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FishBiter

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Everything posted by FishBiter

  1. The mod would allow the player to open clothing stores in cities and towns. The player gets to set what clothing the store sells, with the result being that NPCs in that city/town will start wearing those items.
  2. At some point I found a female texture that showed some ribs. I'm looking for a very skinny/boney looking female texture. Anyone know where such a thing might exist?
  3. So what happens is anytime I equip a body slot clothing/armor, my character's skin color changes to a much lighter tone (it seems to match the 2 setting on the skin tone slider). If I go into racemenu and change my character's skin color it goes back to normal, until I equip armor again. This also happens if I change the character's weight in racemenu. Has anyone heard about something like this happening? It happens with all races. How do I complletely clear the current racemenu preset and go back to a 'vaniallla' setup? Choosing one of the presets with the slider doesn't do it.
  4. So I made some custom followers and people are reporting that their facial animations don't work. I verified the same thing is happening in my game as I can't change their facial expressions with ECE. At no point did I change anything related to that, as far as I'm aware, so I have no idea what I broke where. Anyone have any ideas where I should look?
  5. https://www.nexusmods.com/skyrimspecialedition/mods/57339?tab=files&file_id=236664
  6. So apparently this exists: https://github.com/Karonar1/hdtSMP64/tree/gpgpu-new-reduction It's a new .dll of HDT-SMP that seems to have huge performance improvements. The instructions for compiling all that stuff into the .dll is kinda scary tho. Anyone know if this is available somewhere already compiled?
  7. Oof... guess I'll put an evening aside to get that out of the way. Thx for responses.
  8. I want to remove all tracked mods for Skyrim LE. Is there a quick way to do that, or do I have to go in and remove them all individually?
  9. So what I need to do is, I need to add vanilla hair to a piece of head armor. However, the head armor is a model from a mod and I'm not planning to modify that model and reupload it. Instead what I want to do is to add the hair as an Armor Addon by adding it to the Armature parts for the Armor piece. I've successfully made the vanilla hair into an Armor Addon and gotten it to show up alongside the armor piece. However, there are still some issues: 1. The texture for the hair doesn't look like it's supposed to. It looks like a weird blurry stretchy mess. The hair itself is the correct shape, but the texture doesn't seem to be getting applied correctly. I've tried making a Texture Set that points to the hair's textures, and then add that as an Alternate Texture to the hair Armor Addon, but this didn't fix it. 2. Most vanilla hair is two pieces, the hair and the hairline. Both need to be displayed for the hair to look right, but both meshes use the same slots so if I turn each into an Armor Addon and add them, only one shows. Opening the model in Nifskope and messing with the slots there has only succeeded in turning them invisible in game.
  10. Hey, I have the exact same problem. You ever find a solution?
  11. I'm looking for ways to shrink down the menu, not remove it entirely. Kinda obvious from my post.
  12. So say I want to get rid of an MCM menu from a mod for which I never change the values. How might I go about doing that? Basically I have a long list of MCM menus and I'm looking for ways to shrink it down, and I'd prefer that shrinking to persist when I start a new game.
  13. Not sure if this is in the right section, tried to find the section that most closely matched my issue. So a specific mod ( https://www.nexusmods.com/fallout4/mods/31401?tab=files ) fails to download. If I download it with NMM, it says incomplete. If I download manually, then the archive cannot be extracted - throws an error when I try to open it. It is only this mod - I downloaded Armor Keywords today, which is a mod of similar size, and it downloaded perfectly both in NMM and manually. I've tried clearing my browsing data ( history, cookies, cache ). I've tried flushing DNS. I've tried downloading the file on another computer, also did not work there. Not sure what else to try. The file has 233 downloads so clearly other people are able to download it.
