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Posts posted by Pellape
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I did try the PyNifly Blender export addon https://www.nexusmods.com/fallout4/mods/52319 and the export did look okay in Nifskope
but when I added the mesh to CS, it did look like this and it does not matter if I take the mesh through Nifskope or import the pure Blender export into CS but the later do look more terrible:
Does anyone have any tips, something I did forget to do in Blender?
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It was the path that was incorrect. I forgot about placing architecure inside Meshes.
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I made a separate clean roof from a model in prewar Sanctuary and I cannot choose it as the directory is invalid. Do we need Invalidation in Fallout 4? I thought we only needed it in Oblivion and Fallout 3? Or what am I missing? Anything I should add into my config files?
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Solved. All autolooting was disabled default.
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I do think this is a mod conflict but has anyone here tested Auto-Loot or Lootman as I do not get any of them to loot anything?
I do guess it is SS2 or Loot Detector that cause this issue and I will not uninstall SS2 and I did try to uninstall Loot-Detector. Both those mods alter the loot, well make them to glow and if I use the console at all stuff that is supposed to be looted, they all have the correct reference and object numbers. I did made something similar for Oblivion but I do not get CK to work as I have the GOG version. otherwise I had most likely solved this myself really. Auto-Loot do have a debug function but to see what happens if I get close to items, do not pop up in the console.
My modlist: The loadorder is otherwise made with LOOT.
Spoiler0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 ccswkfo4001-astronautpowerarmor.esm
8 8 Unofficial Fallout 4 Patch.esp
9 9 ArmorKeywords.esm
10 a HUDFramework.esm
11 b WorkshopFramework.esm
254 FE 0 GrafsGlue.esl
254 FE 1 Loot Detector.esl
254 FE 2 PPF.esm
254 FE 3 Community Fixes Merged.esp
254 FE 4 Airport_Glass_Transparency_Fix.esl
13 d SS2.esm
14 e SS2_XPAC_Chapter2.esm
15 f SS2_XPAC_Chapter3.esm
254 FE 5 Showers.esl
254 FE 6 Boston Airport Backdoor Buttons.esl
16 10 AshlandStationSettlement.esp
254 FE 7 StandaloneWorkbenches.esl
254 FE 9 Boston Airport Outpost Plan-Checkpoint Beta.esl
254 FE a DundeeStoryWealthCityPlansPack01.esl
17 11 TacticalReload.esm
254 FE b Bunker Hill Mega City.esl
254 FE c GavMan_Zimonja_Cityplan.esl
254 FE e The Slog an ingenious pool.esl
254 FE f IDEKsLogisticsStation2.esl
254 FE 10 WhatsYourName.esl
254 FE 12 The Mechanist's lair - Robco's rebirth.esl
254 FE 13 Greentop The glass cathedral.esl
254 FE 14 Settler Sandbox Overhaul.esl
254 FE 15 TheCircleSS2.esl
19 13 PiperCaitCurieDialogueOverhaul.esp
20 14 NoSharedDogmeatTemplate.esp
254 FE 16 40K Autogun 2.0.esp
22 16 AWKCR - Mod Power Armor Engine Glitch Fix.esp
23 17 AttachPack.esp
24 18 Better Adhesive.esp
