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Posts posted by GeminiContractor
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Tutorials for editing classes, turns, abilities, AI, etc. might be helpful.
It is not very obvious what to edit to achieve an effect, at least not to me.
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The issue of party members starting events occurs for me quite often.
They often do not have much dialogue that is different from a custom character, and the dialogue is not voiced.
In addition, they tend to lack the dialogue effects that I would want them to have.
A mod to make only the currently selected party member activate dialogue would likely improve the game, I think.
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Equipment or ability that when worn or used would teleport party members to the currently controlled party member if they are a certain distance away for a certain amount of time.
Maybe a version with an ability that immediately teleports all party members to the currently controlled party member as well.
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1. HUD element showing pawn health, stamina and weight.
2. Menu showing character affinities.
3. Pawns using items properly (not constantly using them for debilitations).
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Also, if you haven't watched Kinggath's video series, I'd highly recommend it. It will give you some valuable insight into modding.
Welcome to Bethesda Mod School
Thanks.
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Is it green because you have it selected?
Yeah.
Deselecting it got rid of the green appearance.
Also, the Fallout4 folder in Documents\My Games never has anything from the Creation Kit in it.
I'm still seeing warnings and errors though.
Creation Kit stuff, INI files and whatnot, are kept in the main Fallout 4 folder. They don't show up in Documents\My Games, because the CK isn't actually a game, it's a development environment.
Lots of warning is normal. Like hundreds of them. Install F4 Creation Kit Fixes, it helps a lot.
Oh, okay.
Thanks for the link to that.
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So, I'm trying to get the Creation Kit for Fallout 4 working, but it doesn't load textures in the Render Window.
Not only that, but when I open Fallout4.esm, it gives 471 warnings about not finding things.
I've tried deleting everything and reinstalling, but it doesn't help.
This is what I've done:
Uninstall the Creation Kit, then uninstall Fallout 4 and delete the Fallout4 folder in Documents\My Games
Install Fallout 4, then run Fallout 4 and set graphics to Medium in the Fallout 4 Launcher
Start a new game, then save and exit
Start Bethesda.net Launcher
Install the Creation Kit in the main Fallout 4 folder, then run the Creation Kit
Accept all of the requirements (I've tried letting it unpack and not unpack the file it asks about)
Go to File-Data...
Check the box next to Fallout4.esm, then click OK
Go to Cell View, then duplicate CTEST
Rename the duplicate, then delete all of the duplicate's objects
Go to Object Window, then drag UtilSmRoomWall01 from Static-Interiors-Utility-SmRoom to the Render Window
The wall in the Render Window is green
If I double-click on the wall in the Object Window, it's textured there, but an error window appears saying:
TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds'
If I double-click on the wall in the Render Window, it opens the Reference Window, and it's textured in the Render Window until I close the Reference Window.
What am I doing or not doing that's causing the warnings and texture problems?
Also, the Fallout4 folder in Documents\My Games never has anything from the Creation Kit in it.
Edit:
Turning the lights on and deselecting the wall made it visible and removed the green appearance.
I'm still seeing warnings and errors though.
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Thereâs an option in my Tweaks engine plugin to speed it up.
Thank you for the reply.
That option does make the vanity camera move faster, but it still has the snapping problem that I mentioned.
Turning the normal camera (the one that changes player direction) is smooth, but turning the vanity camera is odd, like it is pausing every second that the camera turns.
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For some reason, turning the vanity camera is really slow for me with a controller but not with a mouse.
I tried changing these settings to these values:
fXenonVertLookSpeed=8800.0000 fXenonHorizLookSpeed=8800.0000 fMouseSensitivity=0.0003
While changing those made the vanity camera turn faster, it made the camera and the vanity camera not turn smoothly (like it was snapping to different positions), which made me nauseous.
I put those settings back to default, and then I tried this mod and modified the values in it to "15" through the GECK:
https://www.nexusmods.com/newvegas/mods/36621
However that did not seem to do anything, and when I uninstalled the mod, the vanity camera was even more slow.
Is there a way to get the vanity camera to turn smoothly and quickly?
