Jump to content

balwick

Supporter
  • Posts

    62
  • Joined

  • Last visited

Everything posted by balwick

  1. In response to post #73705423. #73712458, #73718798 are all replies on the same post. Just to echo johnskyrim here, I absolutely need the thumbnails back. A title alone isn't enough information for me to know whether it's worth opening. And yeah, the notification colour looks s#*!. Bright red or blue, please.
  2. defenestration noun 1. formalhumorous the action of throwing someone out of a window. "death by defenestration has a venerable history"
  3. Please feed my endless addiction to moddable games. I need that sweet nectar.
  4. My only complaint goes to Dark0ne, for referring to GMT as UTC, whatever the hell that means :p Eli has every right to be a little short with people; the level of entitlement some people display is beyond belief, and couple that with a hail of "how do mod???" every time she releases something, and she would be in her rights to be a whole lot 'meaner'.
  5. In response to post #39468355. You silly tart, you're exactly the type of person he tells to sod off in the post.
  6. https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1787651 The above is an example of Bethesda's fantastic moderation. Assets stolen from Blizzard Ent., which I reported four days ago. Blizz could absolutely bend them over for it, and it would never have stood for anywhere near this long here on the Nexus. Although I'm only a very infrequent and basic mod author, I'm actually glad I've not released anything for Fallout 4 up to this point, because this whole debacle has left such a sour taste in my mouth. You can't even help them - I made a thread about the above mod as well as reporting it, and it's still up.
  7. Hello, something I'm using has broken the Gunners spawned by the cages. They're appearing as Gen 2 Synth heads, with no bodies just FYI. Would anyone be able to help me find the correct entry in FO4Edit to see what is causing the error? I suspect the invisible body is due to their Gunner equipment being "equipped" despite them being Gen 2 Synths, who probably aren't able to wear it, so something has messed with their race?
  8. Well, it worked, so thank ye. I also changed the B to a lower case b on the other ini's, just in case, for anyone reading.
  9. I am probably missing something obvious, but I have added BAllowMultipleMasters=1 to the first line of both CK inis, and edited in SResourceArchiveList2=Fallout4 - Animations.ba2, DLCRobot - Main.ba2, DLCworkshop01 - Main.ba2*, and yet my CK is still aborting load of multiple masters. Any ideas? *edit: to the Fallout4.ini
  10. Any NPCs that are not standalone will be affected by whatever body meshes and textures you have installed; you'll get most of the way there by downloading a high res body texture set you like (Mature Skin would be my first vote). Then you'll need things like high res makeup and warpaint, and a simple SKSE.ini tweak to display the high res makeups and warpaints. After that, everyone will look a helluva lot better. Edit; also eye and hair retextures, because unless you individually alter every npc in the game, they will be using the vanilla hair meshes for the most part.
  11. Hey all. For 2015 I want to spend some time learning 3D modelling and animation (basic programming too, but that's not relevant to this ^^), so I figured the best way to start would be to dive feet first into a mod project. Every single thing I learn will be progress, so I'm not concerned with time frame nor the scope of such a project, but I would like some guidance; namely, what would be the workflow to take a vanilla Skyrim outfit and convert it to function with both bodyslide and HDT physics be? What software am I going to need, and for which tasks? And so on. Any help appreciated. Once I have a course of action, I'll be able to go forth with each step and do my own digging for tutorials and resources to achieve each goal :smile: (edit for typos)
  12. Working perfectly well so far, but I am noticing a glaring issue in having lost the activation/uninstall queue from 0.53 - unless it's just hiding somewhere?
  13. Have you ran the Skyrim launcher, rather than SKSE launcher, since installing them, and checking the Data Files list for active plugins? How are you installing them? NMM is the best way, IMO.
  14. What do you mean they don't work? Graphically? No dialog menus? Not present in game?
  15. It even has an automated installer version now. BAM. Done. It doesn't make much sense to resist using it.
  16. So thus far, my process has been; 1. Create face in Skyrim, export via Z for RaceMenu and then use spf to save face for import to CK. 2. Construct NPC, load spf generated face data, CTRL + F4 to create correct directories. 3. Test in game - NPC appears correct ala Creation Kit. 4. Exit, replace exisiting .nif with .nif generated by RaceMenu, repeat for texture. 5. Enter game - discover grey face. 6. Cry. So, what have I missed along the way? Pulling the actor back up in CK and CTRL+F4'ing would surely overwrite the model and textures I've just overwritten, so I'm lost as to what to do next.
  17. Anything that builds upon the precedence set by Bethesda, without distracting from the culturual and artistic styles in the game, or altering timelines, history or key events, I would count as lore friendly. Armour made from Dragon Bones, leather and steel = lore friendly. Armour made from PVC = not lore friendly, for example. As it pertains to quests, a mod that introduced a character unrelated to prior events that takes you into Oblivion to retrieve a spell book could be done well enough to be lore-friendly, but if that character claimed heritage from Tiber Septim and wanted you to retrieve a famous, lost artefact of insurmountable power, could not, in my opinion.
  18. Thank you so much - another question; how do I structure the folder for packaging? Do I make a folder called Data inside MODNAMEFOLDER and then add those paths inside it? Or is Data the top level, with the archive being named the mod name? Edit; Nevermind - got it working beautifully, including makeup and I didn't need to use NPC Editor. Thank you so much Jeir!
  19. I've searched and couldn't find my answer; probably not using the correct terms (I tried ''uploading'' and ''packaging'') as I'm a complete noob to modding, but here goes; what do I need to package alongside the .esp file to successfully package an NPC? Thus far my attempts have resulted in grey-faces when I've installed it via the NMM on my own PC. Please help :D My mod is all ready to be published... apart from this rather large issue.
  20. As topic - when changing any of the colours in the CK, the face model is not updating and even making the changes and hitting CTRL+F4 and going in game is leaving any modified NPCs with grey faces - any suggestions? I'd think if the CK issue was fixed the in-game issue would be too.
  21. Traits > Untick 'Use Opposite Gender Animations'
  22. One of the problems I've had, yes. Closest I've managed is a cat that will follow you after interacting, but with no dialog, and thus, no way to send it home. Taking a look at the dog in that pack, thanks.
×
×
  • Create New...