25 19 Black Adhesive Plant.esp
26 1a BossChestsHaveLegendaries.esp
27 1b CAGAR_1-1.esp
28 1c CBBE.esp
29 1d SS2Extended.esp
30 1e Armorsmith Extended.esp
31 1f clothingoverhaul.esp
32 20 MojaveImports.esp
33 21 LvScaling.esp
254 FE 17 OCsCharlesviewAmpitheater.esp
34 22 AGNISNikaCola01.esp
35 23 GR005-Scavs.esp
254 FE 18 WCLI_North_Point_Park.esp
36 24 RecruitableSettlers.esp
37 25 The Sanctuary Bridge.esp
38 26 InstituteSettlements2.esp
39 27 SS2_FDK_TinyLiving.esp
40 28 Eli_Armour_Compendium.esp
41 29 MW1Mike4.esp
42 2a Wasteland Water Revival - Zen Master.esp
43 2b GR021-Scavs-SS2-Patch.esp
46 2e F4NVServiceRifleRedux.esp
47 2f MK18.esp
254 FE 19 PRP-SS2-Fixes-Ch2.esp
48 30 CartographersMapMarkers Commonwealth.esp
49 31 autounlockallachievements.esp
50 32 Rangergearnew.esp
254 FE 1a CROSS_InstituteExpeditionarySuit.esp
51 33 SS2-Jampads2.esp
52 34 llamaCompanionHeatherv2.esp
53 35 SS2WastelandVenturers.esp
54 36 [SS2 Addon] SimSettlements SuperStructures.esp
55 37 GtN_SettlersatPlay.esp
56 38 SS2_Addon_NWE.esp
254 FE 1b Cho1-SS2-Cosmosplot.esp
57 39 SS2_Addon_R2R.esp
58 3a SS2_Addon_Favelabulous.esp
59 3b SS2_STRA_Support_Buildings.esp
60 3c JunkTownTwo.esp
61 3d SS2_Addon_FHE.esp
62 3e SS2_Addon_PSC_Plots.esp
63 3f Campsite.esp
64 40 CartographersMapMarkers FarHarbor.esp
65 41 CartographersMapMarkers NukaWorld.esp
66 42 Craftable Adhesives.esp
67 43 CraftableAmmo.esp
68 44 CraftableAmmo_plus.esp
69 45 Crafting Mastery 2.esp
70 46 Crafting Mastery 2 - Armor Keywords Patch.esp
254 FE 1c Crafting Mastery 2 - Fair Nuka Mixes.esp
254 FE 1d Crafting Mastery 2 - Syringer Upgrades.esp
71 47 PlayerComments.esp
72 48 SkipHSH1_6.esp
254 FE 1e Crafting Mastery 2 - Throwables in the Explosives Bench.esp
73 49 RechamberingPlus.esp
74 4a Crossbow.esp
75 4b DeconArchPerkRequirement.esp
76 4c DecontaminationBooth.esp
254 FE 1f DiscreteFemaleSkeleton.esp
77 4d EasyHacking.esp
78 4e Eli_Sleeveless Outfits.esp
79 4f ExperimentalPlantFarming.esp
80 50 Faster Terminal Displays (20x).esp
81 51 Fishers.esp
82 52 Flashy_CommonwealthFishingFarHarborAddon.esp
83 53 K9TacticalHarness.esp
84 54 M2216.esp
85 55 More Power Armour Mods.esp
86 56 More Power Armour Mods - Automatron.esp
87 57 Northland Diggers New.esp
88 58 NothingFancyHotShowers.esp
254 FE 20 CharlesviewGrowCult.esp
89 59 DakFAL.esp
90 5a Radio New Vegas.esp
91 5b Mojave Music Radio.esp
254 FE 21 PRP-SS2-Fixes-Ch1.esp
92 5c LD50_Leaders.esp
93 5d OWR.esp
94 5e OWR_CraftableDecor.esp
95 5f OWR_CraftableDecor_CW.esp
96 60 PortableRecycler.esp
97 61 SC_ExpandedScrapList.esp
98 62 SS2_Addon_BrickNClay.esp
99 63 SS2_CityPlanPack_RiseOfTheCommonwealth.esp
100 64 Skeleton Armor.esp
101 65 SS2-PraRandomAddon.esp
102 66 TavorX95.esp
103 67 WAYN_CompanionTracking.esp
104 68 WIPAG_Power Armor Overhaul.esp
254 FE 22 WIPAG_AWKCR_PA_Patch.esp
254 FE 23 WIPAG_CIS_Override.esp
254 FE 24 WIPAG_Contraptions_DLC_Addon.esp
254 FE 25 WIPAG_FarHarbor_DLC_Addon.esp
254 FE 26 WIPAG_NukaWorld_DLC_Addon.esp
105 69 Yona_Weapon_DefenseGun.esp
107 6b diamond city surplus.esp
108 6c BetterSettlers.esp
109 6d BetterSettlersCleanFacePack.esp
110 6e Eli_Armour Compendium NPC Extra.esp
