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XunAmarox

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Everything posted by XunAmarox

  1. I haven't seen any but since the game was made with Unreal Engine I assume you'd unpack and repack the files with Unreal Engine's UnrealPak.exe (command line). This should show how that works: https://youtu.be/AElxgCRXF64?t=134 Once unpacked the files will probably be familiar enough formats to mess with. This is assuming it's not encrypted but seeing how there hasn't been a tool to decrypt it yet many mods I assume that's not the case. The game engine seems to be using Unreal Engine 4.27.20 so that's the version you'll need.
  2. Ah so I do edit it through the forum. I never would have expected that. Thanks.
  3. Specifically how do I edit the "about me" section of my main site profile? I know how to edit my forum profile but can't seem to find how to edit my profile on the main site. This: https://www.nexusmods.com/users/848320 I could have sworn I had it saying something in the about me at one point...
  4. I read online that F4SE adds a setname command that allows the renaming of objects, like containers. I have F4SE 0.3.0 but it tells me there is no setname command when I attempt to use it in-game. If there is indeed a setname command included, how do I use it? http://i.imgur.com/9ERhSOc.png Maybe someone just forgot to include the script with the latest version and all the people installing over their older versions of F4SE never noticed because it was in one of those?
  5. This problem is downright bizarre. I've created a new armor combining the combat armor light chest, and medium arms/legs with CBBE's Outfit Studio. I tested it extensively in-game as a replacer for the Vault-Tec Security armor. It works perfectly in-game. Doesn't even have any clipping at this point. Can put it on and take it off no problem. So then I go to add it with FO4Edit as its own standalone armor. I copy Armor_VaultTecSecurity111 and rename it Armor_VaultTecSecurityXA. I copy AAVaultTecSecurity111 and rename it AAVaultTecSecurityXA. And then literally the only thing I change is linking the armor addon to the armor, and bam. Instant CTD when trying to put it on. Keep in mind that the newly created armor addon itself is still pointing to the tested and working mesh that I was just using as a replacer, so I know that's fine. I also tried the proper method first using Armorsmith Extended as a master and the keywords from ArmorKeywords to make it craftable, with it being its own unique file in its own unique directory and with a constructible object made for it, but after a certain point I had to simplify my testing parameters as I was left completely scratching my head as to why it isn't working. At this point I'm even more perplexed than I was to begin with. It's an armor rather than an underarmor so I didn't bother attempting to import SCLP data in the CK, though I did try the entire process all over again in the CK to see if maybe it was just FO4Edit being dumb. Turns out the CK is even more dumb. It crashes every time I click the button to try to set a new mesh. Dunno what's up with that. Maybe there's some way to do an integrity check with the Bethesda.Net Launcher for it or something... I dunno, but clearly I can't do that in the CK. It's freezey and crashy on the best of days... I tend to try to avoid it tbh. Surely there's some simple necessary step that I'm just overlooking... edit: I tried importing SCLP data too just for the heck of it because at this point I've got nothing. Didn't work either... didn't think it would. I've been inspecting some other mods that add armors and honestly I really don't see what the heck I'm missing. edit: Now I'm getting the CTD even as a replacer. It seems it may be the NIF after all... edit: Issue has been resolved. I redid the entire process. My guess is that some errant vert was left over from when I moved and deleted the verts for the top leg straps.
  6. Had the same problem. I manually updated my CBBE when I came back to playing because my stuff is highly customized. Suggested fix here didn't work, though I did have that file so it may have partially helped in the end. Turns out I didn't have the CBBE.esp. Hah. Tossed it in my data folder and activated it and my skin problem cleared right up.
  7. Thanks. Useful info. Everyone seems so caught up in the fervor of only doing it via script injection that it's hard to actually figure out how to do it the original way, which is kinda helpful for even figuring out the script injection method since it's not really so much of a tutorial as just a script template.
  8. I already figured out what mod was causing it, as noted in the edit of my opening post. You can mark the thread as solved or whatever.
  9. For some reason in my game greatswords (no matter the tier) only do 1.xx damage and daggers only do 2.xx damage. I haven't played the game in years so I assume it's some mod or GDA edit or something messing up all greatswords and daggers in the game. If this is the case, is there some way that I can find what is causing it so that it can be removed? Ordinarily I'd just disable all mods and enable 5 at a time or so until I narrow it down but modding with Dragon Age is way more convoluted than that. I've figured out that mods seem to (mostly) be in "Documents\BioWare\Dragon Age\packages\core\override" but other than that I'm not really sure what's safe to delete, or where all a modification of this magnitude could be taking place. edit: I think I figured out what's going on. Looks like it's this mod: http://www.nexusmods.com/dragonage/mods/400/?
  10. Could you add a way to block someone without them having commented on one of your mods?
  11. Here's a different set of vault girl bobbleheads someone made: http://www.nexusmods.com/fallout4/mods/8469
  12. Moving away from our forum software sounds pretty scary... the comment system on the site proper is often pretty buggy. Grid multifactor authentication is my favorite. LastPass has it as an option. Not everyone has a smart phone, you should keep that in mind.
  13. Trying to access the Nexus sites via the main portal sends to ex: http://www.nexusmods.com/fallout4/? but this page tries to load for several minutes then gets a connection reset; however, other directories load instantly, for instance: http://www.nexusmods.com/fallout4/mods/? or http://www.nexusmods.com/fallout4/mods/searchresults/? This seems to be the case for all of the Nexus sites that I checked.
