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GowiHasti

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  1. OK thanks for the info and warning. IF I go forward, is the disabling of the old version (and enabling of the new version) handled by the same quest I set up to trigger the change?
  2. I created a custom follower who I decided today to make a master sneak trainer. My sneak is 70. I tried talking to him and he won't even offer to train. Tried with a new character who just met him, training option is there. So, obviously working. Reload old character, still not there. What do I do to get the dialogue for this character? Is there some console commands or what?
  3. I have a character whom is part of a quest but when it ends I want to set it so a new version of her appears in different equipment and higher stats, I guess sorta like Erik the Farmer > Erik the Slayer but a little different. How do I set something like this up? (1st time with this aspect and want to learn for the future).
  4. Theres a ring mesh from a mod I want to make into a left ring (I have the modders permission) which in my private mod uses biped object slot 60 for. I used nifly in blender to move into the proper place on the mesh, the unpaint the vertex weight from NPC R Finger10 [RF10] to NPC L Finger10 [LF10], export it with nifly, load it into the CK & in the AA it looks perfect but when I load the game & generate it with the console & put it on it's invisible! What else is left to do? What am I missing? Did I mess up somewhere along the way?
  5. I did finalize on both sides of the navmesh and had the border but I wasn't aware of the other part! I'd deleted a triangle or 3 far away from the road at the house! After reading your post I reset the navmesh back to default with TES5E, tested, no issues so that was it. So, not wanting NPCs trying to run through the house from the walls, I decided to take your advice and drag the whole cell's navmesh down and, nervously, redid the cell's navmesh by hand, finalized, adjusted a few vertices to get the border perfect all around and finalized 1 more time, then tested and perfect now! Thanks!
  6. I believe after adding a new home nearby and a sewer shop, something has gone wrong with the navmesh in the Rorikstead area despite my simply hitting finalize at the cells affected. I didn't actually edit the navmesh for the shop and the house worked fine before but now, for some reason there seems to be an issue at the cell borders, as when I look at the problem areas in CK they appear to be at or very close to the borders. Follower goes to it then runs around kinda in circles before getting stuck and not continuing on, crossing the border. I have a video I am attempting to upload elsewhere, but with the sorry state my Internet's been in since a storm recently, it's taking forever, will edit when uploaded. In the meantime, any tips? EDIT: Video https://sta.sh/01tdja3q59pf
  7. Well, this time I double checked, and it is modified. But, for whatever reason, today I simply hit save just like all the other times and it worked fine. :rolleyes: :wallbash:
  8. Well, it doesn't exactly give me an error it says in NMM its activated but then just doesn't work. Would hitting save and push plugin to PC work instead of just save? I'm more used to modding Fallout 3, NV, & Skyrim I admit, and there the save and push plugin to pc doesn't exist.
  9. Nexus Mod Manager. Does that get us anywhere? It loads all the other mods I got (from others).
  10. On the Creation Kit? I did do that and it does save, but whatever happens, but when loading the game it tells me the mod is missing.
  11. When I try to make a mod such as to add a player home but have to stop working on it I an save and exit. It works in-game the next day but is empty and barren. So, I go back to edit my mod to work on it, go to save and basically are prevented from saving or something due to an error, as when loading the game it tells me the mod is missing (I suppose it sees itself as a new mod?) Someone please tell me how to make changes and yet the mod still be recognized.
  12. Yeah I instal things manually but use a mod manager for load order and to turn on/off mods. Well, not at first, when it was created, but after making the simple edit in The CK of adding the recipe, I saved and loaded the game to get the this mod is missing. So, a bit of both. I'll back up some files and try making a simple change and save then try seeing if I can get the mod manager to load it. I'll let you know.
  13. Here's some new info. If I use fo4edit to copy the edited version as an override esp with a new name and paste the old one back in it works with the changes. Tried to repeat this whole thing with a mod that adds head bandanas. I added n armored one and something happens. If I repeaat the fo4efit method it works. But I noticed I forget To add a recipe, so added one and that mod started with this whole thing again. That can't be normal, so I'm wondering if something with my ck is out of whack.
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