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DenathKorr

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  1. Thanks but I already know how to turn any NPC into a companion. What I've been looking for is the next step: turning a new companion into a settler, like we can do with existent companions in game. Even though the options --in workshop mode-- are unlocked, they won't actually work.
  2. Hi, I've been looking for a way to turn raiders I've pacified into settlers. I do not own the Nuka World DLC --since I know it deals with raider settlements. So far, I've only managed to make an enemy join me as a companion. I'd like to be able to do more, and make my own settlement full of gunners or raiders. I'd like to know if this is even possible. This is what I’ve been doing when I’ve successfully pacified an enemy: - Open the console - Type removefromallfactions - Type setrelationshiprank player 4 - Type setplayerteammate 1 - Type setconsolescopequest followers - Type forcerefintoalias companion It makes them one of my companions. However, when I add the ‘settler commands’: - addkeyword WorkshopAllowCommand - addkeyword WorkshopAllowMove And/or - setpv bAllowMove true - setpv bAllowCaravan true - setpv bCommandable true Even though the options appear in the workshop mode, assigning an NPC won’t work. If I move them to a settlement and fast-travel to another location, they’ll keep following me. Do you know if I can make it work? Thanks
  3. Hi, I've tried to import a helmet in skyrim which does not cover the whole head. So I've copied the datas of imperial helmet in CK and chosen my mesh instead of imperial one. However in game, my helmet is invisible, the hair too, we only see the haid. I actually need hair to be get out but it would be cool if my helmet were here. What do I have to do? Thanks in advance.
  4. Great it seems to work! In the CK anyway. Thank you! What exactly does the 'SLSF1 skinned' option represent?
  5. Here is my .nif file: http://depositfiles.com/files/css890kxv Thanks.
  6. Hi, I can't deal with the ground part of armor. It seems, according to the nif file I use as base (on which I copy my shapes), either the CK crashes or my armor is invisible (I don't understand why: I exactly have the same nif file except that the shape are different). Thank you in advance.
  7. Hi, I was working on textures of armor parts until I 've got this issue, for an uknown reason, which haven't worked in Skyrim wheras it has looked correct in Nifskope. Picture: http://image.noelshack.com/fichiers/2012/15/1334443125-bugtexture.png Files (2 .dds texture files and 1 .nif mesh file) http://depositfiles.com/files/y26ktksbt (You have to rename it in .zip because deposit files didn't want upload a .zip file) Thanks in advance.
  8. Hi, Lately, I've been working on a mod which lets the player have a visually upgradable armor set. Everything works well but the rigging. Though it seems correct in Blender, it's totally messed up ingame What a part of the armor looks like in Blender (I just works on this part first until I solve the issue): http://image.noelshack.com/fichiers/2012/15/1334357250-Rigginginblender.png What it looks like ingame: http://image.noelshack.com/fichiers/2012/15/1334357258-Riggingingame.png I'm using this skelton ressource: Basic Blender Files for Import and Export Armors and Clothes by Malo http://skyrim.nexusmods.com/downloads/file.php?id=13648 Here it is the female version: http://image.noelshack.com/fichiers/2012/15/1334356728-5.Ensemble2.png Thanks in advance. Edit: Solved it. Unbelievable that I finally can solve my issues a few of times after I have asked for help whereas my issues had dirturbed me for one week! Solution: "I just fixed the issue! So, if some people have the same kind of clipping, I mean a mesh totally messep up ingame, verify you haven't moved the skeleton. Explanation: my mesh was based on the original CBBE 3 body which is not positionned on 0;0;0 coordonates. I had to move the skeleton because you put it and the bodies on 0;0;0. Do not move the skeleton according to the mesh but the mesh according to the skeleton. "
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