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Krazyman999

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Everything posted by Krazyman999

  1. Pre-Next Gen Creation Kit... If you didn't update, you can try it. Steam Discussion Page... https://steamcommunity.com/app/1946160/discussions/0/4357873056145401176/ Creation Kit... Last Gen, not updated. I never updated, so I don't know about other versions. version... https://www.mediafire.com/file/20xxjbijuprqr9h/Creation_Kit_Pre_Next_Gen_Update.7z/file
  2. Yes... you can, and I do this as well. It's part of the Content Picker installation process. Bethesda has a forced loader for Skryim AE... it senses the removal of mods and loads them, no Yes or No options. It's all or nothing. I haven't installed Fallout 4 Next Gen, so I don't know if they have anything that checks for that. Mod Organizer 2 Profiles... On Mod Organizer 2, you can have multiple installs and Profiles. But you'd have to manually remove and add Creation Club mods, with the Verify Files being used to add them back in. Unless you saved the deleted Creation Club Plugins. With a Content Picker... you can have multiple versions of it, all with different content selected. In about a Year, everyone will be on the Next Gen Version. But not everyone will want the Creation Club content... Eg... multiple versions using the Fomod Installer Content Picker... Creation Club No Mods, Last Gen Content Picker... Creation Club No Mods, Next Gen Content Picker... Creation Club All Mods, Next Gen Content Picker... Creation Club Mod Setup 1 Content Picker... Creation Club Mod Setup 2 I make mods... so I have a profile with no mods, for using the extremely buggy Creation Kit. I also switch quickly to other version, as some mods don't play well with others. Having a quick and easy way to turn Creation Club mods OFF and ON, would be handy. Personally... I'll be just deleting the Creation Club content, when I eventually go over to Next Gen, in about a Year.
  3. Fallout 4 Content Picker... I've been messing with my Skyrim SE AE version, and it's a pain to use. Skyrim Special Edition Anniversary Edition. Problem... loads of Creation Club junk, that cannot be uninstalled. Solution... Anniversary Edition Content Picker, a brilliant Skyrim SE mod on The Nexus, that 100% solves the problem. By making the Creation Club content into a Fomod installer mod, where you can install any of the Creation Club stuff individually, in a Fomod Installer mod. What I'd like, unless it's already been made, is a Fallout 4 Next Gen Update version. For when I eventually jump to Next Gen Update, I don't want to be forced to play, Fan Made Creation Club content on my 9 Year old game, that can't be turned off. Fallout 4 NG Content Picker...
  4. Krazymans Mod Ideas List... 1. Hardcore Swimming
  5. Thanks... Smooth Feet High Heels Body - CBBE It was in the optional files, I'd already downloaded it, a long time ago, along with the Uniboob and Unibutt. But never enabled the mod... I am fixing the Vtaw 9 bodies that have missing parts of the Reference Body mesh, visible when you use translucent or mesh clothing. They look amazing... Along with a full set of Ground and Preview objects, for all Vtaw 9 clothing. Adding the fixes in my Vtaw 9 Treasure Hunt. WIP Outfit Studio, as far as I know, can't move the skeleton, when you move the CBBE body up and down on the ground plane. Making the Hands and Head not link with the body correctly, when using a standard CBBE Body. A Base High Heel Body, will have the correct Skeleton I need, so the HHS High Heels will set to the correct height automatically. Thanks for the link...
  6. I've been making Vtaw 9 Treasure Hunt mod, fixing some of the problems Vtaw 9 has, such as no Reference body on items with see through mesh texture mods. I've successfully fixed some of them, but with the Reference Body CBBE. Outfit Studio doesn't seem to move the bones, when you move the body, stopping the head and hands connecting with the body. Vtaw 9 is made with High Heels, and the High Heels System Reference Body. I can't seem to find a link for a CBBE High Heels Reference Body... anyone have a link for High Heels Reference CBBE Body.
  7. It seems like each Mod is linked to the Previews, GO Ground Objects, and items you wear. But you can have all the mods working by themselves, each with their own settings. I'd like to take out the Material Transparency... BGSM and replace it with a Texture Map Transparency... but I haven't done much of that, and have little knowledge of it. Make a copy of them, rename them, and put them in a folder in your own mod. Then in Creation Kit, MSWP... Material Swap it to point to your modded version. That way you can have each Mod, be anything you want. Base... changes the Base Mod Dmg... would change the Damaged Mod Fishnet... would change the Fishnet Mod You can pick the... BGSM for each Clothing Mod General / Material / Effect Material Used... possibly linking it to your own tweaked version You could take out the Transparency, on the ones that don't work, and make it just a Transparency Map. ... in theory. But I haven't messed with the Diffuse, Normal and Specular Maps .dds So I know very little about making them... Then it would make it just an ordinary item of clothing... in theory. But I haven't messed around with the .dds art files, so I haven't tried it.