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First, a bit of clarification to avoid some pending confusion. Technically a "Bashed Patch" is generated by Wrye Bash/Wrye Flash, which uses an algorithm. A few data record types, such as leveled lists, can be merged automatically in the "Bashed Patch" avoiding the need to manually create a compatibility patch for these.
The xEdit/FNVEdit tool has the ability to also generate a "Merge Patch" using a similar algorithm, but also the ability to override the individual record conflict "winner" result with different choices. Many people create a "Bashed Patch" first, and then create a "Merge Patch" manually to override specific records as desired with earlier loading records or unique values, which has the advantage of reducing the number of manual edits required. While both are very similar, the resulting patch files can both be included in the "load order", with the "Bashed Patch" loading before the "Merge Patch". This can be handled automatically by LOOT if the files are named correctly.
See the wiki "Merged Plugin Guidelines for Personal Use" article on how to merge plugins (which is not the same as a "merge patch" file) to get your active count down while still keeping the mods, and for the naming conventions recognized by LOOT.
Regarding which files to include when creating either type of patch file: You need to load your entire "load order" (including all ESM and ESP files), or your resulting patch will fail because the "mod indexes" will be off when the game loads them. The "mod index" of each plugin is determined at the time it loads into the game engine, which is why you have to rebuild such patch files anytime you make ANY changes to the "load order".
To address your question regarding "Leveled Lists": Please see the "S.T.E.P. Guide to Merging Plugins" article section on "xEdit Merge Patch" for a more complete discussion of potential issues. (The advice is to disable "leveled lists" using that tool.) Suggest you take a look at the "Filter Menu" tab of the "Tome of xEdit" documentation to identify "Circular LIst" conflicts and restrict the view. If you scroll down the list in the middle of the screen you will find:
* LVLC - Leveled Creature
* LVLI - Leveled Item
* LVLN - Leveled NPC
Suggest you be very cautious about attempting to manually merge leveled lists. Might want to bring the question up on the xEdit "[WIPz} TES5Edit" forum or Discord Server first.
-Dubious-
Thank you for the reply and information, but now I am even more confused.
Are you saying that when I build the Bashed and Merged patches, I need to include all of the plugins in both patches?
About disabling leveled lists, am I supposed to disable them by deleting the "Leveled x" categories in xEdit's Merged Patch?
Also, the S.T.E.P. guide says to remove the "Leveled Item" category, but I am not sure if that means the "Leveled Item" category or all of the leveled categories.
As for manually merging leveled lists, I was not going to combine the lists in xEdit.
I just thought that I needed to only include mods with leveled lists and containers in the Bashed patch.
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It adds more than cacti, but "Wasteland Flora and Terrain Overhaul" by vurt seems to have saguaro cacti.
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So, I want to make a Bashed patch, but it is somewhat difficult to go through all of the mods looking for leveled lists and containers (I have 246 files to go through), and the EditorID search feature in xEdit does not seem to be able to find what I am looking for.
Is there any way to search for "Leveled Item", "Leveled NPC", "Leveled Creature" and "Container" in plugins?
If not in xEdit, is there any other way to look for those?
Also, when making a Bashed patch, do I need to include the Fallout and DLC files or the unofficial patch files since they have containers and leveled lists?
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I am not sure if it is what you were looking for, but if you edit the "hudextension.ini" file that comes with the Nameplates mod (the .ini file is at "F4SE\Plugins\"), I think that you can set it to show character levels by changing "uFlags=0" to "uFlags=32".
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I am trying to install Morrowind mods for OpenMW, but normal mapping has to be removed from meshes in OpenMW, and some mods have 50+ meshes.
There is a Python script to automate the editing here:https://forum.openmw.org/viewtopic.php?f=40&t=3922&start=100
However, I have no idea how to use it.
I installed Python and set the path for it.
I installed PyFFI.
Then I used the command prompt to go to where the mod folder is and used this command:
python fix_nif.py '.*_nm\.dds'
However, it did nothing.
Then I added to that with:
"C:\Users\UserName\Desktop\ModFolder"
However, that just caused the command prompt to show:
"usage: fix_nif.py [-h] [--dryrun] dir"
"fix_nif.py: error: unrecognized arguments: C:\Users\UserName\Desktop\ModFolder"
I also used the script from here:
https://www.reddit.com/r/Morrowind/comments/833v0d/amazing_how_good_openmw_can_look_with_the_right/
Using it like this:
python tweak_to_script_to_strip_normal_detail_maps_from_nif_files.py --regex '.*_nm\.dds' ModFolder
Causes it to run, but then it gives the error:
"struct.error: unpack requires a buffer of 2 bytes"
"Error reading file unpack requires a buffer of 2 bytes"Could someone help me with this please?
