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Everything posted by ch0k3h0ld
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No matter when we get the CK, it won't be out "soon enough." "Soon enough" was in January. :mad: And even with the CK, xEdit is still going to be enormously helpful if someone really want's to mod the game. So, by all means go get the latest version of xEdit.
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In the game, the power armor frame is a new race when you put it on, not clothing or armor, and it only accepts power armor parts as armor. I'm not saying somebody hasn't done it, but it would probably be easier to do after we have the CK and we can read more of the data records. It's just a little more complicated than one might expect.
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What they are trying to tell you is that it depends on how the mod was created. If the mod author used assets from NV, he will need to convert the mod to use similar assets that are in FO4 if they exist. Or he will need to start over. It looks to me like the mod you are looking at could be using unique meshes and textures that were created by the author, so it should be portable. But I didn't go into it in any detail to see what was made. If he started with NV weapons and just made them look like m16s or whatever, then he probably starts over.
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You can also just tell Steam you want to install the game in a different location and leave the Steam files in the default location. NMM will find the game file in the game scan and it works just fine. That is how I am set up now as I have an SSD named games just for my games.
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Have you tried telling NMM to rescan your games so it picks up the new location?
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That message is the result of deleting an entire navmesh object that was finalized into the NAVI before it was deleted. I've done it several times and played with it and can't tell that it causes any issues in the game, although that is purely an observation as it is pretty hard to tell in one game what is going to be a problem in another. I still avoid it as the error message is annoying and it is relatively easy to fix. You just need to remove the deletion of the navmesh object from your mod. If you are familiar with TES5Edit, it is probably the easiest way to do that. I don't know if you have used Edit or not and I am not an expert with it by any means, but I will try to give you enough info to get the job done. You might want to read some of the Edit tutorials out there, but most of them seem to focus on cleaning mods, which is not what you need. There is a neat manual available that was written for the Fall Out version, but it is still mostly applicable. And be sure to make a backup copy of your mod. Fire Edit up with your mod, find the Tamriel cell with the deleted mesh and remove the deletion from your mod. When you expand that cell and look at the cell data in TES5Edit, you will see several NAVM objects, at least one of which is going to say Deleted in the details. Select that object, right click on it and chose to remove it. Do the same for all of them if you deleted more than one mesh object. When you exit, it will save the mod for you automatically. Then go back into the mod in the CK, select one part of the unwanted mesh object and then use F (ctrl-F?) to select the entire mesh object. Then drag the entire mesh object down vertically till it is far enough below the landscape that NPCs don't detect it and just leave it. When you refinalize the navmesh for that cell, the error message should go away.
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I suggest that either some of the mods you have installed are having a conflict over grass (less likely) or that your grass settings in your ini files are messed up (more likely). Google Skyrim Grass Settings and you will find quite a number of articles on how to set up grass in Skyrim.ini and SkyrimPrefs.ini so things work correctly.
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Fantastic idea. It would be helpful if there was also an option to "un-publish" a mod and start over without needing to delete the whole page. I'm not even sure that deleting the page would allow you to start over with the same name again.
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LE So I asked steam support about the rankings
ch0k3h0ld replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
I'm pretty sure the rating system on the workshop has been broken from day 1. It is hopelessly flawed. I'm also pretty sure it's not the only part of the workshop that is completely broken. It is almost impossible to find decent mods other than by pure luck that something worthwhile might pop up in the first dozen pages or so. The whole system is a joke. People used to complain constantly on the Steam forums with no results. They have been providing the same stock reply since February. They probably gave up on it months ago. -
11th birthday, 1 million NMM unique downloads, and a download overhaul
ch0k3h0ld replied to Dark0ne's topic in Site Updates
Thanks and kudos for all you guys do. I encourage everyone to become a Premium Member and support your Nexus. It is well worth the relatively tiny investment for all of the hours of entertainment. -
Version Control is a lot harder than it looks and extremely frustrating in practce. It is bizarrely picky on network permissions. Some people, me included, have spent hours to get the network settings just exactly right only to find that it refuses to merge all sorts of records for any variety of reasons that remain a mystery to me. VC is intended to be used by a team of developers working on whole sections of the game an it produces esm masters. You can probably merge your files by hand faster unless you have huge mods and teams of people. There is a tool almost ready called TESVGecko that looks very promising. Check it out here: TESVGecko
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Copyright related: Obtaining permission from Film Studio
ch0k3h0ld replied to evolvedbullet1's topic in Skyrim's Skyrim LE
It might also help if you don't promote your armor as being from their movie. Just a suggestion. Big corporations generally don't like being connected with something they don't control. -
LE ESP to ESM need help converting it
ch0k3h0ld replied to IgnacyOrder's topic in Skyrim's Creation Kit and Modders
The simplest thing is to use Wrye Bash function, copy to ESM. Keeps your ESP intact so you can edit and copy it to ESM again. Remember that you also have to copy the face meshes and textures into new files named for the esm. Or export them from the esm after you make it. Ctrl-F4 works equally well for both. If you are having problems, I would suspect that you have face mods active that prevent it from working. Deactivate all face and body mods, use Ctl-F4 and then you can activate them again. -
LE Missing static mesh in the toolset need some help.