254 FE 27 SS2AOP_VaultTecTools.esp
111 6f SettlementMenuManager.esp
254 FE 28 Wireless Workshop Items.esp
254 FE 29 CharlesviewHappyCult.esp
112 70 g2m_Workshop_Nexus.esp
254 FE 2a GavMan_CharlesView_CityPlans.esp
113 71 SS2_ruined_simsettlement_addonpack.esp
114 72 ohSIM_Sim2_Settlements_Scrappers_Addon.esp
115 73 SS2_SIMPDDDD.esp
116 74 SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
254 FE 2b Stimpaks help you breathe.esp
254 FE 2c SS2_NobodysLeaders2.esp
254 FE 2d SS2_NobodysLeaders2_VaultTecWorkshop.esp
254 FE 2e SS2_NobodysLeaders2_Automatron.esp
117 75 mso_sms.esp
118 76 Local Map Expanded (Zoom-out Ext. plugin).esp
119 77 Linked Storage Containers.esp
120 78 Fallout 4 Linked Storage Containers.esp
121 79 Synth_Uniform_Lootable_Ballistic.esp
122 7a BetterSettlersHeavyArmorOnly.esp
123 7b BetterSettlersNoLollygagging.esp
124 7c AzarPonytailHairstyles.esp
254 FE 2f AshlandEssentialNPC.esp
125 7d LooksMenu.esp
127 7f EFF.esp
128 80 Companion Infinite Ammo and Unbreakable Power Armour.esp
129 81 BetterCompanions.esp
130 82 ShadowedSynthArmor.esp
131 83 XP From Companion Kills.esp
132 84 SimHomestead2.esp
133 85 BOSAirport.esp
134 86 SaveManager.esp
135 87 Auto-Inject Stimpak v1.2.esp
136 88 Auto-Inject Stimpak v1.1.esp
137 89 Tactical Thinking.esp
SKKFastBOS.esp
138 8a SkjAlert_All_DLC.esp
139 8b IncreasedSettlerPopulation40.esp
140 8c DX Commonwealth Mini Dresses.esp
142 8e XDI ServiceCost.esp
146 92 ClothingOverhaulSP_XB1_PC.esp
147 93 JunkTown-FENCES2.esp
254 FE 32 IDEKsLogisticsStation2_SS2_Patch.esp
148 94 SS2 Settlement Management Terminal.esp
149 95 SS2 Settlement Management Terminal WYN Plugin.esp
153 99 SS2_MsB_PlainPlans.esp
254 FE 34 [SS2 Addon] BloodMoonRaiders.esp
254 FE 35 LibraryExtras.esp
254 FE 36 TMaH Atlantic Office fix.esp
154 9a Passthrough.esp
155 9b Non-Playable Flags Patch.esp
156 9c Auto Loot.esp
157 9d Auto Loot - UFO4P Components Patch.esp
158 9e TheRedoubt.esp
254 FE 37 PRP.esp
254 FE 38 PRP-SS2.esp
254 FE 39 Yagisan_SSSL_Lakeside_Cabin_Settlement.esp
254 FE 3a GavMan_LakesideCabin_Jun23_CityPlans.esp
159 9f BostonLibrarySettlement.esp
254 FE 3b BostonLibrarySettlementSS2.esp
254 FE 3c BostonLibrarySettlementRobots.esp
254 FE 3d Boston Library.esp
254 FE 3e BostonLibrarySettlementPRP.esp
254 FE 3f WorkshopFramework_ScriptOverride.esp
254 FE 40 Bashed Patch, 0.esp
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Which mod did work with 1.10.138 and not with 1.10.163?
https://www.nexusmods.com/fallout4/mods/2451
1E Crafting Workbench.esp
1F Crafting Workbenches - Junk Items.esp
20 Crafting Workbenches - Ammo.esp
21 Crafting Workbenches - Power Armor.esp
22 Crafting Workbenches - Ammo Special.esp
23 Crafting Workbenches - Faction and Quest Requirements.esp
24 Crafting Workbenches - Pre War and Manufactured.espLOOT reported them as old and that there was a new release. That new release pointed at an even newer release. So a 3 leveled rocket...
https://www.nexusmods.com/fallout4/mods/17849 points to https://www.nexusmods.com/fallout4/mods/72068
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Problem solved with LOOT and upgrading some mods.
