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vicki08

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  1. Good afternoon, everyone! I would like to request a SE version of the Osare Culort Outfit using CBBE SE. The original was for Skyrim using the UNP body, and the author, Anano, left notes on his/her profile that the permissions allow for the mod to be converted to another body type and ported to SSE. I am aware that there are currently ports of this mod on the Nexus: one for UNP/UNPB/7BB/DreamGirl/Seraphim and one for CBBE 3BB. Unfortunately, the version for CBBE SE has been removed, and I lack the skills to convert UNP armors to CBBE, despite videos and guides. :pinch: Thank you for your time! Victoria
  2. Good afternoon, everyone! Was anyone ever able to develop a mod for SSE that removes the Slaughterfish scourge? I find them to be very annoying, and I would very much enjoy not having to deal with them. Thanks! Victoria
  3. Good afternoon, everyone! I uninstalled all my mods, deleted them and the game, and then proceeded with reinstalling everything. At the very beginning of this process, I looked up a video to double-check the proper install for F4SE, and I came across a Gamer Poets video about it. In the course of following the video, I found out that the Fallout4Custom.ini file is not needed; the lines to enable modding may be added to the Fallout4.ini file and will still work. I moved the mod enabling lines over and deleted the Fallout4Custom file. Sure enough, I was able to get in and out of power armor with mods active. (As a test, I also left the Custom file in, created a character, whom I ran straight to Concord to get the power armor, and even without mods installed, the game crashed. Power armor and the Custom file just do not play well together on my machine!) Also, as a heads up, after getting the power armor in Concord and battling the deathclaw, I saved and proceeded with the game. A little bit later on, I tried to load a save, and all I got were CTDs. Fortunately before I completely gave up on ever being able to play a modded FO4, I checked the .ini files; I found that a Custom file had been created again somehow. Once I removed it, I was able to re-load saves, though not the most recent 2 or 3, which may have been saved with the Custom file active. Not sure if that makes a difference, but I can't think of anything else that differentiates them from much earlier saves. Without the Custom .ini, I am able to play just fine, so I thought I would leave this note here, in case anyone else runs into the same issue, though I cannot guarantee it will solve all CTD issues for everyone. Hopefully it might help though, before someone deletes all their mods and game, like I did. :facepalm: Victoria
  4. Good evening, everyone! I recently began my modded playthrough of FO4, and all was well, until my character reached Concord. The game crashes just after I enter the power armor at the Museum of Freedom. As recommended in various solution threads, I disabled all mods, verified the game files integrity through Steam, updated my graphics card drivers, began a new game, and ran that character straight over to Concord. Upon entering the power armor, the game still crashed. I then read that the mod-enabling .ini file may cause issues. I removed the Fallout4Custom.ini file, and re-launched the game without it. I was able to get into the power armor without crashing. Even when I re-enabled mods (not all worked without the .ini), I was still able to enter the power armor without a problem. I reinstated the .ini file, and the game crashed as soon as I was in the power armor. So, it seems that I either have mods enabled or a game without power armor. :confused: How do I keep the .ini file to allow all my mods to work properly and still be able to use power armor? Has anyone run into this same issue and found a solution? Thanks in advance for all the help! Victoria
  5. Hooray for giveaways! Thanks, y'all! :)
  6. Y'all are just too fabulous! Thank you so, so much for all of this in-depth information! I would love to say that I understood everything, but I'm too honest for that! I think I will just need to practice a bit with the different tools, like BAE, which I haven't even seen yet as it seemed a bit out of my league, and run some tests with the mods. (Yay! Weekend plans!) On the bright side, if I can make this all work the way I hope it will, the other mods should be considerably easier! :thumbsup: WastelandAssassin: The process that you mentioned of "extract-check structure-zip up" to be installed with NMM, the goal of that would be to have the loose files in the merge, rather than the .ba2 file, because the merge might not read it, correct? In that case, the .esp is looking for the loose files, which the retexture mod has the revised versions of many of the files, so I could perhaps create a loose file bundle, pulling from the 2 mods, and zip that up for the NMM? Does the zipped up file act as the new .ba2 file? kevkiev: Following that train of thought, if it is a new .ba2 file, this would be what you mentioned at the end about having a new BA2 for the merge? I apologize; I am trying to visualize the nuts and bolts of this process from beginning to end in my head, but I think I may be asking the same question 500 different ways. :unsure: Thank you again for your patient answers to my questions! Victoria
