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ousnius

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Everything posted by ousnius

  1. You're not understanding. Nuka girl and the suit are Bethesda's ideas, they were there before Eli's ideas. If you want to call someone a thief, you should actually call Elianora the thief (obviously she's not though).
  2. Well... nothing. If the CK wants to invalidate a certain precomb/previs, then that's what it's going to do. All mods affecting those invalidated cells could conflict (overriding all meshes of the other mod). Which is why a mod such as SMIM is impossible in FO4.
  3. When you edit one cell, all the adjacent cells around it will have their precombined data invalidated. That means if you edit one cell, you actually edited 9 cells in total. Quoting jonwd7: "Precombined is not "at a distance". It literally replaces the actual refs with a baked mesh. The Previs is "at a distance", to hide the baked refs based on precomputed visibility from a grid of points in the cell and the adjacent cells. So the Vis files are basically what precombined data you can see from dozens/hundreds of positions in the cell."
  4. The issue is listed in the FAQ section of BodySlide.
  5. The problem is with LooksMenu, not BodySlide. As far as I'm concerned, it doesn't properly handle full precision meshes (like exactly those two outfits) yet for morphs. So as soon as you have a .tri file, LM breaks it.
  6. In response to post #41271905. #41273550 is also a reply to the same post. I'm surprised so many other people don't like that idea as well. As far as I'm concerned, I've already told Paul about it when he first asked us for feedback, but it didn't sound like it was something they would be willing to change. I remember something about it being possible to disable it for your mod, but I'm not sure anymore.
  7. Doesn't happen for me. Did you remove the old DLLs of F4SE from your game folder?
  8. The only loading screen crashes or infinite loading screens there are, is if you're running out of RAM (unlikely) or you have a corrupted mesh installed.
  9. My view on it is that I don't want to give anything back for donating to me other than the work I did itself. That goes even as far as replying to everyone's mail or Nexus account with a "thank you". Maybe it's a personal thing, but money has always been something you quietly accept for me. You should donate to someone if you like him/his work and/or want to help him out, not because you want him to thank you. The mod is the gift to the user. The donation is the gift to the author. I strongly appreciate every thanks and donation, but I won't be replying back to it. :smile:
  10. Start a new project, load the body as a reference, THEN import the FBX file into the project, then edit and save it.
  11. Not an issue with BodySlide - you need to copy matching body meshes and body textures into your Unique Player folder. If you use JaneBod in your Unique Player folder, then you need to also copy all textures files that come with the JaneBod there. You also can only use JaneBod outfits with the JaneBod. If you use CBBE outfits, you will get bugs.
  12. You have to copy the BSClothExtraData back into your edit. I don't know what programs you used to edit the NIF file, but maybe they don't keep that data block.
  13. FO4 stores its enabled mods and plugins per Windows user. Check the various %APPDATA% folders of your user folders for the right files of FO4 that you need to copy.
  14. No, IsEnabled() is a function that returns a Bool. You have to call it on an object reference of NPCSpawner01 like I did. The way you are calling it, it is merely doing this, which doesn't work: NPCSpawner01 = self.IsEnabled() or ObjectReference == Bool Proof: http://www.creationkit.com/fallout4/index.php?title=IsEnabled_-_ObjectReference
  15. Have you tried rescanning the mod IDs yet in NMM? Click the arrow beneath the update button and the menu with said item should appear.
  16. that Archive invalidation is't Working anymore it just Crashes the game if it's enabled but if it's Disabled then the game works perfectly so its useless don't use it even if u put Plugins txt to read only it still doesn't work I have archive invalidation turned on with the latest version of FO4 and I'm not getting any crashes.
  17. In theory yes, you just need to make sure mods coming from both sides are enabled. You can do that in-game or in NMM. Of course the mods you install from the Bethesda.net in-game browser won't appear in NMM for your profiles (only the .esp plugin will).
  18. if NPCSpawner01 == IsEnabled()Are you sure this isn't supposed to be this? if NPCSpawner01.IsEnabled()
  19. They're not of particular use, the most information you can get out of them if you don't have the code of the SKSE plugins or the Skyrim executable, is the crash code or function addresses. Crashdumps are made to be opened with Visual Studio or windbg.
  20. This looks like the shadows of ENB aren't being blurred, so the fragments it applies to the renderer aren't being displayed properly. What value is the "iBlurDeferredShadowMask" variable set to in your SkyrimPrefs.ini in the Documents\My Games\Skyrim folder? It has to be greater than 0.
  21. The Creation Kit takes all files that are referenced in the edited records and puts them into the BA2 archive. That includes meshes, textures and material files. It even happened to Bethesda themselves - the Far Harbor DLC comes with a NIF file for the Vault 111 Suit, even though that NIF file wasn't edited in any way, it's 100% the same. What they did edited is the record for the vault suit in the .esm to add a new material swap for a new vault that's in the DLC to swap out the number on the back of the suit. So what the CK did, is put the NIF file into the Far Harbor archives as well, even though it wasn't touched in any way.
  22. The vanilla game's material files are actually not JSON, they've been compiled into a binary format. My Material Editor program also only saves them in the binary format, while Bethesda's material editor saves them in only the JSON format. My material editor: - loads binary and JSON - saves binary Beth's material editor: - loads binary and JSON - saves JSON I like having the final file be binary more, takes less time to parse for the engine.
  23. The Fallout4Custom.ini tweak for archive invalidation doesn't really have anything to do with the way NMM installs or enables mods for you. The only effect it has is in-game, when the game is loading both files from archives and loose files. http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
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