The thing is that when new versions of a mod is added at a new page, the old version is still out there and honestly, those should be deleted and flushed really. Good LOOT keeps track of such things
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Edit: Problem Solved. I installed Loot and updated a lot of mods and cleaned some with dirty ones with F4Edit. Finally.
Hello. My first post here at the Fallout 4 community. I am an oldy, played Beth games since 95-96 and I am a modder as well, made my first around 2005 for Morrowind.
I do know that I should uninstall mods to find the cause of my issue but before I do that, lets see if anyone here will be able to solve this issue and know what is causing this conflict?
Everything worked fine before I upgraded the game from 1.10.138 (i think it was 138) to 1.10.163 and I also started a new game as I got some odd issues with the Workshop framework and uninstalling it is not an option. After the upgrade and a new game, I CTD when I try to enter the Power Armor workbench and a slight guess is that it is caused of the animation in some way. I did uninstall a lot of body and skeleton mods yesterday but it did not help any. But here is my list:
SpoilerActive Plugins:
00 Fallout4.esm
01 DLCRobot.esm
02 DLCworkshop01.esm
03 DLCCoast.esm
04 DLCWorkshop02.esm
05 DLCWorkshop03.esm
06 DLCNukaWorld.esm
07 Unofficial Fallout 4 Patch.esp [Version 2.1.5]
08 HUDFramework.esm
09 WorkshopFramework.esm [Version 2.3.18a]
0A ArmorKeywords.esm [Version 2.03]
0B SS2.esm [Version 3.2.2]
0C CBBE.esp
0D autounlockallachievements.esp
0E RechamberingPlus.esp
0F BossChestsHaveLegendaries.esp
10 Northland Diggers New.esp
11 SC_ExpandedScrapList.esp
12 Yona_Weapon_DefenseGun.esp
13 Crossbow.esp
14 WAYN_CompanionTracking.esp
15 M2216.esp
16 PortableRecycler.esp
17 ExperimentalPlantFarming.esp
18 K9TacticalHarness.esp [Version 1.1]
1A More Power Armour Mods.esp [Version 2]
1B More Power Armour Mods - Automatron.esp [Version 1.0]
1C MojaveImports.esp
1D AWKCR - Mod Power Armor Engine Glitch Fix.esp [Version 7.8]
1E Crafting Workbench.esp
1F Crafting Workbenches - Junk Items.esp
20 Crafting Workbenches - Ammo.esp
21 Crafting Workbenches - Power Armor.esp
22 Crafting Workbenches - Ammo Special.esp
23 Crafting Workbenches - Faction and Quest Requirements.esp
24 Crafting Workbenches - Pre War and Manufactured.esp
25 CraftableAmmo.esp
26 CraftableAmmo_plus.esp
27 Museum_of_Freedom 2.esp
28 WorkshopFramework_ScriptOverride.esp [Version 2.3.18]
29 PlayerComments.esp
2A EasyHacking.esp
2B DiscreteFemaleSkeleton.esp
2C OWR_CraftableDecor.esp [Version 3.0]
2D OWR.esp [Version 6.02]
2E OWR_CraftableDecor_CW.esp [Version 3.0]
2F RepairSanctuary.esp
30 Bashed Patch, 0.esp
The thing is that what I changed after the upgrade of the game was to skip Settlemenets 1 and install Settlements 2.
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On 2/3/2024 at 1:12 PM, sp0ckrates said:
The danger, I think is taking on a project that is so massive it never gets done and the team members lose interest. You might want to start small, with joint projects to get the team working together, then upscale when we've gotten to feel good about working together? We could create several small mods and then combine them all into one when they're all done. You could advertise with each mod released that your team is always looking for new talent.
An example of starting small was the Skyrim SE mod called "GET Immersive Cheats (Expanded Edition)" which combined about a dozen smaller mods into one. Releasing the smaller mods peaked interest among players. Combining them all into one mod got the attention of YouTube content creators.