  8. You can do this for all the Materials... then when you material swap, which is Base.bgsm. You swap to other materials, and can tweak those as well. I did this with the Gris Swimsuits, but transparency only looks good on Transparent Plastic materials. It looks terrible on Lace... Eg... Lingerie Location... Vtaw Wardrobe 9 Main 2K\Materials\vtaw\wardrobe9\Lingerie Base.bgsm Dmg.bgsm Dmg2.bgsm Fishnet.bgsm I added a new materials folder to my mod, with the altered .bgsm files in it. for Gris Swimsuit... materials\textures\vtaw\wardrobe9\GrisSwimsuit You'd have to copy and rename the .bgsm files. Putting them in your new materials folder, in your mod. Original... Base.bgsm Original... Base_KP.bgsm Then in Creation Kit... do the Material Swap and point the materials for everyone, to yours. MSWP Material Swap... Edit... point to the new texture from the huge list. I haven't been successful with making materials the way I want, so I am currently not doing this in my mod, until I work it out. But I've tried it... I also done it on the main Vtaw 9 mods files, and it works.
  9. I think I've got it... Base.bgsm Alpha... 0.8 Alpha Blend Mode... Additive Item has... Preview that is translucent Perfect on Ground, for Ground Object I haven't tried it with various light conditions, to make sure I don't get any weirdness. But it seems to be working, now I've got to work out how to add it to my Vtaw9 Treasure Hunt mod. As I'm currently testing it out on the main Vtaw Wardrobe 9 mod. I'll have to test it out on all the other .bgsm Also... I need to see if it will work on items with only parts of it that are Translucent.
  10. Alpha Test is already Ticked Alpha Blend is ... Standard On... Vtaw Wardrobe 9 Main 2k Gris Swimsuit ... Base I tested it on... Omod Material Swap Base Gris Swimsuit Still no Preview... regardless of the base texture, whether it's see through or solid. I must be missing something...
  11. GO Ground Objects that are Translucent are Invisible in Previews I'm making, and have made hundreds of Ground Objects. But Translucent ones, are invisible in the Preview Windows. Both In-Game and in the Creation Kit... Currently making Tonnes of Ground Objects for my Vtaw9 Treasure Hunt mod. Translucent clothing looks okay on the Ground, but are invisible in Previews in-game, same with in Creation Kit... Any way to fix this... if not. Would changing the Base Mod to be a non-translucent one, fix it. If yes, would that be a Material Editor tweak, Nifskope tweak, I've tried Creation Kit changing the Default to a solid, non-translucent mod, with no luck to fixing it.
  12. Fallout 5 Wishlist... - Single Player - Offline - Easily Moddable - Works Survival Plus... - Breakable Weapons... multi-tiered system, 5 stages. Fallout 4 not good at this. - Breakable Clothing... multi-tiered system, 5 stages. Skyrim does this, Fallout 4 has trouble doing this. - Dirt Realism... you won't strip a bloody or rad-soaked corpse of it's clothing and armour, clothing get's Rad-Soaked, heavy when Wet. - Swimming in Clothing will drag you down, need to be wearing swimwear or naked. Skyrim mod did this, with Devious Devices and Handcuffs. Realism... Get in the water, and you sink straight to the bottom. No more swimming with a Backpack, Top Coat, Workboots, and a full set of clothes and Iron Armour. - Wet Clothing is Heavy, slowing you down, and encumbering you. - Hot and Cold... you can overheat, as well as freeze. Conan Exiles does this.
  13. If using Mod Organizer 2, right click on the Save Game and hit Fix Enabled Mods. I don't know if any of them are broken, from the Next Gen Update. I stopped my PC from updating, so I won't know.
  14. Just delete this thread, I worked out the problem and the solution. It's a Vortex Problem, not your mod to blame. I've been making my own collections, for myself. I just add the updated mods, and rebuild it to include the latest version. Vortex get's hung up on Version Numbers, of mods, not loading any collection. As I said, it's a Vortex problem, so just delete this thread.