  7. Hi, y'all! Thank you so much for taking the time to reply! WastelandAssassin: Thank you for your explanation of the .esp files, as that is definitely what I needed to know! The .esp files are new to me, so I wasn't sure how they worked once NMM took over. If I understand what you said in the 2nd part, for most of the retextures, I should be just fine because, whether the main mod file that they are overwriting is on its own in the Data folder or part of the merged block, it will work the same way. This is great news! kevkiev: I checked the retexture mod to look for the loose files that you mentioned above, and it looks to me like the main mod (Wanderer's Trench Coat) does in fact have other files included, other than the .esp file. One of those additional files is a BA2 file. I compared the file contents list, and it looks like the main mod doesn't have the loose files for the Textures, as I see those listed individually in the retexture but not in the main. This is the odd situation that you are cautioning me to watch for, correct? For that .ba2 file, I need to break it down into loose files, put them into Data, and allow the retexture to overwrite them? Or, if I understand chucksteel's tutorial notes, I should package the .ba2 into an .esp, which I could then include in my merge? I am not sure which is the best approach. Again, thank y'all so much for the help! I love learning about how to use these tools and mods, and I really appreciate your thoroughness and helpfulness! :smile: Victoria
  8. Good afternoon, everyone! In an effort to reduce my plug-in count, I am planning out merges for my upcoming 1st modded playthrough (still new to using mods in general, and completely inexperienced using them for Fallout). While working through my chosen armor mods, I found that I have some mods that include the .esp file, and then I have separate retexture/recolor mods, which only contain non-.esp files (.dds, .nif, etc). I will be using the Merge Plugins tool to create the merges, and I think it only picks up the .esm and .esp files that are loaded (please correct me, if I am wrong about this), which would mean the retexture cannot be packaged into the merge. If that's correct, I need to understand if the main mod file can be included. For example, I have the 'Wanderer's Trench Coat' mod and the 'Wanderer's Trench Coat Mended and Modified Paint Options (Minuteman and BoS)' mod. The 1st mod contains the .esp file, and the 2nd mod specifically states that it only overwrites the materials, textures, etc, which is why I still need the main file. I looked through the files included in the retexture mod, and I am curious: if none of those files specifically overwrite the .esp file, can the original mod be included in a merge and still be revised by the retexture mod? I suppose another question would be: what happens to the .esp file, once NMM installs it? Are the pieces of the file broken out to their correct subfolders in the game's Data folder: meshes, textures, materials, etc? If that is the case, then the retexture would probably be fine, if the main file is part of a merge, correct? Thanks in advance for all of your help! Victoria
  9. I think a Nexus Mods merchandise store is a great idea! The wonderful modders who share their work on this site deserve a lot of praise; the site administration deserves just as much for all the site upkeep, crowd control, and helpful tips that they offer! A store is a great way to allow users to show their appreciation and help support this site. Thanks! Victoria
  10. Good evening, everyone! I find myself a bit confused about hair mod usage. From reading various mod instructions and threads, I understand that the hair mods replace vanilla styles, and when a mod is selected for the PC, it will replace the same style for all NPCs of the same race/gender that use the same vanilla mesh. Also, I can't use more than 1 mod that replaces a specific vanilla mesh for a certain gender/race combo. (Am I correct so far? :unsure: ) With that information as my base, on to my questions! 1) If I add a mod to the Manager for my PC, who in this example is HF, and I add another mod using the same vanilla mesh base but for another race, such as DF or EF, will they both show up? Not on my PC, of course, but let's say I want to run around with long hair and want Dagna to have a curly bob that both use 52 as the base, will I see them both? There are so many beautiful styles out there, and I would much rather NPCs use those, rather than the defaults. 2) If I want to change my hairstyle as I am going through the game to a different mod that uses the same base, am I able to disable 1 mod, enable another, and see the result? Perhaps I would need to change away from the style type (using the Black Emporium for example) and then re-select the correct base to show the new mod? I appreciate any help y'all are able to provide, as I don't want to get too attached to multiple styles before I find out my limitations! :laugh: Thanks, everyone, very much! Victoria
  11. Thanks, TSM! Your response is very good news. I have a whole lotta active mods, and I was sad all afternoon, thinking I was going to have to give some up. :laugh: Once I "re-install" them using the DAUpdater, they are available again. So I am not quite sure what's going on with it, but as long as they all turn back on, then all is well. :thumbsup: Thanks as always for responding! I appreciate the help so much! Victoria
  12. Good afternoon, everyone! I apologize that this may be a repeated question on the forums; I even feel as though I have read something about this before, but I am coming up empty on my searches, which may be a result of poor search wording. :confused: Does anyone know off-hand if there is a limit to the number of add-ins that DAO will recognize? I noticed that some of the first mod files that were installed during my massive mod download journey using the DAUpdater are not active in the game, but they work if I re-install them. I was thinking that there is a maximum on the active files in the "add-ins" folder, and the earlier ones are falling off due to that limit. Am I correct, and if so, what is the maximum? Thanks in advance! Victoria
  13. Valerie, my friend, you are a genius! There was indeed a modification for lel100cr_snitch.utc included in Improved Atmosphere. I couldn't find any noble wear mods, so I had a sneaking suspicion that a big mod, like IA, might be the culprit. I hadn't tested it yet, particularly since I couldn't find any files referencing him. I wouldn't have guessed that the "snitch" file was Jovi! Thanks to your brilliant reply, I found the conflicting file, removed it, and his body is back! You are so awesome! :thumbsup:
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