  14. This was inspired by the survival horror/sci-fi game P.A.M.E.L.A. wherein they have technology that uses magnetism to compress items inside a storage container, so that the volume of the items is compressed without damaging them. Think of it like smooshing the particles in their atoms closer together, and you use [insert sci-fi here] to keep that from causing something terrible to happen, like explosions. It's basically a wearable high-tech trash compactor that doesn't destroy the things you put in it. So what would that mean as a mod? It would mean a back pack, but a neat high-tech looking one. The way your character uses it in game is that they drop it from their inventory, at which point it spawns on the ground. Then they put stuff in, or take stuff out. Then they pick it back up at which point it appears on their back again. Your character does not have access to anything inside the backpack while wearing it because in order to access things inside it you need to allow the backpack to expand to it's normal size and decompress the contents. The item that appears on the ground when you drop the backpack would therefore be much larger than the thing you're wearing on your back. BUT WAIT says you... what's the benefit to me, the player? Aren't I just losing access to part of my inventory for aesthetic purposes? Yes, that's where the upgrade system comes in. The backpack would have upgrades that reduce the weight of the objects inside of it, which would require perks in Science and probably Nuclear Physics. With max ranks in both perks you could upgrade the backpack so the items in them weigh nothing. And finally, the backpack would be powered by Fusion Cores. When picking it up there would be two options - Pick Up or Recharge. Recharge would use up a Fusion Core, and refill the pack's energy. If the pack ever runs out of energy while you're walking around, it immediately falls to the ground and expands. There would be accompanying upgrades that can make energy use more efficient, or even switch the type of energy used to Fusion Cells or Plasma Cartridges. So to summarize: - Neat high-tech looking backpack. - Back-pack sized when on your back, large container when you drop it on the ground. - No access to items within when it's on your back. - Upgrades to make items inside it weigh less. - Requires power, if it runs out it falls on the ground. - Immersion! We finally have an explanation for where all those rocket launchers are being stored! So there's an idea. If anybody wants to do all the work, it's your idea! \o/
  15. What concern is it of ours if something hurts the CC? I mean, you can't ask the script extender folks to run and constantly develop two versions, just for the sake of those who are into microtransactions. For me it's more important to not have some bloatware installed whenever they're updating their little cash printing scheme. Sorry, I should have been clearer. I just meant that from Bethesda's standpoint that would be a disaster since practically no one's giving up F4SE to get the CC. It's one more reason they won't opt for it, and it's not a solution to the problem they've created for themselves. Well, at this point, if the only way to get the message across is for the CC to immediately bomb, flop and get pulled, then so be it. If they have to basically hold our HD space for ransom, they have well and truly F*%&^ed up and need to face the music so the lesson can be learned once and for all. What lesson? Microtransactions are a permanent fixture on the gaming industry, there's no lesson for companies to learn - the lesson they learned was "this makes money, keep doing it" and that lesson gets reinforced every day. CC is here to stay, the only question left to ask is how long some people will continue to complain about it.
  16. http://www.pcgamer.com/bethesdas-creation-club-archive-is-being-downloaded-automatically/
  17. So I have this issue where my character's shadow is detached. I had this issue in skyrim as well, where it was fixed with shadowbiasscale ( I think ) but that isn't working in Fallout 4. Anybody know how this can be fixed? http://i.imgur.com/eeUwryE.png
  18. Kinda bugs me that I'm just blasting an NPC with a flamethrower and they don't seem to care.
  19. It took me like 3 years before I actually started playing this game after buying it. I find debugging fun tho so... yeah, I'm special.
  20. So your answer to that is to say that workers who have produced the actual products being sold and being able to earn money based on the number of people interested in paying for that product is... "completely unfair"... riiight. Surely you should be encouraging the world to work in a way that those that produce the value actually benefit from it. If Bethesda's workers don't see bonuses or huge pay increases from the success of the games, and instead a bunch of ceo's, publishers and other leeches do, then that is the problem. Not other workers getting fair recompense for the value they produce. If Bethesda has to compete with people selling individual work and making lots of money, maybe they would have to... I don't know.. pay their employees more to keep them working there? Perhaps they would actually have to spend some of the millions of dollars they make on paying their workers more, the ones who actually built the game? That would be more "fair" would it not? Instead we see a world where businesses are turning record profits and workers are seeing nothing of it... In your analogy of McDonalds, why should the workers not get paid more if the store has a busy week? They worked harder right? We already have rudimentary systems like this, where if you work overtime you are paid more. Unfortunately most of our economic systems are from a time before the internet, before easy communication, organization and micro payments. You're suggesting the shitty method we currently do things, where bosses and middle men who barely produce anything can exploit the workers who actually produce the value is a good thing, and we should force that system to stay even though we are finding ways to automate away the middle men. I agree a 100% with you but most young people prefer communism! The irony being that the problems that the post you quoted points out are actually issues with Capitalism. CEOs giving themselves the lions share of the profits while the workers who actually produce get much less - you guessed it, that's capitalism at work baby! As far as "modders getting what they should be getting", well, the community sees to it that they don't, doesn't it? Remember that one time where modders might have had a chance to put their mods up in a paid fashion and get paid per-download? Guys like you raged and shut it down. Now you're trying to shut down the chance that they even get a few paychecks for their work. And you're doing this in the name of... capitalism? You sure you know what that word means? Here's a hint: It doesn't mean getting stuff for free. In fact, "We all get the same mods, for free, no matter how much we're willing to pay" is... you guessed it, communism. :wink: As far as "changing the way things work", good luck with that. I don't think bethesda mods is going to make any of that happen. For now, I'm just supporting a system that allows modders who put in the effort to get some money and industry experience out of it. If you can think of a real good reason why shutting down Creation Club will make it more likely that modders get those things, I'm all ears, but for now Bethesda is the only one with a good idea. People like to pretend they're trying to shut this stuff down in the name of the community, but to me it always stinks of "I don't wanna pay for anything". Let's face it, the community is more so the modders than it is the mod users, cause without them there would be no modding community. That's the part of the community I support, and the part I'm concerned about, and the part I think should be getting more for what they're doing. This gets them that, in a way that solves the problems that matter to them. And hey, if donations worked, we wouldn't even be having this conversation because the mod authors that bethesda talked to about this would have said "No thanks I'm making plenty of money". They didn't though. PS - yeah I know your post was probably sarcastic. I just couldn't pass up the opportunity though.