  14. In the Bugs section of a file I am unable to edit my post. There's an edit and reply link and after making the appropriate edits to the post the SUBMIT button does nothing. Here's the bug section I tried in: http://www.nexusmods.com/fallout4/mods/1145
  15. I seem to recall when I got crippled or injured there should be a little pipboy up in the top right of the screen showing my injury but it doesn't seem to show up. Is there some setting that makes it appear, or some mod, or something? edit: It turns out that it only flashes for about a second when an injury occurs which is supposedly normal behavior.
  16. I realize that this is years old at this point but while replaying FO3 in preparation for FO4 I came across the same problem and this is the only hit that comes up on Google. So, I'll throw in what the solution was for me: I had a mod called TranquilityHome.esp and after testing all of my mods I determined that to be the culprit. Here's that mod: http://www.nexusmods.com/fallout3/mods/5292/ If I had to guess I'd say that it edits some outdoor cell near Megaton's worldspace and that messes it up. So if you have any mod that does similar then that might be the culprit.
  17. There's a tutorial on the Hearthfires Multiple Adoptions page: http://www.nexusmods.com/skyrim/mods/29249/?
  18. The easiest way I've found is to make a mouse macro set to on hold that does a macro like... ENTER 0.964 TAB 0.735 TAB 0.161 TAB 1.000 ENTER DOWNARROW It's important that before you begin you go to View and turn off the Block List otherwise down arrow will use the block list and go down the hierarchy rather than down to the next vertex color... it took me ages to realize that. Before I figured that out I was using a single fire script without the down arrow addition and I'd have to click entry then run the script and click the next. It's way easier the way I do it now.
  19. Thanks for that. I googled and came across this. Your post was a real life saver.
  20. I don't know why this is happening but if I fire my bow from my horse I'll get off maybe one or two shots then subsequently my attack buttons do nothing at all and she'll just sit there. It's the same for sword swings, I may get one or a few to work and then it just breaks and the only way to keep attacking is to get off the horse. I reapplied FNIS so it shouldn't be that but I don't know what could be breaking it. Active Mod Files: edit: I found the cause of it, it was this mod: http://www.nexusmods.com/skyrim/mods/52979/?
  21. Commenting them out either with brackets or a double slash didn't turn it off for me. I had to hit shift+enter in-game and then open the +INPUT thing and manually set it to 0 for disabled then save the config and refresh. After I did that I now my thing looks like this: [INPUT] //shift KeyCombination=16 //f12 KeyUseEffect=0 //home KeyFPSLimit=0 KeyShowFPS=0 KeyScreenshot=0 KeyEditor=13 KeyFreeVRAM=115 //num / 106 KeyShowFPS=106 //f11 KeyScreenshot=122 //enter KeyEditor=13 //not assigned KeyFreeVRAM=0I disabled the screenshots and FPS in-game.
  22. lol I only started thinking about it earlier tonight and I didn't read any threads or anything... I just looked up a map and plotted the points and came to my conclusions that way. :tongue:
  23. So I was thinking about it myself... Where do you think the Dragonborn tried to cross the border into Skyrim? We have the following information: -Stormcloaks were ambushed at Darkwater Crossing (just south of Eldergleam Sanctuary - well into Skyrim) -The captives, yourself included, are bound and taken by carriage to Helgen Here's a map of the relevant area of interest: http://i.imgur.com/4lw9Bys.jpg Now, it's probably not possible to determine exactly where the Dragonborn entered, but if we assume that they were caught crossing the border then it should probably be somewhere between Darkwater Crossing and Helgen, somewhere that your captors could have caught up with Tulius's little caravan of prisoners, or where said caravan could have captured you. Most importantly, Darkwater Crossing is under Riften's control so it's Stormcloak territory. They likely wouldn't have traveled deeper into that territory but instead tried to get out as fast as possible into neutral territory (Whiterun Hold), and then into Falkreath Hold (the closest Imperial hold). The problem with that though is that their route doesn't go anywhere near the border. You would have had to of been captured somewhere around Southfringe Sanctum and Arcwind point to be both crossing the border and remotely close to the potential route of the caravan carrying Ulfric... There's also the possibility that they just went all vanilla-stupid-npc-style and just followed the road, in which case there's a pretty big stretch of Southern border where Skyrim meets Cyrodiil that you could have crossed. Well, your guess is as good as mine but if I had to take an educated guess I'd say we crossed somewhere between Arcwind Point and Autumnwatch Tower. In fact, crossing the mountains into Skyrim near Autumnwatch Tower puts you right next to an Imperial camp and is exactly where the road would cross traveling from Darkwater Crossing to Helgen. My conclusion? We crossed around Atumnwatch Tower and that's where we were caught. Hopefully that'll help you guys in your character's stories, if you wanna get all technical into it. :tongue:
  24. I figured out a slight loophole, a way to make it seem as if you refuse him, as it were. Don't return to Septimus after you get the Elder scroll - wait until after you finish Dragonborn. Then once you do when Hermaeas Mora approaches you there in his outpost to propose his deal to you he mentions that he has been following you since you defeated Miraak and offers you to be his next something or other, and there are very clear options like "I'll never serve you, vile demon!" and such. That's good enough of a "f you" for me. :tongue:
  25. For some reason when I download some mods like Immersive First Person View 1.3 the file downloads as First Person 1_3-49036-1-3 and Unassigned in NMM with no version whatsoever rather than Immersive First Person View with version 1.3.
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