number of new files that look very much like Starfield definitions. https://github.com/TES5Edit/TES5Edit/commit/e74851cc8716470d30969a67e8f56187bcd7cec7 scroll to the bottom, a list of Starfield definitions. Also the Starfield Script Extender is actively being working on https://github.com/ianpatt/sfse
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Desired features in Creation Kit 3.0
GrumpGamey91 replied to Pickysaurus's topic in Starfield's Discussion
ChatGPT type integration to do scripting. Typing is hell for me (medical reasons). Anything to help reduce excessive typing would help. -
Creation Kit UI Question
GrumpGamey91 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
If you're using the mod 'Creation Kit Fixes' (found on this site) settings will be in the fallout_test.ini file in the root directory of Fallout 4. Look for the lines: FontSize=10 ; Size in points FontWeight=400 ; Light (300), Regular (400), Medium (500), Bold (700) -
In the console screen, click on any NPC and type one of the following. setpv bCommandable 1 - Allows any NPC to be commanded. Like Mama Murphy setpv bAllowMove 1 - Allows any NPC to be moved to another settlement setpv bAllowCaravan 1 - Allows any NPC to be used for a supply line. Using these on quest NPCs might or will break quests so caution on use.
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Support from Mod Organizer 2 for Cyberpunk has been available since v2.4.0 RC1 https://github.com/ModOrganizer2/modorganizer/releases/ Support for these games is still preliminary Wiki Mod Authors remember to archive using the directory structure for your mods: bin\x64\plugins\yourmod archive\pc\patch\yourarchive
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SSE Collusion Box help
GrumpGamey91 replied to GrumpGamey91's topic in Skyrim's Creation Kit and Modders
  Actually this response sounds about right. Guess I will have to get creative with using patrol idles and aligning them up to "steer" the dragon. Thanks Daermonster Update: Used two patrolidle markers oriented in the direction the dragon should fly. One placed on the ground at the dragon, the other in the air about 1024 distance linked to a travel package with a 5 minute duration which starts before the dragon actually takes flight. Works like a charm. Looks as the though the dragon woke up, crawled forward (away from the mountain mesh it was flying through) and took flight.- 4 replies
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Proficient with the CK, not proficient with every aspect aka collusion box. In the later stages of completing a new world space, have a dragon, have a spot for him to hang out. Landing is fine, taking off the dragon flies through a mountainridge object. Placed a collusion box in/on the mountainridge, still flies through it. Any ideas on how to make a collusion area that works? Is their a checkbox somewhere I need to fill to make the collusion box collide? Any productive ideas welcome.
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Question for the OP Do you have Windows 10 If so, did you recently update to cumulative update OS Build 17134.286 ? I ask this as everything on my end has been perfect until the update... haven't changed mods or load order or added anything. edit: Found a plus from the Win update, it updated an audio driver, full surround sound is supported again. ---- Checked drivers Updated my graphics driver with same release dates for the Win10 update. I can currently work in Creationkit.exe with no issues even on the heavily modded game which crashes in the actual game. For me, right after selecting a save game and loading, I get audio, the description screen of some item or what not then bam CTD Same happens when attempting a New game. So rolled back to a clean game, no mods, no textures, meshes, et. Starts fine, gets to the character face creation, exit, save. Exit game,... When reloading that very save crashes at the same point after audio and description screen...
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Need help changing ammo capacity on a mod
GrumpGamey91 replied to SentinelCommanderWinters's topic in Fallout 4's Discussion
From within Fo4Edit ( https://www.nexusmods.com/fallout4/mods/2737/ ) Open application Load Fallout4.esm (Or load the Mod that you want to create an Override for) Under FORMID heading scroll down and expand Weapon Find the weapon you want to edit Right click on the weapon From the drop down list select Copy as Override into... Click the "Yes I'm Absolutely sure" dialog that appeared Click Okay (No Need to rename it) on the dialog "change the EditorID" that appeared Click Yes on the dialog "Warning are you sure..." that appeared (Allow editing) Click the check box for , Press OK Name your new override (something like your handle and the type of changes the .esp makes e.g. SCW_P220Ammo) - Note: Do not enter in the file extension, FO4edit does that In the Confirm dialog that appears click Yes --- Now you have a new .esp that will act as an override for your weapon Scroll down in FO4Edit under the FormID heading Your newly created .esp will now be listed Expand your .esp file Select your weapon On the right side, scroll down to DNAM - Data Scroll down and click on Capacity Change the number to what you want Close FO4edit, check all check boxes (this is how the application saves files) --- Enable your new override .esp in your mod manager of choice Play game :) -
As mentioned The Fix of cleaning out the .ini files at \Documents\My Games\Fallout4\ worked on my end. I archived the .ini files, then removed all but the Fallout4.ini and within that file commented out anything in the Fallout4.ini that looked like mod additions and the game launches fine now. My .ini file now has a load of ; semi colons starting each line in it.
