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Okogawa

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  1. The attached image pin-point my current issue. I want to be able to toggle on/off the z-key (use key) in the console. As of now I don't know any "quest" I can SetStage to activate it that way, and I don't have any script command I directly can run in the console either. As of this moment I can "unlock" most stuff with: ForceEnablePlayerControls 1 1 1 1 1 1 1 1 1 1 - Unlocks hud, attack, pip-boy usage etc SetStage MQ101 400 - Unlocks sprint Why do I need to unlock the z-key? Well, directly after a player has started a NEW game and finished making their character, I need *everything* unlocked so I can move the player directly into the gameworld for an "alternate start". So far I have *everything* working as intended, but without unlocking the z-key the game is unplayable, and it must be unlocked as a *console command* since everything is done from a text file running as bat in the console. If anyone knows a quest stage I can unlock that "activates" the z-key or have some sort of syntax i can write in the console, please write me a line or two here. The very best regards
  2. Hello, I have managed to get most stuff together for some easy to deploy "Alternative Start" bat files run in the game. Unlike the version already posted on Nexus my version is meant to be run directly at Pre-War Sanctuary just after the gamer has created their character. My problem now is that when in the Pre-War sanctuary, everything is "locked out" for the player, but with the command "ForceEnablePlayerControls 1 1 1 1 1 1 1 1 1 1" that is solved, and with "player.equipitem 21b3b" Pip-boy is usable. Then of course I "finish" the startquest and kickstart the two other "main quests" with some easy console commands, but... Sprinting wont work. And no, its not the "sprinting bug" I talk about, but the scripted "sprinting". By using "GetPlayerControlsDisabled" it even tells that sprinting is deactivated, so my problem now is how on earth shall I be able to enable it from a "bat" file... Example: cgf "Debug.Notification" "Hello there." works perfect in console, so it's quite possible to run scrip commands *IN* the game-console, and I also found the "script" that regulate the sprinting: Link Function EnableSprinting(abEnable = true) native ; Enable sprinting myLayer.EnableSprinting() The sad fact of the story however is that I can't find any way to have this to work directly in game console. Hopefully one of you experts know a way.
  3. Sounds like the "language bug". Make sure you game is set to English, then go to your Fallout game folder, then into the Video folder. Make sure the following files do NOT look anything but this: Intro.bk2 Endgame_FEMALE_A.bk2 Endgame_FEMALE_B.bk2 Endgame_MALE_A.bk2 Endgame_MALE_B.bk2 Etc... Look for anything before/after the names that don't fit (make backup of any file before changing the name). Example, if "Intro.bk2" has any thing added to it, English version will not play and "hangs" in perma-loading when the actual intro should play.
  4. Hello, when starting a new game, using the console command "ForceEnablePlayerControls 1 1 1 1 1 1 1 1 1 1" will activate everything more or less (still have to manually enable pip-boy), but "sprinting" is still disabled. It's even confirmed when using "GetPlayerControlsDisabled" My question now is, how do I in the "console" enable the "disabled" sprinting? The script command is: EnableSprinting(abEnable = true) Link to full command If anyone somehow knows how to "enable" sprinting in console I would love the correct syntax since my cgf "EnableSprinting" "true" did not work at all. Thanks in advance for any kind assistance EDIT: Why I need the command to work in console is because I make "alternative start" files since all three alternative start mod's on Nexus are not updated, and truthfully, while a mod is "cleaner" it's a lot harder to update and not needed for alternative start's at all (in my opinion). But unless I unlock the "sprint" directly after a player created a character I am in problems...
  5. Thanks a lot. With a * in front of the mods it loads perfectly!
  6. Hmm, after "changing loadorder" the mods I downloaded from Nexus work in the game, but when I inspect plugins.txt there is no "marking" ( * ) anywhere. And the worst part is that when I quit Fallout 4 and later play again I have to login and "mark" my Nexus mods again. Please if possible can you post a short copy of your "plugins.txt" where mods are marked and not marked so I can see some sort of example. This new system is quite messy to say the least since the in-game mod browsing is quite bad compared to Nexus.
