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About Dupre232

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United States
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Skyrim, Fallout 4, Morrowind, NV
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Ultima 1-6, all Elder Scrolls, Fallout 3, NV, 4
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Adding retextured Robe as independent item
Dupre232 replied to domenic1407's topic in Skyrim's Skyrim LE
Hello! It's fairly simple to add a new robe and point it to your retexture, so it's unique. You'll want to use the Creation Kit. I recommend downloading and familiarizing yourself with it while checking out a basic tutorial for creating a mod. There are lots of them here on the Nexus and YouTube. Here's a quick write-up of what you'll be doing: -Launch the CK, then click 'save', or file --> save. It'll prompt you to create a .esp. Once you've saved it, remember to eventually activate it in your mod list (using your mod manager, or go to C:\Users\[user name]\AppData\Local\Skyrim\Plugins.txt). -Click the 'load' button, or file --> data. Find your mod at the bottom of the list, highlight and click the 'set as active' button. It'll take a minute since it's loading all the vanilla assets. -In the object window, go to the 'TextureSet' section, under 'miscellaneous'. Right-click 'new', and give it an ID (I preface mine with 01 so they show up at the top, e.g. 01RobeTexture). Highlight 'diffuse' and click 'edit' below, and point it to your texture. Do the same for the 'normal' map, and any others you're replacing. Click ok. -In the object window, go to the 'armor' section, under 'items' and find your robe. You can scroll to the right and sort by in-game name so it's easier to find, and set filters in the box above. -Right-click the robe and 'duplicate'. Double-click the new robe, give it a new ID, e.g. 01NewRobe, then change the name if you want, or any other stats. When you eventually click ok to close this window, it'll ask if you want to create a new form. You can say no, since you already did (when you duplicated). -In the 'armor add-on' box near the bottom, double-click the item in the box, which will open its armor add-on window. Change the ID, e.g. 01NewRobeAA. Click ok, and it will ask if you want to create a new form. Click yes, and you'll be back at the armor screen. You just duplicated the vanilla robe's armor add-on. Notice you didn't change the existing add-on though - it should still be the vanilla one. So right-click and 'delete' the vanilla add-on, then right-click and 'add' your AA. -Double-click your armor add-on in the box. In the 'biped model' section under both male and female, click 'select'. In the 'alternate textures' section, double-click the entries relating to your robe and add your texture set. There may be more than one for your robe. Also, one of the entries will probably be 'body', which is the skin texture. I doubt you're changing that, so leave it blank. -You can do the same for the ground object, aka world object. This is a different mesh of the armor the game uses when you look at it in your inventory, and when it's dropped on the ground. In the armor window, click 'edit' next to the 'world model' section. Do the same texture replacements you did with the add-on. -Click ok to close and save each window, then save the mod. -
Correct, if you load only the Skryim.esm in the CK, you'll only see the vanilla game. Anything new that you mod in the CK should then be saved as a new file (either another .esm or usually a .esp). That file is your mod, which needs to be activated in your plugins.txt file. The next time you open the CK to work on your mod, you load your mod as the "Active" file, which will automatically load the vanilla files too. Another thing to check is that you saved your mod in the correct place - the data folder. I'm guessing you're using a mod manager like most people, but I recommend checking the file manually to ensure it's enabled. It's here: C:\Users\[user name]\AppData\Local\Skyrim\Plugins.txt If you type help Drax and nothing is returned, either your mod isn't activated in your plugins.txt file, or you didn't save your work as I described above. Let me know if I can help more before you commit your laptop to the fires of Mount Doom. :smile:
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I have the latest version of ENB for Oldrim and am manually tweaking things. I managed to enable wet surfaces for both objects and skin in the 'WetSurfaces' section, but apparently that enables the effect at all times. I only want the effect when it rains, so I turned the values back down in that section and applied the same values in the 'RainWetSrufaces' section. It doesn't work though. My first two guesses are that either I'm not enabling it correctly (but the other section called 'WetSurfaces' works fine, and looks almost identical), or ENB isn't recognizing the rainy weather (I'm using Climates of Tamriel, but I have the Wet and Cold mod and it identifies my rainy weather just fine). Any help would be greatly appreciated!
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I've created two AI packages that make my NPC 1) patrol around a large area of the wilderness, and 2) hang out in a given area and sleep at night. I've tested them by simply placing the NPC and adding the packages in his actor screen. It works fine, and he'll start his patrol package no matter how far away I am. Now I'm spawning him in a repeatable quest, using 'initially disabled' in his reference, and a script to force him to respawn when the quest runs again. That works fine, but no matter what I try, his patrol package won't start unless I move to the cell he spawns in. I've tried adding the packages to his quest alias, experimented with a number of different things, and searched a lot, but can't find a solution. Any help would be appreciated!
