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About ANiceOakTree

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Website URL
http://stop-right-there-criminal-scum.tumblr.com/
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Discord ID
ANiceOakTree #5671
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Country
United States
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Currently Playing
Fallout 4
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Favourite Game
Oblivion
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Hi all, so I'm a bit of a scripting and quest making noob and I'm hoping y'all can help me. For a quest I'm making I want my NPC to move to an xMarker outside a cave I made, after the player accepts the quest and leaves the cell (Solitude). Here's my first problem, the quest marker doesn't go to my cave. I set both a reference alias to the Cave marker and a location alias because I didn't know which one to use, and neither seem to do it. Second, my NPC won't move to the marker. I got her to immediately disappear with just a MoveTo command on the quest stage, but then she didn't show up to the marker. I tried this code to try and get her to move not immediately, but that failed in all aspects (though it did compile). Scriptname COTHACaraMoveOutside extends ReferenceAlias Quest Property aaCurseOfTheHoundAmulet Auto ObjectReference Property XMCara Auto Actor Property Cara Auto Event OnCellDetach() if aaCurseOfTheHoundAmulet.GetStage()==20 GoToState("Done") (GetReference() as Actor).MoveTo(XMCara) EndIf endEventHere's my esp if anyone wants to look at it https://www.dropbox.com/s/n5dwwzq00xebv19/cotha%20and%20scripts.zip?dl=0
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Why aren't the number of mod downloads visible?
ANiceOakTree replied to ANiceOakTree's topic in Site Support
So I found it's a Google Chrome issue because on Edge the numbers load. However, it's not one of my extensions because browsing as a guest on Chrome gave me the same problem. Maybe it's my anti-virus program or something? I've have that longer than I've had this issue though. -
Maybe I missed this in a news post or something, but why are the download numbers from any mod displayed as "--"? This is both on the thumbnails before you click it and in the page. It's been like this for a while, is there some site wide thing going on?
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Looksmenu Customisation Compendium
ANiceOakTree replied to TheCrow1983's topic in Fallout 4's Discussion
One of the contributors went rogue and removed all the other contributors and deleted it. The admins and the main uploader are looking into fixing it -
Okay, well because I'm currently cutting up hairs for the mod I'm working on, I cut the Agent X bangs for you. https://www.dropbox.com/s/81dd8p56f9uz2an/Agent%20X%20bangs.nif?dl=0 It's too much work for me to mirror the Azar hair because 1. the part is off centered, 2. I'd need to figure how to mirror in 3ds Max, 3. I don't have the version of that mod with that hair, and didn't want to redownload it. So I suggest you just use that hair as is. Here's what you need to do now: -place the bangs in meshes\Actors\Character\CharacterAssets\Hair\Female\azarHair -boot up Outfit Studio and load the Azar hair as reference and the bangs as outfit -fit the bangs on as best you can and export without reference -open FO4Edit with the Azar esp -find that hair in the records and "copy as new record" -either create a new esp or use Azar's, name your hair -rename the Full - Name too to whatever -copy as new record and other hair entry, rename it bangs or something -change the end of the model filename to say \agent x bangs.nif -right click and edit the Flags to have playable and "is extra part" -edit Type to say "Misc" instead of "Hair" -on your first hair entry you made, edit the extra parts to add your in bangs, just type [HDPT:01000xxx] or whatever it is -exit and save the esp, it should show in game The textures are different though, so expect some color and texture difference.
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Making droppable nif/nif that shows up in menu
ANiceOakTree posted a topic in Fallout 4's Discussion
For my Dyed Wigs mod, when you drop them it causes CTD. I also noticed that there's no spinning mesh in the menu, but when I had linked a nif that didn't have cloth physics it, the mesh did show up so it probably has to do with the cloth physics. I'd be fine if what shows up when you drop the wigs is a can or something, I know armor mods normally show a folded up version of themselves, so how would you go about linking in a droppable nif?- 1 reply
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- droppable nif
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Just in like the last day or two on mobile I've gotten an excessive amount of "You win!" and taking me to another page ads where it is hard to go back to the Nexusmods site... Like I won't even click anything, the site page will just load, and then suddenly I've won an iPhone, no take-backs.
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Has anyone tried the CK out yet? I installed it and opened it, but after 10 seconds of it opening it crashes...
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(INPUT NEEDED) Hair movement in KS Hairdos Conversion
ANiceOakTree replied to ANiceOakTree's topic in Fallout 4's Discussion
As of now, me and imAarwyn have pretty much come to the compromise that for future hairs if they're above the boobs in length they'll get physics, but if they're below they won't. I'm looking into cleaning up some of the past physics I've done on some of the longer ones, and trying to lessen the neck stretching with the ones that won't have physics. Thanks for everyone's input!- 10 replies
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- hairstyles
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(INPUT NEEDED) Hair movement in KS Hairdos Conversion
ANiceOakTree replied to ANiceOakTree's topic in Fallout 4's Discussion
Yes, we are at least doing the short and up-dos with movement. Since I already added physics for a few long hairs I think we're adding in both versions for those, but for future long hairs I'm not sure and this is mostly what this post is concerning, plus what looks better in general.- 10 replies
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(INPUT NEEDED) Hair movement in KS Hairdos Conversion
ANiceOakTree replied to ANiceOakTree's topic in Fallout 4's Discussion
Vanity: Original/Physics, Idle moving http://i.imgur.com/jcWZOEq.gifhttp://i.imgur.com/5g71n6j.gif Misery: Original/Physics, Idle moving http://i.imgur.com/Zmzqiro.gifhttp://i.imgur.com/cUaZFqt.gif Thorn Birds: Original/Physics, Idle moving http://i.imgur.com/vsGF2Z5.gifhttp://i.imgur.com/x5Mm1Sl.gif Sorry the idle poses aren't exactly the same Vanity: Original/Physics, running http://i.imgur.com/0oPE8az.gifhttp://i.imgur.com/zqAynqY.gif Misery: Original/Physics, running http://i.imgur.com/KGy3FKv.gifhttp://i.imgur.com/HqmgsXd.gifThe large locks in the front with physics tend to act stiff, and bounce up when you cease running.- 10 replies
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Ok, so me and imAarwyn are having a little disagreement on what looks better for longer and medium hairstyles. When she ports them, the bottom of hairs are attached to the body, and I add in vanilla physics to make them move around. Though this looks great for shorter hairs, we disagree on when this is better for the longer hairs. Your input would be appreciated. :smile: Vanity: Original/Physics, Idle pose http://i.imgur.com/ZaHx3Vy.jpg Misery: Original/Physics, Idle pose http://i.imgur.com/15LWv0P.jpg Thorn Birds: Original/Physics, Idle pose http://i.imgur.com/PO7uNYh.jpgAs you can see, in idle poses where the character moves their head the physics version tends to look better, but it clips more into the chest and sometimes neck. [gifs in comment] Obviously, neither is perfect, but which do you guys prefer?
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I'm trying to weight paint a ponytail, but those bones don't even show up in OS as when I open the nif it says "..can't find in reference skeleton Ponytail_C_Cloth01...04." Same with the longer hairs, they are missing bones I want to copy over. The skeleton I have set as reference is skeleton_fo4.nif, a solution is appreciated!