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jackjack86

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Everything posted by jackjack86

  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.
  15. Sorry, Not going to play the word games. It's a known fact the install location (x86) is a troublesome location as Windows protects all files in that location and will deny access to files being edited there. Good luck with your games. EDIT: here, read and learn. https://support.microsoft.com/en-us/topic/microsoft-does-not-support-changing-the-location-of-the-program-files-folder-by-modifying-the-programfilesdir-registry-value-5bf366f0-8e8f-ba93-9fc7-049064ef56f0 And this} https://support.microsoft.com/en-us/topic/-windows-cannot-access-the-specified-device-path-or-file-error-when-you-try-to-install-update-or-start-a-program-or-file-46361133-47ed-6967-c13e-e75d3cc29657 So you Either take the advice or Ignore it. Don't Challenge it. I am here to help people , Not get into frivolous arguments. I agree with your conclusions... However, I am the admin of this machine and I choose when and where files get stored. Windows does not have any qualms relocating my files when I tell it to, it just asks me if I'm sure that I want to overwrite/place files in a protected directory. Surely, bethesda knows about this issue and would advise me to install into a different directory if it was an issue to running the CK. I do not use IE, I'm a chrome user. My OS is stable, it's the CK that is giving me trouble. I'm not changing values in RegEdit. I don't see how pointing out possible missteps that I have not done is gonna help me. The only thing that I have done that you have surmised is installing FO4 into the directory that Steam, Bethesda, and Microsoft have all said is the right one.
  16. I'm running 64bit not 32bit. I'm not doing lip generation so there's no need to RN.
  17. Launch the Kit, Before enabling the data / mods in the kit, there is a drop down menu to allow you to log on to the Bethesda website in order to obtain Full permissions to edit files in the fo4 game. Doing so downloads prerequisites required in order to see every thing. IF that does not work? then you install the game into the wrong location. Yeah, I'm sure that some computer fairy reinstalled my entire FO4 game and CK into the wrong place within the last 24 hours. That must be where I went wrong. Lol I can see texturing if I enable GBuffer 0 shaders in preferences I don't think you understand ? IF the game and steam and Bethesda's programs are all installed in C:\Program Files And Folders (x86) You absolutely can not edit mods in the Kit. Some things you can get away with, not every thing. So, start over ok ? List your spec's location of the game installed @ How you're running things ? Are you running through a mod manager if so, which one? etc.etc sorry, I misunderstood you. My game and CK are installed at C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\. I am running through a mod manager which is Vortex. I also have Wyre Bash and LOOT installed. Bash is installed at C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Mopy and LOOT at C:\Program Files (x86)\LOOT.
  18. Launch the Kit, Before enabling the data / mods in the kit, there is a drop down menu to allow you to log on to the Bethesda website in order to obtain Full permissions to edit files in the fo4 game. Doing so downloads prerequisites required in order to see every thing. IF that does not work? then you install the game into the wrong location. Yeah, I'm sure that some computer fairy reinstalled my entire FO4 game and CK into the wrong place within the last 24 hours. That must be where I went wrong. Lol I can see texturing if I enable GBuffer 0 shaders in preferences
  19. I can see their meshes but texturing is disabled somehow. Does anyone know what might be causing this?
  20. I'm working through some patches I need to make for my mod. One of these involves Crimsomrider's Augmentation (Male Addon-SHB) and an add-on I did for my own mod, Real Gen2 Females, that changes nick valentine into a female synth. I noticed that there are 4 fields named nam0, nam1, nam2, and nam3 designated for skin textures. Could these be utilized for skin overrides? I'd like to also take care of nick's hand and headrear with the 100% augmentation clothes.
  21. Ha, i actually know alot more about C++ than Papyrus. kk, just need to learn the rest. Thanks for the advice. Edit: Could this be done through F4SE?
  22. So, I'd like Codsworth to use more than one of the player's name at random if it is in his list of known names. For instance, if the player's name is "Fiona f*#@face," he would either use Fiona or f*#@face as both of these names are ones that he has voice lines for. I think him using both names at the same time is a little overboard so I'd like to avoid that. Problem is that I can't find the source script for this interaction.
  23. Thx, I ended up just morphing the original mesh in Outfit Studio and that ended up working (the one shown in the OP was also done in Outfit Studio). There's a bug with the player character not showing parts if there are too many meshes to render.
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