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rarborman

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Everything posted by rarborman

  1. https://www.nexusmods.com/fallout4/mods/4515/? Make a shotgun, add minigun parts... Least it's what you wanted.
  2. Could use something along the lines of a overall leveled tier system, instead of the current model and mark where all the variety is simply covering leveled gear with different model type. Basically pissing in the wind asking for the impossible, unreasonable, and obsessive... By this I mean adding level requirement to craft to basically everything... Why? Because levels mean nothing as is, where if you've brute force through the crafting perks you can make the best everything and picking up loot just feels like a scrapping chore... Or at the very least... Someone show me how to add level requirement to a craft... And I'll do it myself.
  3. I have them in the texture file, I even can get then to load up in ck and display as a texture item... But when I try to get the model I made, which works in nifscope wraps correct and looks fine, it gives me either an error model or invisible object that refuses texture. Its either something wrong with the bsshader or niftexture, but I'm too dumb to figure it out.
  4. https://www.dropbox.com/sh/3dkp7udqx0kp8sq/AACP0QiIwmMgyVvyHu8LtWV9a?dl=0 I know the texture don't work right... It'll show in nifscope but not ck... I included just about everything from the project... Some help would be nice
  5. No problem, in some cases its all a chain reaction, and a modder simply needs a push out of a problem to find his own solution. As for the outfit error, its normally because of masters and or the objects for the outfit not actually being in the plugin. Good luck with any future modding.
  6. Try extracting the bsa with fo3a and make sure all the nifs are in data/mesh/armor/bat/m in loose version, and if that doesn't work your probably going to have to redirect the armor to point at them; this is because it seems to be unable to find the meshes in their current state, are you sure the armor can preview in its normal state?
  7. Load plugin with desired armor (the armor that uses the mesh's nif) look for armor by name in object's filter *all or manually in armor. From there you go into the object of the armor in the center right is the model column and at the bottom is a table called models (if its empty tick the show all box) taking what it in the table putting it into the object window filter and searching in either *all or manually in armor addon. From there into the armor addon on the left is the nif column and pressing select buttons next to the labels "biped model" or "first person" will pull up the model data window. From here pressing edit button will allow you to select a new nif in whatever file structure you have your skyrim data file in as the mesh of the model, as well as selecting new texture sets which can be made in the texture set tab in the miscellaneous collapsible of the object window. Afterwards saving the plugin will change the esp to have your loose nif selected as being the model for the armor object you just edited; the bsa will still contain the original nif of the model but will not revert on its own if you lose or delete you loose nif. As well your nif will still have the textures of the original from the bsa if there were separate texture files in the bsa if you did not change the share properties to point to new textures; you can place similarly named textures in similar file structure as a bsa and it will automatically overwrite the bsa as far as I know, but it will cause your game to first look into the bsa and then the data folder before it loads the texture causing slightly higher fps loss during loading of the texture then if you redirected the texture set in either the model data window or shader properties of the nif, as they tell the game to do the same thing... tell the game to load a texture that should be in a bsa without a loose overwrite or from a loose file.
  8. I literally just told you in my last post. Put it in the correct file structure like how it is in the bsa, and edit the esp in creation kit if it doesn't work
  9. You can edit the esp with ck to overwrite the nif in the object menu if putting the new nif in a similar file structure as the bsa in the mesh folder in data doesn't work, that's if you edited your nif right to still work in skyrim. If you mean you removed a nif from the bsa with fomm and edited it in nifscope and or still have a nif that is; otherwise if you edited it in 3dmax or blender and now have an obj or 3ds your going to have to import it back into a nif first.
  10. There is a main game quest that requires you to wear something to progress, its the thalmor party quest for delphine that requires wearing the party outfit, I've forgotten the name to it, but that's the only instance of required apparel to complete quest objective I can think of.