That starts to be a problem for Starfield. All make small mods and the modlist increases fast. I have 150 tiny mods installed now and that will not make much space over for much more if the limit still is 255 mods. A lot of them will need to be merged. One way to come around it easy is to make a new game after CK gets released and really take a peek at all the small mods, do I need this? Could it be added to a project? I did contact loads of authors for my Oblivion project, and got a lot of others stuff implemented and I added them to my contribute list and I made sure of that nothing I added would conflict with the original stuff. I bet this could be a mission for the project leader, to contact the authors of the small quality mods direct. Not all modders are reading nor writing in forums so they need to be contacted directly with PMs, and questions about permissions should not be done in public anyway, as I never done that myself, only in PMs and then the author can give their proper and honest answer. So far, not a single one said no, well one did wen I think about it. Then I added the possibility to add his mod as an dependent, which they did like and a big part of my project needed that dependency, on the surroundings of the garden. The dependency was optional, a separate mod included and the gardens surroundings worked perfect with and without it...
One thing to think about is that if others small stuff is implemented, we have to make sure we will be able to support any issues with it....
It is easy to make mod packs and who is responsible for the support if something in the package is causing issues? The original author or the one releasing the mod pack? This was a big problem in Oblivion, which was extremely sencible for some modded stuff and could break easy if we where not careful and a lot of players did release mods called Better this and Better that and when someone release something with that name included, The Better mod, this is the best mod made, I will not install it for sure. If something did break my Oblivion when i picked it up again it was mods called better this. We also debated this at the Oblivion forum and all modders there agreed and also warned about using mod packs with no clear support.
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I just saw something new, that I never seen before, and I wanna figure out how it was done for sure. Maybe this is something we or anyone could take a peek at in a project like this? But it will require a solid story is added about every NPC that would be included. The AI is looking up stuff at the web on the fly. I do think we will see more like this in the future really.
There is a lot of info about each NPC in all TES games at UESP and I am not sure Starfield is ready for this, not yet maybe? Well, if this can be implemented, it will make the game or any game to feel more alive for sure. As far as I have seen, not a single WIKI about Starfield is close to UESP, and as so many WIKI is made, it is a bit hard to choose one to use really. If you know a good one, well a link would not hurt.
Here is a couple of videos from that author and they only have a single mod made, which I do think is a bit odd, really. I will not speculate further why... I do wanna contact that author and maybe there is info about how it was done in the Skyrim forum? I guess other modders wanna know how to make similar for sure. It would also be possible to backtrace that project as well, I guess.... Best way to learn how to make stuff, is to peek at how other modders/devs solved stuff.
Channel Youtube https://www.youtube.com/@art_from_the_machine
Account here: https://www.nexusmods.com/skyrimspecialedition/users/185078967?tab=user+files
Thread at the DL page, 500+ messages: https://www.nexusmods.com/skyrimspecialedition/mods/98631?tab=posts
I could have made a separate thread about his, but for the moment I add it here...
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If my ideas will fit into the project, count me in as well. But I do have limited time until June as I am a CG Student (2D and 3D) and we get new stuff to make every day. But between June to September, I will have a lot of fee time to spare.
I started to mod Beth games 2004 and was mentioned in a video of the best 10 dungeons for Morrowind 2017 and I tend to make bigger projects than many smaller ones. Peek here and he do complain a lot of bugs in my mod but I fixed them 2020 and released it again The Caldera Ancient mine took 2 years to make and was released a week before Oblivion was released.
Another big project that took 2 years to make is the Legacy of the Champion, Oblivion, which is influenced by the best Skyrim mod ever made which I think is the legacy of the Dragonborn. It is not only a house mod but a faction mod, with 60-65 quests so far and the house is loaded with scripts and has its own store for weapons, armor, spells and everything that I need as a player. The house also has some unique stuff I never seen elsewhere as when I get odd ideas, I sure implement them and some where extremely hard to implement but I seldom give up. i did had a lot of help from the community when I could not implement some crazy ideas. Oblivion is so easy to mod, compared to Skyrim and Starfield will not be easier to mod.
