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gabgone

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  1. Sometimes NPCs do not damage each other until are woulded for the first time by the player or a companion. This means that some firefight are gonna last forever. Anybody had this kind of issue before? Any advice on how to fix this? I've tried to look for some parameter in the .INI file that might fix this (i thought it was connected to player distance...), but had no luck, and in fact ive tested to force a fight very near to my character but they just don't kill each others.
  2. Hi everyone. I noticed that whenever I create an outfit with outfit studio, armor using that specific NIF can't be used in workbench. They work fine in any other way: no crash on hits, equipping or whatever. But every time i try to add a mod in a workbench, instant CTD, and buffout 4 won't even give me any report of sorts. Funny thing is that switching the NIF of the armor to a vanilla mesh will solve the issue. Crashes are occurring in both old and NG+. While old game is heavily modded, NG+ is completely vanilla, so it only depends on my mod and no other conflicts or whatever. Any of you has been reporting these kind of problems when creating or editing armors? Thanks, Gab EDIT this are some of the nifs I'm having problem with. https://www.nexusmods.com/fallout4/mods/87928
  3. not sure, but maybe this does the trick: https://www.nexusmods.com/starfield/mods/4723
  4. I had an alternative, for all those using a high tolerance on overlapping: if somebody knows how to add a custom part, an "invisible" hull would do the trick. The cool thing would be to have one only with front rear attachment point and one with side attach points. I wouldnt' replace original geometries to not have NPC ships with missing (invisible) modules here and there. It might work with player only modules maybe
  5. I believe that objects already ingame have unique IDs. For instance, if you drop a weapon, take the ID, add mod with console, you have an ID. If you equip and drop again, you get another ID. Meanwhile, non of these is the "real" ID you would read in the game editor. If objects you editet all begin with FF, and I think so, then we are in this condition.
  6. I'd like to edit a ship leaving some modules not properly attached. Is there a way to enable this kind of modifications?
  7. I believe the UV of the mesh is messed up, try to export with latest plugin. Or, try the texture on the original model, It seems to me you've edited starbord helmet, am I right?
  8. if you know what commands you need to use, you can do it yourself. delete the stuff manually, then in a .txt write player.placeatme xxxxxxxx, where the Xs are the id. make a list of all the items you need so they are spawned all together, like player.placeatme xxxxxxx1 player.placeatme xxxxxxx2 player.placeatme xxxxxx.... player.placeatme xxxxxx10 now, save the file as "shipstuff.txt" ingame, digit bat shipstuff then manually move one by one. At least the spawn process is faster. I don't know how to place a module already equipped with what you want, but I think a bat command is not enough
  9. Try to fast travel. If it doesn't allow you, it means you have some upgoing quest that need to be completed, most probably. Have you agreed to run the red mile, but you still haven't done it, maybe? i that case, you have 4 solutions: 1) console TGM (god mod) TCAI (on-off AI combat) or KAH (kill all hostile) while doing the red mile. It sucks, but whatever. If you use TCAI, remember to turn combat ON later 2) Reload a previous save 3) Using setqueststage commands, go one step back (or forward) in your quest progression. Not sure what are quest stages of that specific part. Google "starfield quest manipulation console" or stuff like that, if you don't have results, most commands are probably the same from F04 and skyrim, look for those games too. 4) Lower difficulty, do quest, reset difficulty. Honestly I'd avoid nr 3, always wiser to not mess with quests if you have other options, IMHO. PS console will disable achievements. But I never cared about that ehhe
  10. aw man, if you find a way, please tell us. There are a couple of star wars-related mods, try to ask the authors, they'll know a way for sure.
  11. Hi there, I believe that the face is invisible because of the settings of the armor in the .esp file. Let me explain: each armor part can be flagged to cover a specific part of the body: legs, arms, full body, head, face, hair, long air, eyes. This is done to "overwrite" the naked body that otherwise would clip with the armor. mantis helmet, the original one, covers the whole head, you don't even see the eyes, same for the hair. This is because it is flagged to replace the head completely. If you use an helmet with transparency, you'll see a empty helmet. Until xEdit or creation kit will be out, I believe there is no workaround.
  12. hey I downloaded that one, it's very cool. So, speaking of your topic, you need to rename the mesh you want to use with the name of the mesh you want to replace, and be sure the folder path is correct. Then, you have to do the same for the morph folder and files. Then, you're done ;) PS certain armors/outfits might have other attachments in a separate mesh. If you want to use a dedicated texture, you can change the material with nifskope, but since we can't make new materials yet (at least, I don't know how to do it...) you may use and overwrite an existing material, and modify the relative textures.
  13. Loose file, once enabled, has always the priority, at least in FO3, FNV, FO4 and skyrim. ba2 files should be better for loading time, etc... So if you want to download a weapon pack in a ba2, then edit a single texture, you can add the loose files and they "overwrite" the ones in the archives. PS not sure if it works for starfield, I'm sure it works for the older games
  14. I'm posting just to share this. It apperars that transparecy is done through opacity maps, where darker is more transparent up to invisible. This means that if the selected .nif do not have an opacity_map.dds, you can't do the trick, untill we can save new nifs with different custom textures
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