  15. Collection Version Numbers... When installing OCBP mod... I have 2 Collections that have problems because of the version number. I have OCBP version 3.0Beta installed the collection has a problem, and wants me to install... OCBP version 2.5.5 Collections should have option to allow versions that are that version, or higher. Version 2.5.5 Allow any version higher than version 2.5.5 As well as an Allow checkbox, to stop error messages on each version number fault. Recommend adding, for Versions error message... [ ] Ignore Problem [ select version to use ] .......... drop down menu
  16. Mod Ideas... 1. Deep Concrete Foundations... The ground isn't level, as well as building on a hill that requires 2 foundation pieces. Solution... Double Depth Concrete Foundations.
  17. Sorry for the late reply, I didn't know there were any. I've finished my mod, called Clothes Pack 5 Sexy Teddy Treasure Hunt. A huge, 155 Treasure, Treasure hunting mod for Clothes Pack 5. The Weapons, on the Barclay Sisters are really overpowered, but Melee weapons, so you've got to get close to use them. I defended them with tweaked high level Ghoul Radroaches, and a high level sister. All in the same Faction, attack one, and the rest attack your character. Quest Alias... I had a go at making a Quest Alias, for making a character un-pickpocketable. It stops the words Pickpocket from displaying, very handy. Pickpocket 0% Perk... I tried the Pickpocket Chance Perk, I made it, but haven't go ti fully working yet. But it looks good, what I did, and gave me understanding of the Pickpocket Perk more, looks like it's value based. Death Item... The Non-Playable version, and Death Item is a really good idea. I still have to test it... Pickpocketing Clothing... you've got to be high level, and deal with her sister and the Radroaches in Survival Mode, the mode it was built for. Alternatively, sneak kill them, 1 at a time. So the clothing is alright to be Pickpocketed... Thanks for the help, I'm still messing with various settings. Such as the Pickpocket Chance Perk. :smile:
  18. Pickpocketing... how do you change the chances percentages, or have No Pick-pocketing. I made new weapons, but you can just pickpocket it off the NPC. I want to be able to get the weapon, but only after the NPC's death. As attacking her starts off a battle, this would be a nice reward for heavily weaponed and armed players. Wanted... 1. Pick-pocketing Chance changing... turning the chances up or down, I don't know what triggers it. I have something worth 38 Caps, with a Pickpocket Chance of 38%, and a new Legendary Weapon, worth 1 cap that has a 30% chance of Pick-pocketing. 2. No Pick-pocketing item... you can't pickpocket worn clothing, without a Perk. ============ I'm only a low level modder, I currently can add, and compile tweaked Scripts. But can't currently write them... I've made lots of low level mods, this ones for an huge Treasure Hunt mod I've 100% finished, and am ready to Publish...
  19. ============================= == Realistic Companions. === ============================= What it does... 1. Carrying... Prevents your Companions having unlimited carry-weight. 2. Inventory Limits... Companions have Inventory Limits. 3. UXB Experts... Companions Can't Disarm Mines and Bombs. 4. HUD Commands... Removes the ' Go Get That. ' Command. 5. Item Limits... Limits Companion items to 20 Max. This allows Armour, Weapons and Ammo Equipping. 6. Carry-Weight Limits... Carry-Weight limited to 100, to only allow for Weapons, Ammo and Armour. ========================================== 7. Resentment... Companions have a Resentment Meter, 0 -> 100% 0 = they don't have any feelings towards you. 100% = they hate you, they wont leave you. But will do spiteful things. ========================================== Resentment is built up by... - Insensitive... Failing Vanilla speech checks with insensitive replies. ' What... is Nat a Synth... ' very insensitive. - Stim-Packs... Not Stim-packing them, and letting them storm off home. - Friendly Fire... Friendly Fire. Perk removed, shooting a Companion in the backside, is never okay... - Clothes... Taking all your Companions Clothes, leaving them naked, in the middle of a Settlements or Town, now comes with consequences. Embarrassing... ... You want to change their clothes, take them somewhere secluded. - Weapons... Taking their Weapon, Vanilla game always has them with a weapon. This mod removes that. ========================================== Resentment at 100% They just don't care about you any more, they will hang around just the same. But they are now a Toxic Friend, you'll have to win back their Trust. - Not help with Devious Devices. - May add Slave Collars to you whilst you sleep, if they have one in their inventory. No Code. - May add light Devious Devices to you. - If naked for 1 hour, they will take all your clothes. - If in a battle, with no Weapon and Ammo. They may panic, and take your currently Equipped Weapon and Ammo, ' Give me that... '. - They will panic, if in a battle Naked. Strip all your clothes forcefully, and equipping everything you have equipped. Minus Devious Tagged Items... ========================================== Status... Checking Inventory / Stat / Status will show Companions Status, like a Sickness. - Piper... 