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Everything posted by Deleted76451128User
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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. -
It appears as if the "Explosion" was the result of exporting it to a nif and having closed/returned to the outfit studio - as to why beyond that im not entirely sure... everytime i load it in to tinker with it i start a "new project" so i have a body as a base (with weights/etc/etc) and load up the nif (i technically have backups so i can always repeat the process of reweighing and whatnot if need be) as for manually relocating the meshes that certainly is an arduous task as they appear to have shifted not only on the Z but Y axis aswell (oh god why ;-;) nevertheless i moved a bunch of the meshes as close as i could for the sake of testing it in the CK once more - the problem still remains unfortunately. as for discord - i joined the sever heres my username if you're looking for me: PatchesIX#5041
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whoops i had loaded in a previous verision! never mind that, the current one im working with (as opposed to the backup version) is weighted properly. it also appears to have the correct partitions. what i do notice is a bit strange though... in the outfit studio the "amulet" appears in a sort of exploded view. the meshes are all skinned, they have their partitons, and they are weighted properly. for the sake of eliminating variables i even quickly tested it through the CK and (as expected :tongue:) the only part that appears is the lace of the amulet. (i also toggled freecam to see if perhaps the " exploded view" was potentially sending it into the sky or ground to which it does not appear to be so)
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yes the other parts are technically static items. Transforms look alright - everything is zeroed out ticking "skinned" makes them disappear, not sure if thats right or not >.> as for "SBP_32_Body partition" they appear to be missing those, i assume thats probably whats got me. thats not somthing i have to do through somthing like nifskope is it?
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Im making an armor mashup that is composed of a few parts - more specifically its an amulet with a few things attatched. ive been looking everywhere for an answer but somehow i think im falling short somewhere. the problem i have is that after i get through with bodyslide and weighing all the and send it through the creation kit all the parts disappear when worn by the player. alot (of what little ive been about to find) of what ive read keeps saying that the meshes dont have bone weights which explains why they dont appear in game. ive weight this mesh over a dozen times surely it cant possibly be that, surely no game engine can be THAT finicky. ive been trying to fix this issue for a good long while now. one thing to note is that i used the "lace" from the amulet of zenithar as one of my parts, ive warped it, moved it, etc and it remains while all the other parts dont which i find unusual.
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trying to get a texture to work but no matter which way i fiddle with it the CK crashes when trying to apply it. i extracted the texture to a generic banner and applied my texture over it, exported as .dds, set compression to DTX 5, end enabled mip maps. whats going on with the CK, why is it so picky? ---- Update ---- the texture file has to be a multiple of 32. (32x32, 32x64, 128x256, etc) whoops!
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Im trying to get into making outfits/armors/etc and i need a few things - one of which is a body to model the mesh onto, i stumbled across this tutorial: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 the tutorial mentions that Blender is unable to accept NIF files without some editing. i went and did what it asked in NIFskope and moved on to importing the NIF file into blender but blender natively lacks a component or functionality with which to import NIF files so i had to get this addon: https://github.com/niftools/blender_niftools_addon the tutorial mentioned something about NIFtools or something but when following those links they seemed outdated as i couldn' obtain anything from them (no files / no plugins / etc) i went to import the file file into blender and it refused to work. am i missing something? is there an actual addon i missed? is there a tutorial that's more updated?
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Scripting: Spell adding Magicka
Deleted76451128User replied to Deleted76451128User's topic in Skyrim's Skyrim SE
Thanks for the reply ( my apologies for the late response ). this is exactly what i was looking for! - sort of... instead of using "DamageActorValue" there was a link in the wiki to a "RestoreActorValue" that worked exactly the way i had intended (negative numbers unfortunately don't reverse the effect however there are counterparts to said effects) thank you :smile: -
Scripting: Spell adding Magicka
Deleted76451128User replied to Deleted76451128User's topic in Skyrim's Skyrim SE
i guess the issue that has me is the fact that the "AlchRestoreMagicka" Potion isnt script based which means i cant peak at the inner workings, unfortunately the healing spell is similar in that regard. https://imgur.com/gallery/bZVvvQY -
Im making a spell that takes a filled soul gem and adds magicka to the player by draining the Soul Gem... ive got the part where the Soul Gem is drained and returned to the player as an empty Soul Gem aswell as the priority set but i cant seem to find any way to script in adding a set amount of magicka (the goal is to supply the player with Magicka in the same way that drinking a potion would work - temporary and does not exceed the cap) i dont suppose anyone's ever done something like that before have they?