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A similar thing happened to me Markus, but in my case I accidentally launched the F4SE exe before I started Steam. If Steam isn't running when I launch F4SE, it starts Steam and then runs the official launcher, which then prompts the update (even though I had it disabled like you). Very annoying, lol. By the way, that setting you need should be in one of the ini files which you could edit manually, rather than having to use the launcher. Documents\My Games\Fallout4\ Fallout4.ini and Fallout4Prefs.ini The 'Prefs' file has the bulk of the video settings, so it's probably in there.
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I agree, I love all the voice actors and actresses, particularly Nora and Piper's. taryl, you could technically do that, but part of it would be very time consuming. The audio itself could be done in just a few minutes. You'd extract Piper's dialogue files from the English audio package, then just put them in the data folder like any simple replacer mod. However, the game will still have Piper's Deutsch text, which would be noticeable with the lip-sync and subtitles. You could fix this in the CK by replacing the text of the Deutsch lines with the English version in Piper's dialogue entries, but that would be very time consuming to look all that up and type it manually. It is possible though.
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I first noticed this years ago in Skyrim - rotating my camera near a follower NPC makes them fade out and disappear. It's fine when the camera's very close and they're obstructing the view, but it happens even when the camera's fairly far away. Eventually I noticed that it stopped happening when I equipped a follower with a specific armor, though I'm not sure why. With Fallout 4 it seems to happen when the camera's even further away, so it happens more often. Does anyone know what causes it? I've searched the game settings in the CK, and I don't think anything in the armor and armor add-on menus would affect this. I thought it might be the collision box in the skeleton, but that wouldn't explain why that set of armor in Skyrim made a difference. I'd just like to reduce the distance before it fades them out. Thanks in advance for any help!
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I also dislike the new layout and would appreciate if the option to use the old one could remain. Regardless, this has been one of my favorite websites for many years and I'm grateful for everything. :)
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At my wit's end! Need help
Dupre232 replied to amokrun1's topic in Fallout 4's Creation Kit and Modders
The error messages are normal. Or at least, I doubt any of them are related to your issue. Have you checked the template section to make sure it's set to "none"? I'm really not sure. The CK can be really buggy, but I've never heard of something like this. If no one else has any suggestions, maybe try reinstalling the CK? -
At my wit's end! Need help
Dupre232 replied to amokrun1's topic in Fallout 4's Creation Kit and Modders
Yes, selecting "New" should be fine, and the fields shouldn't be greyed out. You usually see this when working with a template actor, as steve mentioned. I'm not sure why it'd be greyed-out otherwise. The template field should be blank by default. Maybe try running the CK in admin mode? -
Armor that swaps head parts (eyes)
Dupre232 replied to Dupre232's topic in Fallout 4's Creation Kit and Modders
Thanks again Thorald. That's an interesting thread, I had no idea this was such a tricky task. Maybe I'll try to Frankenstein a script together from their findings. They were attempting a lot more than just swapping eyes, so maybe the script I need could be simple. I'll post back if I have any luck. :) -
Armor that swaps head parts (eyes)
Dupre232 replied to Dupre232's topic in Fallout 4's Creation Kit and Modders
That's a really cool mod. :D I'm no good at creating scripts though, but thanks for your reply. :) -
Hello, I'm trying to make a piece of armor that changes the eyes. I'm playing a synth and using a mod with a number of custom synth eyes, thought it would be cool to easily switch to an alternate eye color. Each color has its own mesh, so the ArmorAddon's pointing to the alternate eye color's mesh. The Skin Texture drop-down is pointing to the alternate color's TextureSet. The Skin Texture Swap List drop-down is pointing to a new form I made that points to the alternate color's HeadPart. I'm using slot 47 and I've tried some of the others. I notice if I set it to slot 32, it actually works but the rest of my character's head is invisible. ;P I'm not sure if it'll be better to try making it equip a new mesh of the eyes, or just swap the materials/textures. I think I've tried every possible combination but I can't get either method to work. Thanks in advance for any help! Edit: Can't figure it out, so I'm starting to think it could only be done with a script attached to the armor, or even just a console command? I can see the HeadPart listed but I don't know of any command to apply it.
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You mentioned that you reloaded to an old save, but did you uninstall the mod? If it's affecting the NPCs upon loading, then rolling back to an old save will still have the same affect if the mod is loaded.
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Hello, I've created a number of actors and would like them to spawn randomly, so I've created a LeveledCharacter list and a number of template actors that are placed in the game world that use the LeveledCharacter list. I've tested and it works fine. However I need there to be only one instance of each actor allowed and I don't see a way to do this. In other words, I have actors 1 through 12 and I placed 8 template actors, so I get 8 spawns selected randomly from my group of 12 actors, but sometimes an actor will get spawned multiple times. I've also noticed this when running the test in the LeveledCharacter UI and setting it to display multiple results. I have the 'unique' box checked for each of the actors, but the box gets greyed-out for the template actors. I don't see anything in the UI of the LeveledCharacter window that would help, so I'm guessing it's just not possible, unless maybe with a script. Any advice would be appreciated!