Well in between i made a lot of small projects but rarely uploaded them to Nexus as we used other sites 15-20 years ago, which are gone now, so a lot of cool stuff is gone forever, not only my stuff but also a lot of high quality stuff that other made as well.
Starfield?
What i wanna make in Starfield is a similar mod to the Champion mod, or rather the Legacy mods, a museum where the player collect stuff that gets displayed in the house/museum. As all meshes in the house is either resources or made by myself, I plan to port them all to Starfield more or less. Will a hobbit house fit? I do not know as it is a shell anyway and could be changed to anything but something wooden I think at least. What is more important is the inside, that is bigger than the outside and go underground, towards Anvil and under the road you see in the video.
Making factions and stories? That's the harder part, making up stories that will fit. In Oblivion it was easy and maybe it will later in Starfield? I do not know.
So I think I will put the main base at a shoreline, maybe in a cell at the Jamison planet and have a garden there and no resources and portals to other bases where production takes place. Quests will be added to build the museum but I will not put 2 years to make a single dungeon, no way, as I had enough of that 2006. In Oblivion I added stuff to 60 dungeons with scripts, to avoid any form of conflicts, and that was low life poiintless dungeons anyway and the sewers under Cyrodiil, that are questless to 80%. Avoiding conflicts is something every modder must or should take in consideration and the best way of doing that is to use unique cells and make unique stuff and not edit any landscapes. The area where the house is, and the bases, are avoidable but the good side of the way Starfield planets works, is that it is 1 chance in a million modders will edit the same cells, if they stay outside the city cells and attractive cells.
If i release this as a single modder or in a project, does not matter really. I am used to being a part of projects and teamworking, so it is nothing new to me.
What i do know, a project like this has no end. Look at the Legacy of the Dragonborn, which not only support the Skyrim original stuff as it also supports a lot of other modders stuff, it is a mod that glue the whole community together. If I recall right, it has support for over 50 other mods and modders as they all get their own spot inside the museum if they ask for it or if they are asked by the author as well. There is no limit of what can be made for sure. The only limit is our own imagination. It also has its own WIKI.
Damn time flies, 20 years this year as a modder...
What will i be able to make? Well anything or everything.
- Edit stuff with CK and Xedit
- 3D , not only in Blender as I learn to use loads of different apps in school. NifSkope as well.
- 2D, textures, gimp, PS and now also in Substance.
- Scripting. Well I do like Oblivion scripting and I did some Papyrus stuff in the few mods I released for Skyrim but I have a lot to learn about Papyrus, and it is mainly about how to define stuff that is my biggest problem.
We do a lot of animations in school, well that is what we are focusing at right now, so lets see how easy that will be to implement in Starfield? Nothing is impossible... Between 2006-2008 I was part of a lot of community projects for Oblivion but they are all gone, some got saved by other players and uploaded to Nexus, which was good as I did find some of my stuff there that i missed when I restarted to mod Oblivion again 2020.
/Pekka.
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Yes... I have been trying to figure out what to play while waiting for the DLC. I took a peek at the No mans Space and it seems cool but I have never played Fallout, as I focused at TES so i will try Fallout 4. All say Lost Vegas is better but I start with F4 and I can always play the other later...
I read a comment about the mod releases decreased from 1000 a week to 100 and no wonder as when it comes to the types of mods, ships, weapons, armor and building bases, what more is there to add right now without CK? What we lack is new factions and new quests and dungeons. I do bet new dungeon objects, meshes/textures will come with the DLC as that always have been the tradidtion with every DLC Beth has released, and then we have something new to explore and new monsters hopefully. My guess is that a majority of the quest/dungeon mods that then will pop up will have a lot of content from the new DLC.
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I have not followed the debate here much but in the middle of NG+, I start to get a bit bored of the game. Maybe some cool faction/quest mods in the future might make the game fun again? The thing is, good quest mods will not be sen until months after the CK is released as that is something that cant be made over night for sure.