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Would like to request that if/when updated - default settings for spawns are set to off. - read your script post, like the direction the discussion is headed e.g. No need for spawns in any world cell the player isn't near which would help our machine performance. - Would like to be able to adjust how many faction spawns there are, meaning would like to add perhaps three more to the minutemen faction and remove maybe 2-4 from the institute and triggermen faction but don't seem to be able to get to that level of granularity. - Want a way to impact what spawns are wearing. Good luck with your efforts
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SSE A few questions about landscaping
GrumpGamey91 replied to vortexhlp's topic in Skyrim's Creation Kit and Modders
    1. How do I properly toggle editing for cells? Just don't have the cell selected or open. Select another cell, then you can edit the one you want. 2. How do I know for sure which quad I'm in? I drop an xmarker down, name it, then look at the cell view window - right hand pane - and see if the xmarker is in the cell I think I am in. If it is, then it's the right one, and name the cell something I can remember. 3. Is there a way to prevent the CK from using up so much page file? Hard drives need free space for the operating system to do its thing. I typically try and keep 20% of the drive free at all times for the operating system to do its thing. Not sure if the CK has memory leaks, but I treat it as though it does. Save, close the CK, back up the current .esp being worked on, then open the CK again and continue working. I typically end up with about 7 .esp backups per session. This also keeps any potential ck crashes down to a minimum. 4. If I want to apply a texture smaller than 1 on my map, then I presume I have to use an object with the desired texture instead? Not sure what this means? -
SSE How can i generate lod for objects in my mod?
GrumpGamey91 replied to dovapix's topic in Skyrim's Creation Kit and Modders
Got the land elements to generate with OScope by doing the following. In the CK, under the menu World, selection Heightmap Editing was able to export the heightmap for my custom world space. This created 4-four .raw files which I named the same as my .esp leaving the file extensions as .raw (Note after running through OScape these became .fmap, .land, .raw and .water file extensions.) Had attempted this before but couldn't get Oscape to recognize my worldspace under the plugin selection field next to the fill button. Ran across a post that suggested simply typing in the worldspace name, had done this in previous attempts but it wouldn't take. Found that in my .esp file I had used a longer name in the EditorID field (the name of the .esp and the name of the editorid field were not the same), when I changed that name to be the same name as the .esp OScape was then able to process my .esp. At least I think that's what did the trick Now OScape works for my worldspace. FYI: OScape's website as referenced from the link in it's download is offline, webarchive has the documentation pages archived at: https://web.archive.org/web/20141112030924/http://obge.paradice-insight.us/wiki/Oscape_%28GUI%29 For the black areas of my terrain, I found a couple of things that might have effected this. Cells can only have a total of 6 paints. I had remapped the default paint to ones that I liked based on the cell, e.g. default became dirt01 in one cell, default became rocks01 in another cell. I think, not positive, but remapping the default cell paint was the culprit. Just an fyi in case others run into this. I can't 100% confirm this without recreating cells or a new worldspace which I am reluctant to do right now. -
SSE How can i generate lod for objects in my mod?
GrumpGamey91 replied to dovapix's topic in Skyrim's Creation Kit and Modders
As always thank you Zilav As an example: From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file. Are the .nif files we need to select located at: Data\meshes\landscape\mountains\*.nif ? or are they located at: Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ? You create them yourself in any 3D modeling software and put anywhere you want in Data\Meshes folder. Data\meshes\Terrain\ is a hardcoded path for generated LOD files, not for the source LOD models. Thanks, got that figured out and now have LOD for Objects and Trees working fine now. Currently beating my head against the desk trying to get Oscape to make the terrain part. Gotten as far as getting heightmaps created from my worldspace into .raw format. Figure another few weeks till I get that "art form" figured out without black areas showing up. -
SSE How can i generate lod for objects in my mod?
GrumpGamey91 replied to dovapix's topic in Skyrim's Creation Kit and Modders
As always thank you Zilav As an example: From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file. Are the .nif files we need to select located at: Data\meshes\landscape\mountains\*.nif ? or are they located at: Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ? -
SSE Facegen problem with any NPC you modify?
GrumpGamey91 replied to Masterofnet's topic in Skyrim's Creation Kit and Modders
I will definitely try this. Those errors are causing the Kit to take forever to save my mod. Do you have any ideas in regards to the Size bust BSUInt32 errors? Thanks Have found a number of reports on this, they all say to ignore them. From my own worldspace I've created, I get these everytime I place a crop in a farmfield. Wish I had a definitive answer. -
SSE Facegen problem with any NPC you modify?
