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Posts posted by darkconsole
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Your post is basically how quite a few modders got their start.
They couldn't find what they wanted, so they learned how to make the ones they wanted
i usually just link to the creation kit tutorials page for these kind of threads, though this guy would also need a 3d modeling tutorial and a chill pill.
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the .7 update "fixed" it, but it still doesn't work. it just progresses to the next screen now listing zero things to import.
https://cdn.discordapp.com/attachments/400067903279333381/409819660972982272/unknown.png
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when you select a profile from this screen
it would be nice to have some sort of indication on this screen
and the mods tab.
like maybe use the selected image up there instead of that default game image and the profile name instead of "SSE"
also the save files and game settings options always say "no", no matter what they are set to, you can see in the previous shot above.
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Have anyone got this one?
same here. i even tried editing the ini to say various things like "skyrim: special edition" and "sse" with various cases. sse is literally the only game i have configured in vortex.
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it is possible but i haven't quite found the right combo of bone scales yet. i was trying to make the head slightly larger, but the way fo4 seems to merge multiple skeletons together, also the face seems to work different than skyrim... my results were... well... i assume these are the reasons it is not yet able to be done via looksmenu.
http://i.imgur.com/jIcvLBV.png
http://i.imgur.com/2rp0Vv8.png
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The CK hates any non vanilla texture assets, particularly when i comes to facegen parts. Normally when I'm doing face edits I rename the texture folder with the modded makeup/skin files in it temporarily. Once I've finished the NPC and exported the facegen data, I just rename the enhanced textures folder again. It sometimes causes strange textures, though normally only if the modder has done something really radical, but on the whole it works for me. There may be a simpler fix though.
two years later
this
saved
me
oh my god i was getting so mad i had checked all the texture layers setting interpolation 50,000 f*#@ing times.
disabled high res makeup for skse, bam.
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call it tanmm for tannin's nexus mod manager lol.
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In response to post #39665590. #39665740, #39665835, #39665905, #39673125, #39673695, #39679360 are all replies on the same post.becuase my steam numbers are cooler than yours. no really. something like 3500 hours in skyrim ck for me. bow before me. i think i've spent more time in it than anyone at bethesda has >_>GBNeto wrote: can someone tell me if the creaton kit is already available? cause there are a lot of mod pages that haven´t been updated and still say that they are waiting for the creation kit. not only that but i have never seen a mod with a hotkey before and with the creation kit that should already be possible right? can someone explain the situation as it is because im very confused and everywere i look there is conflicting information. thanks!masternetra wrote: Yes, it's been available for a while.MTNFREAKINGDEW69 wrote: The CK came out back in like, April. You can download it from the bethesda net launcher, you also need to own Fallout 4 on Steam. Any mod pages that say they "Don't have the CK yet" just means that they haven't updated their mod in a long time. Or they just haven't switched to the CK yet.LethalThreat wrote: .... Yes the Creation Kit has been available for Fallout 4 for like, a good few months now? If you're looking to download it you have to download the Bethesda.net launcher first and then you can download the Creation Kit within the launcher.
EDIT: Oops posted at the same time as the one above.Jinxxed0 wrote: what sucks is that the creation kit for Fo4 is locked behind a useless program that you have to download, bethesda's launcher. so you can no longer keep track of how many hours you use it like with steamkevindad1 wrote: Why would someone want to keep track of how long they use the CK? Seems like a weird complaint to me. (No offense)trinityfang wrote: to see how long they have wasted their time screwing up and to then learn from their mistakes
practice makes perfect -
"My mods will not be available on Bethesda.net for console users."
i would suggest rewording this. it can be taken as "oh that guy isnt going to do it so screw it i will"
perhaps "will not and may not be made available on bethesda.net"
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would have been nice to know what the solution was.
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so why don't we have a 64bit build of mo then?
Mod Organizer's author's decision.
Since the thread was started, it is now possible to do everything necessary with the Creation Kit and Papyrus compiling.
See the Creation Kit sub-section at this STEP page: http://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs
Then use SublimeText (32-bit portable version if OS is 64-bit). Set it up in MO like any other 3rd party program. Configure it to compile Papyrus scripts (http://www.creationkit.com/Sublime_Text_Setup).
All that, does two things
1. All script types will compile in the CK
2. SublimeText can be used to edit & compile outside of the CK.
Workflow for using ST with MO for both editing and compiling:
1. Associate PSC files with SublimeText
2. Add SublimeText to MO's list of programs to launch
3. Access mod file tree in MO
4. Right click on script file and choose open
5. SublimeText will open
6. Repeat for all other script files wishing to be edited & compiled
7. Close SublimeText ***
8. Go back to MO
9. Launch SublimeText from MO
10. Edit & compile as needed
11. Close SublimeText
Output will be as follows: PSC & PEX files will be placed within the appropriate mod folder in the MO directory structure.
*** SublimeText keeps each opened file in its own tab. So long as that tab is not closed it will reopen each time SublimeText is open.
ill give this a try and come back just so this thread has something along the lines of confirmation.
I just dropped my WIP mod into the Data folder. I know MO is supposed to be in separate folders or whatever but it was already set up there from when I had NMM and I don't want the file paths to be suddenly messed up and for me to have to redo all of them if I move the mod. I just disable the .esp in all but my testing profile. There's nothing that would conflict with it anyway, at least in terms of file replacement.
that will only work if your scripts don't depend on any other scripts. else building will just fail because it won't find the ones it depends on.
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so why don't we have a 64bit build of mo then?
Azeroth Reborn - A World of Warcraft experience right in Skyrim!
in Skyrim SE
Posted
by announcing months/year early you have committed the classic self dooming of every fan project ever. you have put a spotlight on it that the IP lawyers are going to hone in on to try and prevent the initial release.