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i returned to the CK today to discover somthing odd, when i tried to load up my plugin like i always do it wasnt even listed in the plugin list so i checked the data folder to see and my mod was there except for the fact that it was listed as 0Kb. i assume CK just corrupted that file? it seems there is no end to this ;-; as irritating as this problem is i discovered this post: https://steamcommunity.com/app/377160/discussions/0/358415206100642063/ in that post i found a file path to a series of backups that i apparently had for my ESPs that ive made. does anyone know how to acsess the contents of them or restore one of them?? (File path to backups: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Backup) EDIT: Whoops! found this post incase anyone stumbles across this post: https://stepmodifications.org/forum/topic/7566-ck-bakxbak-file-recovery/
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Heightmap bugged?
Deleted76451128User replied to Deleted76451128User's topic in Fallout 4's Creation Kit and Modders
this is actually the tutorial i was following - that being said i didnt even know about terresculptor, that might come in handy. -
Heightmap bugged?
Deleted76451128User replied to Deleted76451128User's topic in Fallout 4's Creation Kit and Modders
the heightmap is a result of hand painting, not quite sure what the best method to blend it without staggering the terrain... as for height settings im not sure why that would cause it bug out when i return to the saved .esp but ill test it out a bit. EDIT: the heightmap stuff must be really buggy or something, this is going to be a bit hard to explain... trying to start from a clean slate (no pun intended) i imported a single height flat heightmap but the heightmap didnt appear to change. i used the landscape tool to try and deform a section and it sort of popped in but ONLY for that cell and so on and so forth for each cell after that. -
Heightmap bugged?
Deleted76451128User replied to Deleted76451128User's topic in Fallout 4's Creation Kit and Modders
do you mean through the render window or the heightmap itself? if your wonder what some of those weird markings are on the map i couldnt quite get a grid system to help make sense of the map so i had to add some recognizable symbols into the terrain >.> EDIT: i dont know if it helps but here is some info that might come in handy... the heightmap encompasses an area of -48/-48 x 47/47 the playable area (that fallout 4 caps out at) is -32/-32 x 31/31 -
this might be a little difficult to explain.. 1.Made a heightmap 2.Exported it in photoshop 3.Loaded it up in the CK 4.save 5.exit CK after one session of fiddling with it --- Everything was working good up until here --- 6.Load up CK 7.Load up Fallout 4 plugin 8.Load up My Plugin 9.select a cell in my world space 10.Terrain almost unrecognizable when i first loaded up my heightmap into the CK everything was perfectly fine but for whatever reason when i jump back into the CK the terrain is unrecognizable.
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i was able to find a version which includes CS2 but for whatever reason i cant get it to work. its an installer so assuming i set it up to find "Adobe/Adobe Photoshop CS2" it should place all of the files needed in the plugins folder, that didnt work. i thought maybe i had to select the plugins folder but afterward i found an additional plugins folder in the plugins folder, i manually moved the files out of that and tested it and still got nothing. im not sure what im doing wrong here.
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im currently trying to export a heightmap i made through GIMP following this tutorial: [Link] the problem i seem to be stuck at is that when exporting the heightmap he's using Nvidia Texture Tools made for photoshop - to my knowledge no such tools exist for GIMP. ive stumbled across DDS exporting plugins but im not quite sure thats the correct method. anyone ever done this through gimp before >.> ?
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Save on Travel Crash
Deleted76451128User replied to Deleted76451128User's topic in Skyrim's Skyrim SE
i think that worked. thanks. -
after manually sifting through my load order ive deduced that the source of my CTD stems from skyrim autosaving specifically when fast traveling. i tried going without this feature but its like pulling teeth when you die only to find out your screwed. there was a mod for oldrim that was ported to SE but in the processes of porting it seems the porter left out the MCM making it far to involved to be practical. ugh i feel like im losing my mind here.
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SSE Trouble editing mod interiors
Deleted76451128User replied to Deleted76451128User's topic in Skyrim's Creation Kit and Modders
thanks :) -
SSE Trouble editing mod interiors
Deleted76451128User replied to Deleted76451128User's topic in Skyrim's Creation Kit and Modders
if im reading this right your saying to make changes directly to MOD-A but in doing so that would alter MOD-A making any changes to it a requirement rather than optional. -
SSE Trouble editing mod interiors
Deleted76451128User posted a topic in Skyrim's Creation Kit and Modders
not quite sure how to word this one... i have 3 mods: MOD-A which has an interior that im trying to use MOD-B Which has an item im trying to use MOD-C Which will be the changes made using MOD-A and MOD-B im trying to place an item from MOD-B and a note into MOD-A's Interior however neither the note or the item appear, additionally the changes made in the CK also dont save (the items themselves remain in the item list available to place but the items actually placed in the interior are absent). i cant quite seem to place what im missing here.