  11. Did you make sure your plugin for the outfit came after the armor mod in your load order, or was an edit of the armor mod, dirty edits are also something that can sometimes make what you see in the ck not be in game, as well the armor could be race specific and doesn't have tags for the npc's race to be able to wear it, also the red ! triangles are skyrim's error object and generally mean something is wrong with the mesh texture nif or so on and so forth; I'm just throwing things at the wall till I get some pictures. Helping others mod is a hobby, since I've been stuck at the mesh editing wall for quite some time trying to figure out how to skin and bone an object; its about the only thing I got left that resembles modding anymore besides the random texture or premade mod edit; because I've already done everything in skyrim, dragonborn, dawnguard, hearthfire, guilds, bugs in jars, cleaning random loot out of caves, got all the daedric artifacts (even though steam was nice enough to not track that I actually did that), been to jail, murdered everyone who wasn't essential in a massive rampage, got married, adopted some random child I did not like, completed the civil war for both sides, was a man, a woman, a walking rug, a furry, a bat, a furry bat, a cat, an alligator, skills before they meant nothing but more perk points, then all the perks, I've gotten so much gold I don't bother picking it up or even looting it out chests or even looking at urns or gems or jewelry anymore, I've been though so much mods that I've seen too many overly complex or underwelmingly dull houses, nude models, dongs, clothes, repeat mods, sinkholes of time labeled as dungeons or quests, and simple retextures of the same meshes over and over. Sorry just venting for some reason... I should stop its not appropriate; and no one cares.
  12. What?! I cant even fathom how you messed up outfits in such a manner. Did you try loading up the game with the 'batman' outfit, errors and all, into skyrim to see if its even partially working? Otherwise I have not enough information to form a reasonable hypothesis about what is going wrong here; maybe add some visual representations.
  13. You need to make an outfit, its a common oversight for those whom are newer to modding npcs. Just search outfit in *all of your object window filter in ck.
  14. Are you running skyrim with skse? Have you ran Boss for your loadorder?
  15. A lot of these have either A. been done, or B been suggested an untold number of times; please do at least search for what you want before you suggest something, I do at least know that there is a mod for the Riddick ulaks.
  16. There is a mod like this, you don't make other people, but you can switch to play as any npc, so just spawning a random npc would let you .showracemenu it I guess; http://skyrim.nexusmods.com/mods/36047/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D36047
  17. It might be a conflict with immersive werewolves and moonlight tales, if anything try tes5edit-ing, if you don't know how, look up the cleaning guides before you try anything. Boss as well might help.
  18. Dear god man clean up your dirty edits! Also probably should post your system stats as well, your not telling us that you have the right computer to even run Skyrim, just your mods.
  19. Most of the problem with steam workshop is bad load ordering, which you can solve by moving the downloaded files out of your data folder and unsubscribing from the mod and replacing the files into the data folder and manually ordering them with a mod manager, yes its not nice to unsubscribe but functional load order takes priority to phantom numbers. At least that's what I do.
  20. Making a texture set is the less messy way of editing the texture values in nifscope as you will already be in ck to make the new armor addon and armor anyways it just saves time for basic retextures, as for making something standalone from needing a master, you extract the nifs and edit your armor addon and armor in CK to point to your new non-packed nifs. Just curious what tutorials did you watch?
  21. From what I'm reading you have learned a very sloppy method for retexturing and making standalone when you have not modified the mesh. I'll tell you now you've got everything you need to make it work the much smoother way, just take your textures and make a new texture set item in CK as well as an armor addon clone and an armor clone that is playable. As long as you have Dawnguard installed, which I assume you will continue to, it will take the mesh from the dawnguard.bsa and require it as a master; when you make a new plugin.esp it will contain a texture set that links to your textures and two clones, an armor addon and an armor. That set already has a world instance and everything else because it is a edit of a vanilla armor as is. If you have trouble finding a texture set to make a new try putting arkayb into the object window filter and clicking *all it will be the top most. If you are not doing mesh edits there is no need to go into nifscope, otherwise it is not called a retexture it is called a mesh edit.
  22. It takes a lot more then placing something in a certain place to get the effect of changing it from all werewolves to just player werewolves, unless you feel like learning how to actually mod with the creation kit as a minimum, the mods you get only do what they do when placed in the data folder; otherwise welcome to the modding community. .bsa are packaged forms of loose mods that go into the meshes and texture folders and without a .bsa extractor like the fo3archive and esm is the programing that the game reads to make stuff work and without the CK (creation kit) there is nothing you can do with them besides placing them in your data folder and activate them in either a mod manager or skyrim's launcher plugin menu or turning then off and removing them. If you are set on modding either look up the CK and Fo3archive (someone might give a link or you can search the forum) and learn how to use those.
  23. So, what you have is custom textures or custom meshes, or both? Is it a body part replacer, retexture or overlay?
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