0% Resentment... Piper has no feeling, good or bad towards you. - Piper... 50% Resentment... Piper has a healthy amount of Respect for you. - Piper... 100% Resentment... Piper hates your guts, you better watch your back, as she wont stand for your bad behaviour any more... You better start kissing her Ass to get on her good side, or expect some payback for future bad things you may do. ==========================================
  20. What it does... This is a fix for the common problem of people have mods that change the Doctors prices, but the dialogue doesn't change. Leaving you seeing Cure Rads 15 Caps, and the Doctor charging you 100 Caps or whatever the mod charges. People seem to think that it's tied into the save, and only a new save start can alter the prices. This is not the case, New game or Level 60, it makes no difference. My patch for a mod that I am using, works on my level 22 test character... I've worked out how to make the Doctor's Dialogue tell you the correct price, using the mod Greedy Doctors. I made a patch for myself, along with mod tweaks for myself for a mod. Everything seems to be priced correctly, in my patch, and everything is getting Cured. The mod Greedy Doctors works for changing prices, at any player level, and the files can be easily replicated, if you load it and your own mod into F4Edit. -- The mods Author VadimCross made Greedy Doctors, with all the working settings. I just worked out how to copy it into other mods... I'm only a low level modder, soo... things wont get technical, very simple edits... :smile: This is what I did... If you have Greedy Doctors loaded as well, it will all be highlighted. F4Edit... 1. Load your mod, and Greedy Doctors into it at the same time, and see what it edits in the Fallout4.esm. - Global ServiceCostCureWoundsSmall .... FLTV Value 250 ServiceCostCureWoundsLarge .... FLTV Value 500 ServiceCostCureRads .... FLTV Value 800 ServiceCostCureAddict .... FLTV Value 1000 - Quest ---- DialogueGenericDoctors -------- Dialogue Topic ------------ 000C039B PlayerCureAddiction ------------------- PNAM Previous INFO [iNFO:000C039A] (in GRUP Topic Children of [DIAL:000C0384]) ------------------- RNAM Prompt Cure Addiction (1000 Caps) ------------------- 00249FF4 ------------------- PNAM Previous INFO NULL - Null Reference [00000000] ------------------- RNAM Prompt [Cure Dark Craving (250 Caps)] Yeah, see what's wrong with me, doctor. -------- 000C0385 Dialogue Topic ------------ 000C0395 PlayerCureRadsGroup ------------------- PNAM Previous INFO [iNFO:000C0394] (in GRUP Topic Children of [DIAL:000C0385]) ------------------- RNAM Prompt Cure Rads (150 Caps) -------- 000C0387 Dialogue Topic ------------ 000C03B7 PlayerSmallIjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03B6] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (75 Caps) ------------ 000C03B7 PlayerLargeInjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03BC] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (150 Caps) 2. Then find out all 9 section, that it highlights, and Right click them, and copy as overrides into your mod. 3. Then go down into your mod, and change the settings to exactly match the Greedy Doctors mod. Some settings you will have to cut and paste from the Greedy Doctors mod, such as the cost, and change it to your costs. 4. Save the game... make sure to have multiple back-ups of your main mod, you don't want to break your game if you mess up. But it's pretty easy to do, and there is very little to mess up.
  21. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting... lol check it..out..Look at the pictures...one of them is the navmesh https://www.nexusmods.com/fallout4/mods/53543 I hadn't realised picture 14 was your Navmesh, I just thought it was a weird red map picture... :ohmy:
  22. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting...
  23. I tried that first, before I started this thread. But it needs a lot to run it, and my PC must be missing something, as it doesn't run it properly. I'm running on very old Windows 7 software, that Microsoft doesn't make any more, as it runs 100% of everything I want it to run. I wanted a very simple solution, like the Multiple Masters solution. I was very close to finding it myself, but just couldn't quite work it out. With the help of the people on this thread, I worked out a very simple way of fixing the problem. Posting the solution in Description area, of this thread. Thanks for telling me about the CK Fixes mod though... :no:
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