  7. While it's easy to register an account on Bethesda.net and and then login from inside Fallout 4 to "edit loadorder" of mods downloaded from Nexus there is a serious flaw: what happens if you don't have internet access at the moment you want to "edit loadorder" for mods. I am sure that the game "Fallout 4" somewhere saves the "loadorder" of mods i.e. if they are on or off, but I don't know where to find such a file. The on/off flag is not inside the loadorder.txt or Plugins.txt. Anyone with any ideas?
  8. Hello, for 2 days in a row I have not been able to upload my mod (and alt. versions) to: http://www.nexusmods.com/dragonsdogma/mods/73 I have tried different names (even a 7z version), and nothing works, all I see when uploading a file is the eternal loading wheel. This is very strange since I can upload images perfectly fine. As it now stands, it will be impossible for me to keep updating/add more versions since its really messy to use Mediafire as a bypass all the time for updates et cetera. Please could anyone give me a hint what might be wrong.
  9. In Oblivion this was easy for me to do, but without the tools and bsa-files the maze they are, well, I am at a total loss. What I really would love to do in Skyrim, is to reset the "deformed" faces of the elves and orcs to the vanilla Briton/Nord one. When it comes to the actual facial texture, its solved and done... But the hard part is to find the elf and orc face models and REPLACE them with the Briton/Nord ones. If anyone could please guide me in a proper direction or maybe even do a mod it would be sooooo great! So, basically, it all comes down to this: replace all Orc/Elf heads with Nord or Briton ones - but let the Orc's and Elves keep their eyes/skin hues :-P Any kind help is most wanted
  10. I seek to RP a Redguard little "Arabian Nights" gone Skyrim, and would love to have the racial skin hue-range of the Nord to replace the one the Redguard use now. When going though the "Skyrim - Textures.bsa" file (please do note I am an total amateur on this) with FOMM I noticed that the actual skin hue is not bound to a specific easy to find Redguard name but so some other file set. So far (correct me if I get this wrong) I need to do the following for this to work out: 1. Find the "Redguard" skin-hue names/files in the "Skyrim - Textures.bsa" 2. Find the "Nord" skin-hue names/files in the "Skyrim - Textures.bsa" 3. Extract the "Nord" skin-hue files in the "Skyrim - Textures.bsa" and replace them with the Redguard file names. 4. Place everything as a local copy under the Data folder with correct naming's under textures? I would love any kind assistance with this. Thanks so much in advance.
  11. Hello, All NPC child models in Dragon Age use "human boy" as base model (ref console: runscript appearance 38) with a "morph" that does the actual appearance change from a selection of predefined children head models in the builder. My main problem here, is that I only manage to change the child model in the builder to the basic (appearance 38) version, while I can change the heads easy enough in the SAVEGAME_APPEARANCE_MORPH_NAME "field". I either seek a runscript appearance "ID" for where the girl dresses are or some other way to edit the savegame in the builder so I finally can have my PC in-game with a girl head AND dress. Here is how one at least get the child-body (basic one) with any head if anyone is interested: Open the builder Load your savegame Once loaded Expand: SAVEGAME_PLAYERCHAR Expand: SAVEGAME_PLAYERCHAR_CHAR Expand: SAVEGAME_APPEARANCE Change: SAVEGAME_APPEARANCE_TYPE value to: 38 Change: SAVEGAME_APPEARANCE_ORIGINAL_TYPE value to: 38 Change: SAVEGAME_APPEARANCE_MORPH_NAME value from nil to one of these: kn_bhm100_rm2_stud_f1.mor - young human girl, brown hair kn_bhm100_rm2_stud_m1.mor - young human boy kn_bhm100_rm2_stud_m2.mor - young human boy kn_bed200_child.mor - young elf boy kn_bed200_child2.mor - young elf girl kn_bed200_child3.mor - young elf girl kn_bed200_child4 - young elf girl (no .mor ending?) To get no adult voice move down to: SAVEGAME_PLAYER_SOUNDSET delete everything in the value field SAVEGAME_DEFAULT_SOUNDSET delete everything in the value field Save and now load your savegame inside the game! So, any instructions on how to get more "child-cloth" options like the ones in game i.e. girl with dress is more than welcome to write how it's done. Thanks in advance
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