ch0k3h0ld replied to Zenmuron's topic in Skyrim's Creation Kit and Modders
Be sure and save your mod before you go into details so there are no active changes to be saved. After you ignore the references you want to remove, you have to close the details window, click ok to load the mod and then save it again and exit the CK. When you load it up again and save it, the ignored reference is no longer loaded up. In my experience, that proceedure has to be followed exactly or you lose the ignore and have to start over. If you have any edits in the Breezehome interior cell, you should ignore all of those. -
I think it is because we modders quickly discover only a small - read that as TINY - percentage of users actually read them. I feel lucky to discover that someone even read the description beyond the first paragraph or so. And I put a lot of work into my description to draw attention to the important parts. So it is basically a waste of time to duplicate everything that is on the description page and delete all of the formatting to make it readable as text. That's probably why. With that said, I still include one. I also attached a separate readme to the display page as Nexus providees that feature, but I don't knoiw that anyone ever read it. I can't remember the last time I updated it but nobody has ever commented about it. And if you are looking for a good housemod, check out the Dovahkiin's Warehouse and Bedroom. The Warehouse is a warehouse with display but the bedroom is a mansion. Some people like it. I'm working on the armory expansion now.
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LE CK error message after TesVSnip
ch0k3h0ld replied to Ironman5000's topic in Skyrim's Creation Kit and Modders
I won't go into the issues with Snip. I got similar issues after the CK crashed on me a few days ago and trashed Skyrim.esm. I could tell that something had happened because it changed the date and time on the file to the time of the crash but it was right about the time the latest game update was released so I was a little concerned it was the new update. I used Steam's tool to verify the game cache and it redownloaded Skyrim.esm and everything was fine again. Maybe that could work for you. -
Well here we go.
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I offer the Dovakiin's Warehouse and Bedroom for your consideration. It does not have everything you ask for, but it has some of it. It is a work in progress and I am learing as I go. I am adding things as it goes along and your list of requests includes a lot of the things I am already working on and others I have planned. It will take time to complete. Your list also includes some things I don't know how to do yet, but still plan on learning. http://skyrim.nexusmods.com/downloads/file.php?id=10342 http://www.skyrimnexus.com/imageshare/images/3752973-1335798639.jpg
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LE Need help with face textures
ch0k3h0ld replied to Carl S's topic in Skyrim's Creation Kit and Modders
You are very welcome. That is a frustrating bug to have. It took me awhile to discover that the face and body mods interfere in the process. It also took awhile to discover that any change you make, no matter how small, requires you to export that face again. It can be a real pain if you have a bunch of NPCs to manage. I only have 7 so far but plans call for a bunch more. Take care. -
LE Need help with face textures
ch0k3h0ld replied to Carl S's topic in Skyrim's Creation Kit and Modders
I don't know if you have tried this and it hasn't worked, but there is a simple fix for that. First make sure you don't have any face or body mods loaded up. Then go into the CK, select your NPC in the objects window and push Ctl-F4. That exports the face mesh and textures and they will work until you make any further changes to the NPC face. You can then reload the face and body mods, if you use any but remember to unload them when you need to update the faces. -
LE Shop Keepers on strike?
ch0k3h0ld replied to IgnacyOrder's topic in Skyrim's Creation Kit and Modders
Yes, that is exactly right. Once you make any changes at all, the old texture no longer works and you have to export it again. The most common mistake I have seen so far is not unloading all body and face mods before the export. Sometimes meshes and textures get left behind that cause problems when people don't even know they are there. -
LE Shop Keepers on strike?
ch0k3h0ld replied to IgnacyOrder's topic in Skyrim's Creation Kit and Modders
You are very welcome, and right as well. Things are pretty buggy in the CK, just like Skyrim in general. If you think about it, let me know when your mod is up. I'd Ike to see it. -
LE Shop Keepers on strike?
ch0k3h0ld replied to IgnacyOrder's topic in Skyrim's Creation Kit and Modders
Well, I am glad that fixed your merchants. It helps confirm some of my thoughts on making merchants. That is how this works, slowly putting together little bits of information to understand better. The face thing might be a little outside of what I know as I have not yet done anything with the other races. My experience has been that the ctl-F4 face export works as long as there are no conflicting face textures to contend with. I'm assuming that you are using that and it isn't working? If not, I would be happy to run through the steps with you although I am only guessing it works the same for all races. I can't imagine whay it wouldn't. There have also been some threads talking about getting skin colors to work correctly on the other races that you might want to search for, but I confess that I didn't pay particularly close attention as to whether there are issues that are particular to the other races. You might try looking on the Bethesda Skyrim forums as well as there is a ton of good information over there, too. -
LE Shop Keepers on strike?
ch0k3h0ld replied to IgnacyOrder's topic in Skyrim's Creation Kit and Modders
Several times, one or another of my merchants has stopped selling for no apparent reason after a revision and save and I have had to reset the location and chest references under their merchant faction vendor tab to make them work again. They look alright so I don't know that the reference is wrong - resetting either or both of them might just trigger the setup of the merchant again. You might try that. The head thing sounds like the old face texture mismatch. You may already know about this, but did you export the faces using ctrl-F4 after you changed their tints? And remember that only works if you don't have any face or body mods loaded when you do it. At least for me. I think I can have CBBE loaded but not any others. And no, it doesn't matter whether they are for male or female actors - no other face or body mods allowed. Again, at least not for me. You can reactivate them after the export and it works just fine.