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marokay

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  1. IT WORKS Further research indicates we cannot create and utilize a SResourceArchiveList3 or SResourceArchiveList4, etc. So if anyone stumbles across this post, realize you have two 255 max string lists to put your BSAs in. Add everything else in brackets for ease-of-access if you're interested in modding on a regular basis, like so:
  2. Sweet idea. I think I'll just put most of them in brackets and then whenever I need one I'll drop it into the load list. I'll be back and post another update if it works. Thanks BigAndFlabby.
  3. So much modding I want to do but I can't because I'm cautious about haphazardly unpacking all those BSAs (basically crossing my fingers that there aren't any overwrites I face, leading to the need to delete all previous work to guarantee integrity of my skyrim SE data folder).
  4. So I go to creation kit. I load up any plugin. For example, I'm gonna load up Paradise_City_Merged.esp. It has master Paradise_City_RESOURCES.esm which I assume points the program to the following BSAs: Paradise_City_RESOURCES.bsa and Paradise_City_RESOURCES - Textures.bsa the meshes, I assume, are in Paradise_City_RESOURCES (that's where they were when I looked last time). Now, mind you, this is happening with many other mods as well, such as civil war battlefields. Anyway... Paradise City puts new trees in Whiterun. So I load up Whiterun World in CK. Here's what I get: https://i.imgur.com/yftuWN8.png visible missing meshes everywhere. Editing them shows names like gkbJungletreeNew82 (a file from Paradise_City_Merged) etc. They're all from that plugin. The Skyrim trees load fine as seen in the photo. The BSAs are listed in my ini as shown in the first post. What am I doing wrong?
  5. I tried setting it to the active file, and bUseArchives is set to 1, however, it is not working. Thank you for the suggestion.
  6. I tried manually adding the .bsa files to the list in the creation kit ini, example: but it doesn't load the meshes in the CK. I unpacked one to test, and it worked. how do I keep the BSA in tact without unpacking and maintain CK functionality? does busearchives need to be 1 or 0? I think 1, right? (either way, it doesn't help or fix my problem, tried both).
  7. missing meshes in creation kit. Do I need to unpack all my BSAs? i tried adding all my bsas to the creation kit ini (there were 87 of them, I typed them all) and it isn't working. missing meshes everywhere. not missing in game.
  8. spawn too many NPCs in a given area, and havok makes some of them float. I read somewhere someone suggested: [Actor] bUseNavMeshForMovement=1 but it doesn't work. Others say simply lower your NPC view distance so you don't render that many. For some, that's a pretty lame way out. So, anyone have any ideas on what may control this? is it fundamental to the game engine and needs a bethesda patch? What say you? https://i.imgur.com/OQVylU4.pngless threatening way up there. maybe good for practicing fireball aim? lolol
  9. Interestingly the pip-boy in the loading screens, AND the pipboy in the vault, are both perfectly normal and fine. The letters get blocked out right after the vault is opened with the pipboy. but it doesn't seem to be a mod???? ... will report further tests
  10. I'm trying to figure this out as well after installing a bunch of mods i think it's flaconoil's hd retexture project, will report back if it is https://i.imgur.com/quKJ9tS.jpg because i doubt it's this: https://www.nexusmods.com/fallout4/mods/449 <- this is a known good mod with no issues idk. i reinstalled flaconoil's hd tetexture project without the pipboy and it still has the blocked out text. gdi. could Def_UI cause this? EDIT: might need to reinstall the game. I've uninstalled nearly every mod and still have the issue. Where can I find the texture/mesh in my files?
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