Jump to content

Yulliah

Supporter
  • Posts

    149
  • Joined

  • Last visited

Everything posted by Yulliah

  1. Alright, what I want you to do... As for some reason the manual download of that mod doesn't work... If the curie folder itself in textures still exists, that's alright, otherwise you'll have to make it again and call it CaitBody... Then I want you to go into the CurieBody folder and copy all the files... Go back into the CaitBody folder and paste the files you copied in the CurieBody folder... If all you messed up with the mod is clear out the CaitBody texture folder, this should fix the issue enough for you to be able to uninstall the mod in NMM... After this, you should be able to redownload the mod completely in NMM and reinstall it to its original... If this doesn't work, check if all of the following is in your data folder: Files
  2. You use bathesda archive extractor to extract the ba2 file, it has the mesh
  3. you don't have to add script to force aliasses if you allow reserved though
  4. It is very possible that one of the quest mods messed with the ref aliases that affect Nick Valentine... If they used a forced ref instead of allowing reserved references, the game might not be able to properly load Nick's quest Alias for any other quests he is involved in. Especially if the mod maker made the quest run from the start of the game... Only advice is to disable all those quest mods, see if the problem persists (use a previous save as this one might be affected.) and if the problem is solved, test which mod it was by process of elimination... (If you go to the mods pages and check the bug tab, there might be others who've experienced a similar thing) EDIT: a quest mod is the most likely culprit for a bug like this... When you build a quest and want to use an NPC, you create a reference in what quest to that NPC. However, unless you allow it, only one quest can run a reference, basically. Namely the first one that takes it. You have to allow the alias to use a reference that is already reserved by another quest. However, there are scripting things you can do to force that alias to load a reference even if it was already reserved by another quest. However, this can lead to problems like the one you are experiencing... I'm not entirely sure how it works exactly, because I'm not an expert, I'm basically repeating what others told me when I was making my quest about what NOT to do as it would cause problems... But as I think you're not going to dive into the creating kit and solve the issue, getting rid of the mod that caused it and alerting the modder would be your best choice...
  5. One of your f4se plugins is probably incompatible... Some mods rely on a specific version of F4SE... Running another version will Crash it upon launch... Look at this topic: https://forums.nexusmods.com/index.php?/topic/6202616-game-crashes-with-newest-version-of-f4se/
  6. I had the same issue a few times, the mod incompatible in my case was always transfer settlements...
  7. Validating the game won't help... As that will only correct the vanilla assets of the game and will not do anything with downloaded mods... Your best bet is to manually re-add the mod to your games folder... And overwrite everything it asks you to write... Without NMM
  8. There really isn't... It will only go to stage 20 when the timer runs out...
  9. I've added the following script to the dialogue the NPC says just after being recruited: Quest Property YM_SettlementDialogue Auto Const int YM_TimerID = 10 ; Give our timer an ID we can remember Function SomeFunction() StartTimerGameTime(120, YM_TimerID) ; Create the timer with a 30 minute game-time durationEndFunction Event OnTimerGameTime(int aiTimerID) If aiTimerID == YM_TimerID ; The 30 minute timer we started just expired Debug.Trace("Timer ended! Do some cool stuff now...") YM_SettlementDialogue.SetStage(20) EndIfEndEvent
  10. What exactly did you delete? And removing the esp from your game data folder would also remove this particular mod... You don't need NMM for that... Knowing what folder you actually deleted would be helpful to give you better advise... As validating the game through Steam does nothing to 'mod' folders... It just makes sure that all actual game files are there and correct... And it sounds like you removed a folder used by a mod you downloaded... Not one originally belonging to the game... As for returning the mod to its original state, download it without NMM and unpack it... Then place the Folders where they are supposed to be... and say yes to question of overwriting the existing files... Then your mod should be back to original...
  11. Maybe looking at the headlamps that can be attached to mining helmets and power armor might work?
  12. Do you have the box ticked in the aliases 'allow reserved'? If it does not allow you to tick the box, you need to tick off the box on the main quest page that enables it from the start...
  13. Not obsolete... In my experience, it's always good to use them side by side... Some things are easier in the CK, some in FO4Edit
  14. It's often some little thing you missed... Best thing to do is take a tutorial and go through all the steps, checking if everything was set up right...
  15. Yes, but I mean when things are placed, when you don't see them at all, it's the models that aren't loading, not just the textures... I think it has to do with visibility planes... Which means you will either have to remove the existing data, or recalculate it depending on how large the internal settlement is... You should read what montky had to say in this topic: https://forums.nexusmods.com/index.php?/topic/6202031-cars-near-the-castle/
  16. Seems like the 0 happiness bug... It can randomly occur when a user uses a settlement mod. Instead of happiness starting at 50, it will be 0 and stay 0... It basically means the settlement is broken... The other problems probably derive from that... Know there is a vanilla version of the bug, where settlement happiness drops dramatically when leaving a settlement and goes back up when you return, and the mod version, where it's 0 and stays 0... On another forum I found this: SpawnRazor (Topic Creator)1 year ago#3There's a bug that can occur. From what I understand if when you first load up a mod settlement (Natick Power Plant) for example, if it shows the happiness already marked at 0 upon activating the workbench for the first time, then the settlement is "broken" and you must revert to a save previous to the mod being enabled. Repeat until it says 50, like every vanilla settlement does when you first activate it. Try that solution, and if it works, it's nothing wrong with your mod, just a bug that many users experience...
  17. It's not just the textures... It's losing all the objects themselves... If it's just the textures that aren't loading, the items places will go bright purple, not disappear...
  18. I have not tried anything of the sort... I can only point you here: Maybe there is something you overlooked when you made the settlements...
  19. I accidentally removed the need for DLCs in two of my mods and as soon as I realized, I pulled them down... It's against Nexus rules... Now I'm using the assets from that mod and creating a new one with everything from NPCs to quests and a new interior cell... However, some of the dialogue for the player comes from the DLCs as well... So I created a simple version, without the DLC meshes or textures and without the quests for non-DLC users, and the full version for DLC users... So if you really want non-DLC users to use your mod, strip out the DLC items... Otherwise, though for them...
  20. No problem... So I use this source? int YM_SettlementDialogueTimerID = 10 Function SomeFunction() StartTimerGameTime(120, YMSettlementDialogueTimerID) EndFunction Event OnTimerGameTime(int aiTimerID) If aiTimerID == YMSettlementDialogueTimerID YM_SettlementDialogue.SetStage(20) EndIf EndEvent And then make a quest property for the YM_SettlementDialogue?
  21. It's possible that they are 'enabled' by a quest, but I doubt it somehow... Check the quest aliasses for that quest anyway... Though, if they are, removing them in CK should give you a warning window...
  22. Awesome! Thank you both! So I can just put in the stage fragment: Utility.WaitGameTime(120.0) YM_SettlementDialogue.SetStage(20) Like that and then it will run the wait game time before setting the stage? (of course with the YM_SettlementDialogue set in properties)
  23. Alright, so my custom NPC is a writer with an unfinished book who wants a safe place to finish her book. You assign her to a settlement and then I would like there to be at least 5 in-game days before she offers you the finished book to read. How am I going to do this?
×
×
  • Create New...