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Original poster means that this spell should use the same hand motion: as if you were slashing with a sword, but without the sword. In case you hadn't noticed, swords aren't particularly animate themselves. /end snarky remark
:P I kid! This actually sounds really cool. However a 1h sword animation would be more sensible. The way a 2h sword animation works, the results would be rather... odd.
It is as you say.
However, I actually wanted an animation to show the hand moving outwardly, but I was unsure anyone would go through the trouble of creating an animation for this request, if it even was done at all.
Here's a GIF showing what I mean(sort of):
http://s21.postimg.org/gqiliu7nb/effectanimation.gif
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Could and would someone make a spell using the effect of the Bloodskal Blade?
If possible, I'd prefer it to:
-Use the blade's animation
-Not have a weapon in hand(just the hand like the usual spells)
-Give the player's hand a sort of aura similar to the Ebony Mail armor's but only on the hand
-Do a great amount of damage or scale with the player's level or destruction level
-Have different colors(perhaps with different effects/e.g green=poison, red=bleeding, purple=soul trap, blue=mana damage, white=undead-daedric damage and fire damage, orange=mild unrelenting force effect, black=instant kill or marked for death effect)
Thanks.
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It is good possibile to use Dragon shouts, I ll teach you all the information i know
the red ones i dont know, the green ones i know
Resurrect Dead dragon
summon fog
return to Nirn
Bex ( shout form the graybeards to open the gate )
1Meteor storm
2Fire storm
3Dül Quoth Zaam
4steam breath
5Fiik Lo Saah
1 Meteor storm
2Fire storm
3 Soul Cairn Summon
Dül Quoth Zaam
xxo1a162 xxo1a163 xxo1a164
4 Steam breath
http://skyrim.nexusmods.com/mods/24035/?
5 Fiik Lo Sah
mirror decive phantom
0002f2cc 0002f2cd 0002f2ce
all dragon shouts:
http://www.uesp.net/wiki/Skyrim:Dragon
all shouts the dragonborn use:
http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Shouts
If someone know how to get te unknown shouts, please post here!!
thank you all !!!!!
Wow this topic is ancient, but I appreciate the response and information.
Thank you. :biggrin:
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The Nightingale armor uses a black alpha plane inside the hood that creates the illusion of fading to a shadow. The plane just has a gradient going downward.
Thank you very much. :biggrin:
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Anybody know how to do this, if it's even possible?
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I wanted to know how to make hoods that don't show the character's face at all such as in this mod:
http://skyrim.nexusmods.com/mods/2964
Is it possible, and how is it done?
I'd basically like to know how to edit existing hoods(what programs I need, how to use it for this, etc.) and create new hoods with this effect.
Thanks.
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I got the Temple Priest clothing from the Dragonborn expansion the other day, and I thought that the hood would look better faceless(I don't really like how it looks right now)
Then I thought that all of the hoods in Skyrim would look better faceless, and so I made this topic.
By faceless I mean like in the mod below.
http://skyrim.nexusmods.com/mods/2964
If someone would make this, that would be great.
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I'm not very savvy about comparing computer hardware.
Is that GPU better than an Intel GMA HD Integrated card?
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In no particular order:
Dragonbone Ebonsteel Armour
Castle Grey
Halls of Dovahndor
Dragon Falls Manor
Companion Vilja
Ultimate Follower Overhaul
Deadly Dragons
SkyUI (of course)
These all seem to be fitting.
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I'd love to see a mod for Elsweyr, but the desert setting is more fitting for the Redguard's Hammerfell, isn't it?
[Mod Request] Less demonic Tieflings
in Mod Ideas
Posted · Edited by GeminiContractor
Could a mod be made to change the Tiefling NPCs to be more like they used to be?
They used to be less red with normal eyes and less prominent or no horns.
https://forgottenrealms.fandom.com/wiki/Tiefling#Gallery