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Deleted82574918User

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Everything posted by Deleted82574918User

  1. Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly.
  2. Is there any way within the Creation Kit to tell what is and isn't part of a precombined mesh?
  3. Been trying to use Blender to change some models for various robot actors. Is there a guide on how to properly import and export their NIFs into and out of Blender so that their bones show up properly and don't get messed up?
  4. I am not exactly sure on how to get Blender to work properly with Nifs. Haven't had any luck with the guides and plugins.
  5. Are there any guides on how to create static meshes of NPCs for idle poses to be used in load screens? EDIT: Is there a written outline for the workflow pipeline?
  6. I deleted KLEO's entire object template, and she still loads just fine into the game with all her old meshes. Again, I have no other mods installed, and there is nothing overriding the changes. I even checked with Better Console. Somehow, the game is ignoring the changes made by any new esps for KLEO and KLEO alone.
  7. I modified the pathways of the original Object Mods, and they will correctly show up in the game. So the issue seems to be something with how I set up KLEO's template to use the new Object Mods. The thing is, I added new object mods to other NPCs, and they show up just fine. I don't think I did anything differently with KLEO. I think there is something different about the actor KLEO, and I can't pinpoint it.
  8. There are no other mods installed. The last esp that affects KLEO is mine.
  9. I have replaced some of the models for Assaultrons/KLEO. I didn't just replace the old meshes with new counterparts. I created a new path. Everything displays properly in the Creation Kit entries for the Actors and in the cells for specific references, but in-game, KLEO always uses the old models. I am baffled. Typing "recycleactor" has no effect either, so I don't think it's a save issue.
  10. I have done extensive testing and DLC03FarHarborS03 is broken by any kind of change to the main record. Adding the partial form record does not fix the issue. More baffling still, it would also seem that modifying vanilla subtitles often breaks Forced Greets in many cases. I have no idea how or why this happens, since I've never touched the forced greet packages. But I have no other mods installed, and I have worked with several people in private who also confirm this. The Unofficial Patch modifies many subtitles and as I recall it does not break any Forced Greets. Maybe Arthmoor and others know what the issue is?
  11. I think tagging the Record Headers of the affected Dialogue Topics with "partial form" did the trick. Thank you.
  12. I have encountered an issue wherein if I change even a single subtitle for the Quests DLC04MQ02 or DLC03FarHarborS03, the quest is broken. With DLC04MQ02, if I alter any subtitles at all, Gage will not speak to the Player at the FizzTop Grill. If I alter any subtitles for DLC03FarHarborS03, The Mariner will not speak to the residents of Far Harbor upon your return. Subtitles are the only things I've altered, and if I go into XEdit and delete the changes made to those quest, they revert to normal functionality. Any idea of what I'm missing?
  13. It seems to be an issue with formlists. I added the new voicetype to the appropriate formlists, but in various quests where those formlists are pulled from, the new voicetype is ignored for some reason. EDIT: Ah, the new voicetype had to be added to the Quest Data page.
  14. So I've made some changes to Nuka-World's Raiders, and now it seems that none of them will actually speak to the Player, if I try to initiate a conversation. Any advice on how to troubleshoot this? EDIT: Trying to run various tests, but it's hard to narrow the issue down.
  15. Is there a way to create a list of faction-specific dialogue for generic NPCs in the Creation Kit? For example, VoiceTypes like MaleEvenToned and FemaleBoston etc are used for all sorts of factions, so searching by VoiceType isn't a help here.
  16. No, I have not. Quest >> Quest Alias >> under "Fill Type", click "Specific Reference" >> Select Forced Reference >> Select Reference in Render Window >> select the actor you'd like to fill into the alias. Note that the Fill Type "Select Forced Reference" makes your actor persistent (their data is loaded in the memory even if they are unloaded). Thank you both again, but I actually figured out what the issue was in my particular case. The scene where I wanted to have the name change was actually one wherein the NPC wasn't even there. The scene uses a Talking Activator, and being the dufus that I am, I didn't think to check it. Talking Activators have their own Voice Type and Display Name. I changed that Activator's entry and all my issues were solved.
  17. I can't get the new audio to play in-game, unless I place it as a loose wav in the original Voice Type folder. It appears it will play if I tick the Forced box next to the Voice Type drop-down menu before selecting the new Voice Type. I also can't seem to get the new display name to work. I tried creating a new Message with the name I want written in as its Title, and I selected that message in the Alias Menu drop-down menu next to Display Name, but it has no effect in-game.
  18. Thank you. I am not sure what you mean here. Not sure how to "fill" the name alias with the actor. But I'll look at the dogmeat quest more and try to figure it out. I have a more immediate issue though. The actor is vanilla and I have redone their voice entirely. I made sure to select the new Voice Type in the Quest Alias menu, and the new line will play in the Creation Kit for the affected Quest Dialogue, but the original vanilla line is what plays in game. Any thoughts on that?
  19. How does one go about this? Say for example, an NPC is normally named X, but you want the Quest Alias to have a different name?
  20. It would seem that the issue isn't entirely a result of my mod. The UFO4 patch narrows the issue down as follows... Fixed a crash in the Longfellow escort scene when it determined whether or not to proceed with the Trapper encounter or divert past it because they were already dead. Crash was caused by a freak incident of game data corruption due to fixing an unrelated record in the parent quest.
  21. In Far Harbor, during the questline "A Walk in The Park" after the player recruits Old Longfellow from The Last Plank and proceeds to follow him down the main road toward Acadia, the game will always CTD at a repeated point in the road. I haven't changed anything in this quest other than dialogue, yet disabling my mod resolves this crash. I am not sure what is causing the crash, especially because it doesn't seem related to dialogue but to a specific point on the map.
  22. Hello. Thanks for the reply. These aren't things the NPC actually says. It's the UI text that pops up in the upper corner of the screen. "Cait likes that..." for example. I'm searching in the Misc section of various Companions' COM dialogue quests, and I don't see anything related to this. EDIT: Oh, nevermind. I see what you meant. They are under "messages" in the CK's "Object Menu/Window." For some reason, I thought you meant they were under "misc" in the "COMCompanion" dialogue quests. I found them. Thank you again!
  23. I wanted to alter the text popup messages for the affinity text that gets displayed when a companion likes or dislikes something. Not sure where it is located.
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