A good thing with the generation of cells when we land at a random spot on a planet and a moon is that the risk for conflicts between mods will be small, well as long as not many add stuff in the cities, so that is an advantage. Most conflicts or glitches shows up when 2 modders changes the landscape within the same cell mostly or edit the same itemlists without pointing at Wrye bash patch ability.
What the game lack compared to any TES game is a variety of monsters and cool monster dungeons. The wildlife is the same at all planets, both animals and plants and all planets with life looks the same and all moons without life looks the same. Surveying a planet is extremely boring and I did install the mod that allows you to scan a single target to make a scan 100% a few days ago but still, it is boring. Fighting in the same type of stations/facilities for the 20th time is boring. The caves are to small and, smaller than the Morrowind caves mostly, and mostly contains dead critters anyway, are pointless.
I did plan to make a similar mod to the legacy mods and add quests and use the generic stations/bases for some quests but I am not sure that is a good idea. Well building a museum/cool base is something i still plan to do, but I do think I have to rethink how to make the quests really. In oblivion, I did use all those dungeons that did not have quests related to them, well those boring dungeons containing low life creatures, those that was more or less pointless to visit at all and I think it was 60-65 dungeons if I recall correctly, the Cyrodiil sewers included for the mod, the legacy of the Champion, but I doubt I can make it better in Starfield really right now. Who here would like to visit any of these stations again, no matter if I manage to add quest items to them or not? Making cool dungeons is extremely tideous and the biggest one I made took 2 years to make with lots of pauses and breaks for other stuff, the Ancient Caldera Mine for Morrowind, but maybe something like that is needed to make any questmod appealing? No matter what, the game needs more creatures, more monsters, even Morrowind and Daggerfall was more diverse, well when it comes to the variety of monsters at least. Maybe more monsters could be added later by the community? What I do think is that a lot of work from the modding community will be required to make this game funnier to play really but lets see what new content will show up in the first DLC? How much editing will be needed to make any new cell to look good or unique really later after we get CK? I do wonder right now if it will be worth it at all? Will I have the time? Maybe during the summer as I am a CG student and I am stalling the current projects I have to make with all types of Graphic tools, both 2D and 3D, so I should not touch CK if it gets released not until June at least... Is it fun to be a CG student? Well not as we get new peojects and new stuff to make every day, so if each step or assignment it is not completed right away, the same day, they will never be, i guess. There is no chance to relax and we cannot postphone anyhting, and do it later, as that will most likely never happen. Well i better stop typing and make some animations instead,. making a ocean floor right now with fishes and crabs and stuff like that in Blender, which is fun, but still, time consuming. I do guess I am not alone in this situation? I do have more time over in 1.5 years from now, maybe... It is a shame that it takes so long time to make a cool mod really, both with cool and fun story, good looking, unique and that it lasts for more than an hour? Both my 2 favorite mod projects, took 2 years each to complete, but 1 of them is far from completed anyway...
My guess is that CK will not be released until the first DLC pops up, as when it does, then full nod support will be a requirement.
Well, to sum up: Any TES game is funnier and more diverse than Starfield. I do like the towns, as they are awesome, but that's it. I did like the stations/factories/lab facilities from start, as long as they felt new, but not any longer. I do get the same feeling about some dungeons in Skyrim as well, after visited them 20 times from the repeatable quests you get in the taverns.... Specially one on the east side, above Riften, well NE of Riften, that I most likely visited 50 times. I will play other games from now on until CK or a DLC pops up and honestly, I guess there must be a lot of funnier games to play right now, doesn't it?
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I just noticed that the Starfield support in Wrye Bash is now added at Nexus. I have used the Beta since 2 months back and for me, Wrye Bash is the one and only mod installer we ever need and it was also the first published of them all when we where playing Morrowind, if I recall correctly as before it came out, we all had to install mods manually and had never heard of any installers before that and I also remember I was a bit suspect of it when it came out, but it sure made life easier and also the game more stabile, with the Wrye Bash or Wrye Mash patch. That version for Morrowind was called Mash, well I have been using it without issues for 18 years now. I am not sure how my plugins.txt gets updated as it updates per auto but I guess it is Bash that is doing that.