GrumpGamey91 replied to Masterofnet's topic in Skyrim's Creation Kit and Modders
I go through all the NPCs I alter in the CK and make sure to click each facetint once for that NPC and checking if they have color selections selected. Some *coloraverage* selections weren't mapped, so I manually set the colors and they worked fine, no more errors popping up in the CK. -
SSE Navmesh Map Infos showing wrong location
GrumpGamey91 replied to GrumpGamey91's topic in Skyrim's Creation Kit and Modders
Related to my original request for help on this topic, I found this information Records that merge at runtime Hey Zilav, I agree. Reading the link above, I see you've been down this road before. Navmesh and what the CK does, is like trying to understand how the mind of a squirrel works - sometimes it just wants a nut, sometimes it wants to drive you nuts.- 7 replies
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SSE Navmesh Map Infos showing wrong location
GrumpGamey91 replied to GrumpGamey91's topic in Skyrim's Creation Kit and Modders
Problem no longer applicable. I discovered that I had been working from dirty .esm's. After cleaning the main esm files with Tesedit the problem solved itself. Interestingly, the cleaning process for the esm's reflected the same locations and navmesh that had been sticking to my created world .esp.- 7 replies
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SSE Navmesh Map Infos showing wrong location
GrumpGamey91 replied to GrumpGamey91's topic in Skyrim's Creation Kit and Modders
Can I also ignore all the pathfinding data at the bottom of the same ? Yes. Appreciate the responses. Location and Navmesh are the two areas that the various tutorials out there don't give a lot of depth or clarification on. -- Ignored the navmesh and pathfinding, worked a bit on interiors creating fresh navmesh and if I attempt to play the .esp in game it locks the game up. Looked at it again in TESedit and now in addition to previously described Navmesh Info Map Tamriel references there's Cell override (green) Tamriel info added. No conflicts, the only record change is water height (my .esp used a different water height) which the override reflects. Could the problem stem from Parent Worldspace vs. Parent Cell locations? For interiors the reference used for the Parent Cell, is the name of the Interior worldspace (they're both the same - the Parent cell is the same as the interior name as some tutorials described. ... What information do I need to present here to aid in the discovery of what I am doing the wrong way? Still learning, thanks in advance for any information.- 7 replies
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SSE Navmesh Map Infos showing wrong location
GrumpGamey91 replied to GrumpGamey91's topic in Skyrim's Creation Kit and Modders
Can I also ignore all the pathfinding data at the bottom of the same ?- 7 replies
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Having an issue with Navmesh Map Infos for interiors Created a worldspace, no issues with the exterior worldspace. Created interior spaces, houses, cave, et am having issues with those. History Before working on interiors, created the exterior terrain, placed objects, manually Navmeshed the worldspace with preferred paths and water (b) pathing and have no issue at all with the exterior. Works like a dream, nothing in TesEdit that conflicts or maps wrong. Upon duplicating interior spaces I started having problems with the Navmesh Map Info mapping to Tamriel, even after deleting all the markers, and changing ownership to any placed items. I tossed the .esp at that point and used a backup prior to interior spaces. Current Now creating interior spaces from scratch, empty space, start adding statics when I save, Navmesh Map Info has many references to Tamriel. I know my issue has to do with setting proper location information, I just can't figure out what I am not adding or improperly naming or something. Here's are the steps I do 1. From the Object Window / WorldData / Location I create a location, give it an ID and name. Under Editor ID, add LocType(s). 2. In the creation kit I select the menu World/Cells, place my cursor over the listed cells and right click create new. 3. Click the created space on the left, rename the space. 4. From the World/Cell, Common Data tab I select the location created in step 1. 5. From the tab Interior Data I name it similar to the name created in the Cell. 6. In creation kit, Cell View Menu, select the World Space Interiors drop down list, which shows my created interior space below. I click view to bring up the window, add my static items, navmesh around those and save. 7. Close creation kit, open Tesedit, look through it and Navmesh Map Info has mappings to Tamriel. If I delete the navmesh map info's from Tamriel all the navmesh from my interiors is missing. What am I missing? What step have I missed? What location information am I not mapping, is there a marker I should have added to map WorldData/Location to the cell? Appreciate any tips, help, advice, link that can help Thanks in advance
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SSE Trouble placing navmesh verts
GrumpGamey91 replied to Manway's topic in Skyrim's Creation Kit and Modders
One thing I've found very helpful in setting vertice is that the X Y and Z keys work just like they do when placing objects. So when it places the vertice at your camera, just slide the vertice to the location you want holding one of the Z Y or Z keys. -
FYI Normally, the site takes considerable time to load. I have had my ad blocker and script blocker off for this site since premium membership. I discovered that if I turn script blocking on and come to the site, it takes just a second to load. Kinda of weird that... So now, to come to the site, to have it load in a second I leave my script blocker active, then when the site has completed loading I turn it off. It's just faster and I must say confusing that the site responds better to script blocking than with it off. Anyway, just thought you might want to know.