  21. They work. Perhaps not if all you're interested in is money but they work just fine. If all you want is money pick another way, don't destroy our community. It's comments like these that show that the old knee-jerk reactions are still there, and people aren't actually paying attention to what Creation Club actually is. If you think it's going to destroy the modding community, then you haven't actually looked into how it works. Simply put: It won't. You can just relax. If the best mod authors, the ones who would actually be able to take advantage of Creation Club want to do so, then that is their right. Nobody can tell them otherwise - all you can do is say "Well, then I will just not use your great mods that I would normally say are 'must have in my load order'". That's fine too by the way, you don't have to pay for anything you don't want to pay for. Both parties are well within their rights to take their respective actions in this case. I know some people hate it - mostly the people who rode the wave of protest and felt like heroes during the curated workshop thing - but Bethesda figured out how to do it right this time. They looked at what the problems were, and figured out a way to avoid them. This is going forward, and it is going to work. I will happily pay money for some of those big mods I used to get for free - primarily because I donated upwards of 50$ to some of those mod authors who made some of those really big mods that took tons of work, that ended up being mods I couldn't play without. They did good work, and they deserve not just to get some paychecks for what they do, but also potentially a foot in the door in the game development industry - I would love to see some of these guys go pro, they deserve it. That's what this boils down to for me - these guys deserve what Creation Club offers. Also, it means that people who don't deserve it ( mod thieves, garbage pushers ) won't get something they don't deserve. PS - don't bother using my 50$ donations as justification that "donations work!". In nearly every single case the author responded by thanking me for being the only person to ever donate. Simply put, there's a reason the "Forever Free" slogan was so catchy, and that's because people generally don't want to give mod authors money.
  22. have you tried checking everything in your data folder by taking something out, starting up skyrim to see if it CTDs, then repeating until you've checked it all? I remember one time I was pulling my hair out over a CTD and then eventually I discovered that it was because of a single mesh buried deep in my meshes folder that didn't get uninstalled even when I uninstalled all my mods.
  23. I'm just gonna go ahead and point out that Bethesda employees don't get payed on a per-sale basis, and neither do most employees at most companies. If you work at McDonalds you don't get a bigger paycheck if the joint sold more burgers that week. The idea that modders are required to be paid on a per-download basis is not grounded in the reality of what modders essentially are: freelance game developers. Once the modder is part of this project, they're effectively a freelance developer, and will get paid the same way as if they were a freelance developer who started working with the company outside of CC. This, quite simply, is fair. Paying them on a per-download basis would be completely unfair and would leave Bethesda employees wondering "...why am I working here? I could be making more by making content for this company through the creation club". Think about it, some of the most popular mods have 1,000,000 downloads - if they gave the modder only 1$ per download ( ridiculously low, chosen for effect ) then that modder just made a million dollars. How many BGS employees you think are raking in a million dollars in less than a year while doing more work throughout that year than that modder did? And yeah, a million is an extreme example. Try 500,000... 300,000... 200,000 these are still big dollar amounts, especially if you raise that 1$ per download to something like 2 or 3. Per-download payment is just unrealistic.
  24. So what happens if I check the respawn flag on a follow? 1. Will they respawn after they are killed just as they were when they first spawned, or will they spawn in a more updated form - for example, if I set a new home for them, will they remember that after respawning and go there instead of their initial location? 2. Will they respawn at other times without having died. For example, if I leave them somewhere waiting, will they respawn when the game goes through its regular respawn cycle? 2a. Will they respawn when they are following me around when the game goes through its respawn cycle or are they protected from respawning while in the same cell as me? Other questions: 3. Is there a way to prevent a follower's corpse from disappearing? 4. Say I have a mod that can summon followers. Will it summon a follower's corpse?
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