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Cool. Thanks. I have been using it time to time for both Oblivion and Skyrim and did some minor editing in it for Starfield, so I am fine at the moment. What I want is to have CK and start to build a cool base, make a new faction and add some quests.
The Blender importer/Exporter has been available at Nexus for some time. https://www.nexusmods.com/starfield/mods/4360
Blender: https://www.blender.org/
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A nice video that explains Nifscope and Blender for the current versions available.
I have been focusing at the Nifttols homepage to get updates from there but that seems not to gonna happen as there has been no activities there since 2017 it sems. It is very good someone else made this possible. The Blender importer and exporter is here at Nexus and has been ghere for a while. https://www.nexusmods.com/starfield/mods/4360
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I really like this ship build and the pedagogic way it is built in this video. i did make a similar ship but as I now went NG+ I need s new one if I dp nit stick around with my Dragonborn ship, which has a decorator installed. We see... What I dislike with the Dragonborn is the weapons and that it only have 2 weapons but I really like the look.
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When CK is availabe, we can add anything to the buildmenues and it is possible with Xedit as well but easier with CK
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I did make throwing pickaxes in Morrowind 19 years ago but that game had support for throwing knives and Oblivion to Starfield lacks that support, which is a requirement really.
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There are a couple of shut up mods available, but more for the companions. I guess some generic dialogs could be added and remove the groups from them but it might be easier later on when CK is available. But try one of the shut up mods and I use one of them and even the adoring fan is quiet mostly.
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I have been away 2 days and now my game refuse to load my mods. I do have the latest SFSE and Plugins.txt enabler but all I egt when I try to load may latest game is that this save requires the following mods that are no longer available.
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The controller just work fine but not a single button is configured the way I want them to be, like DOOM or Resident Evil in the PS1 as an example. I got a new settings menu in game when I plugged in the controller and I can bind a lot of keys but I cannot change directions or strife as those settings are not visible in the key binding menu for the controller.
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I bought a PS3 handcontroller today and I am not happy at all with the settings and I do wonder if we can set them in an ini file or similar?
When I hooked in the controller, a new menu popped up in game, allowing me to so some settings, but not all. I could not set the strife buttons as one annoying setting. So, is it possible to set all these like a keymap in some ini file or similar?
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My game CTD when I point at a weapon rack inside a lab. Does anyone have any clue why?
*BlueprintShips-Starfield.esm
*LevelScaling.esm
*SkillFixes.esm
*StarfieldCommunityPatch.esm
*crafting.esm
*Rich Vendors.esm
*Craftable_Ship_Parts.esm
*Starfield Extended - Armor & Clothing Crafting.esm
*Starfield Extended - Weapon Crafting.esm
*VenpiCore.esm
*BooksRevamped.esm
*CoraCanRead.esm
*Starfield Extended - Craftable Quality.esm
*Starfield Extended - Craftable Quality Extended.esm
*Health Increase After Level 100.esm
*IncreasedScanDistance.esm
*Starfield Extended - Aggressive Leveled NPCs.esm
*CoraTheBookHunter.esm
*Weapons mod.esm
*Inquisitor_Juiced_AdoringFan.esm
*ReducedGasVents.esmPlugins:
BakaAchievementEnabler.dll
ConsoleCommandRunner.dll
SFPluginsTxtEnabler.dll
SprintStutteringFix.dll
versionlib-1-7-23-0-1.bin
versionlib-1-7-23-0.bin
versionlib-1-7-29-0-1.bin
versionlib-1-7-29-0.bin
versionlib-1-7-33-0-1.bin
versionlib-1-7-33-0.bin
versionlib-1-7-36-0-1.bin
versionlib-1-7-36-0.bin
versionlib-1-8-86-0-1.bin
versionlib-1-8-86-0.bin
versionlib-1-8-88-0-1.bin
versionlib-1-8-88-0.binIs it okay to remove the older versionlib?
Problems with exported mesh(es) from Blender, PyNifly
in Creation Kit and Modders
Posted
Thanks SonAnima. It seems to work great. Now comes the boring stuff though, reapplying all materials and textures...