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jackjack86

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    JackJack86#7092
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    United States
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    Wolvenkit

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  1. I think I may be able to use the Female (00084486) keyword to sort it out. Just gotta try it out in game.
  2. I am trying to mod the Vault Tec Security armor(s) to use either the vanilla or Vault Tec Security Armor Replacement meshes. The attachment keyword I'm trying to use is ap_armor_index_value01 [KYWD:xx000B85] I'm just a little unsure of how to go about it and google didn't yield any useful results for me. RN I'm basically nesting modcols to accommodate both the male and female meshsets from VTSAR. I don't know if I'm gonna need to add a keyword that can check for gender tho. Anyone have experience using this feature or implementing a similar one?
  3. No, just need to test 40 or so NPCs. Was hoping i could just use the Lists but gotta use FormIDs instead.
  4. Would you need to script an object to spawn NPCs from a LChar?
  5. It's console but I think @LarannKiar answered it. I could also be wrong tho.
  6. I've tried googling it already but can't find anything. I'm sure it's a n00b question but I'm asking anyway cause I'm... well... curious. Are Moveable Static Objects, such as Vehicles (Cars, Trucks, all those objects that NPCs run into that puts them in a downed state), calculated by the CK when building PreCombines?
  7. What I mean by this is can I take the form id and use player.placeatme 000E6B42 10 and spawn 10 actors from this list? Or do I need to use individual actor FormIDs??
  8. Well, I know that reshade and ENB mess with the kit. I've renamed those DLLs so they won't attached to the process. I'll try removing them outright.
  9. EncSynth... Really any of the EncSynths. These are the primary NPCs I'm working with. The rest are added by Female Synths, my mod, and the patch I'm working on. EncSynth02Template is the primary template NPC
  10. Oh, yeah I already unpacked that zip. It not hidden tho. Its in \Fallout 4\Data\Scripts\Source\Base. I suppose it is hidden if you don't know where to look or what to look for.
  11. Yeah, The 32bit CK frequently crashes on simple things like loading NPCs or other objects. So, I try my best not to use it if at all possible. Had to unpack the textures. Same behavior tho. No texturing.
  12. I'm running 64bit. No need for 32bit in this instance, not doing lip generation. I saved these particular textures with BC1 compression. I got them working now tho. Had to build all my head pieces (head and headrear) seperate from my body and hands with materials baked in. maybe because the head meshes are vanilla and my body is atomic muscle, even tho they share the same UV map. idk. Doesn't matter which mesh I'm viewing or which textures are applied. Textures will not be rendered unless I use Debug mode set to GBuffer 0.
  13. I keep what I'm working on loose. Most mods that I reference are loose as I find that different plugins cannot access other plugin's archives even when they are in the master list. The only one that aren't loose are ones that don't have archives or other resource files. The Ck will not render any Textures (loose or archived) unless I set the shader value (theres a "Debug mode" dropdown selection in "Shaders" tab of preferences to "GBuffer 0" that I have to set everytime I run the CK). Screenshots in Spoiler. I am not comfortable giving access to my machine to unknown, although helpful, parties. I appreciate the offer tho. EDIT:There's one mesh(es) that isn't rendering and that is the headrear. It doesn't like this texture set I'm working with. It'll render if I don't change the nif's (using Outfit Studio) material beforehand but it won't take the body texture for some reason.
  14. I cleaned out the temp folder, launched the kit, logged in, loaded a plugin; all as you suggested. There was no zip DL'd. Not one thing to be extracted. Still can't render textures using default rendering. You may know a lot but you don't know what's going on with this machine. I'm gonna DL the latest version of Creation Kit Fixes. after that who knows if that'll fix whatever is happening.
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