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Posts posted by XunAmarox
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Ah so I do edit it through the forum. I never would have expected that.
Thanks.
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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...
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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?
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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.
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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.
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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.
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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.
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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/?
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Could you add a way to block someone without them having commented on one of your mods?
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Here's a different set of vault girl bobbleheads someone made: http://www.nexusmods.com/fallout4/mods/8469
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Every time I activate a mod for Fallout 4 I get a pop-up warning about needing to make ini edits. By this point I'm well aware and don't need to be told anymore. A settings option to make it go away or a button in there like "Don't show me again" would be lovely.
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There's a post on the forums here that details how to do that. The long and the short of it is to download the latest NMM installer file manually then install it to a different location. My old 0.5x version is installed in "C:\Program Files\Nexus Mod Manager" and I installed the new one in "G:\Game Install\New NMM" and after it installed I didn't let it find any of my games I didn't want it to touch (hit the red X on the found game until it didn't find it). I just manage my old games with the old one and new games with the new one.
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http://i.imgur.com/nJfiHVJ.png
The latest NMM update needs NET Framework 4.6 and when you click that you want to install it now it takes you here: http://dotnetsocial.cloudapp.net/GetDotnet?tfm=.NETFramework,Version=v4.6&processName=NexusClient.exe&platform=0009&osver=6&isServer=0&shimver=4.0.30319.34209
I don't know if that's intended but that link seems kind of shady... Shouldn't it be going directly to Microsoft? Like, here: https://www.microsoft.com/en-us/download/details.aspx?id=48130
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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.
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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.
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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
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I've used NMM for my entire Bethesda suite of games for years now and I think I speak for a lot of users when I say that there's no way in heck that I'm going to redo my mods for all of these games just because NMM decided to completely change how it works.
Even redoing my mods for a single game - given that most of the mods that I've added I've made custom edits to on my own, which would be lost if NMM uninstalled them - would be hell. But the entire suite? Oblivion, Fallout 3, Fallout: NV, Skyrim, and probably more. I don't know if I used NMM for the Dragon Age & Witcher series, but this has the potential to cause some serious damage.
So, please make the new mod profile thing optional and a per game setting. I wouldn't mind it being like that for Fallout 4 which I have no mods for, but I flatly won't redo all of my other game configurations. I just won't. If it is not made optional I won't be updating my NMM which I'm sure that means that it'll stop working eventually and I'll have to find a new mod management software. I think a lot of users probably feel this way.
If you can't make it optional then change the way that it's done somehow. We can't have the risk of destroying our game installations and mod setups. That's just not acceptable for a lot of us. Heck, I would have switched to Mod Organizer years ago if I didn't mind obliterating my mod setups but it's just something that I won't do. Oblivion came out in 2006 which means that I have over a decade of mods and custom edits in my directories. That's a lot to lose and it's just not worth it.
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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.
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I'm not sure which mod it is, but if I blow up Megaton... nothing shows up. No explosion, no mushroom cloud, it's very disappointing.
Are there any mods that could cause this problem?
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.
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There's a tutorial on the Hearthfires Multiple Adoptions page: http://www.nexusmods.com/skyrim/mods/29249/?Does anyone have a tutorial on how to make a given house into a "Player House", so that children and spouses will recognise it as the home? I know it has something to do with Locations and with keywords, but I can't for the life of me remember how to do it myself, and someone has asked for instructions on this.
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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.
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Thanks for that. I googled and came across this. Your post was a real life saver.Are you selecting the names of your NPCs from the actor->actor subcategory? If you select them while loaded in any other category (such as "all"), it will not work.
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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:
00 Skyrim.esm 01 Update.esm 02 Unofficial Skyrim Patch.esp [Version 2.0.0a] 03 Dawnguard.esm 04 Unofficial Dawnguard Patch.esp [Version 2.0.0b] 05 HearthFires.esm 06 Unofficial Hearthfire Patch.esp [Version 2.0.0] 07 Dragonborn.esm 08 Unofficial Dragonborn Patch.esp [Version 2.0.0] 09 ApachiiHair.esm 0A ApachiiHairFemales.esm 0B SPIKE.esm 0C GeneralDisplays - DG.esm ----> Delinquent MASTER: GeneralDisplays.esm 0D GeneralDisplays.esm 0E GeneralDisplays - DB.esm 0F SGHairPackBase.esm 10 Brawl Bugs CE.esp 11 CS_TagAndTrack.esp 12 fFastTravelSpeedMult_4.esp [Version 1.0] 13 UnlimitedBookshelves.esp 14 Statues.esp 15 Auto Unequip Ammo.esp 16 SkyUI.esp 17 Dread Knight Weapon Set.esp 18 KatanaCrafting.esp 19 LustmordVampireArmor.esp 1A MithrodinSword.esp 1B nightshade_armor.esp 1C R18Pn - Ritter Armor - Heavy.esp 1D Sovngarde Steel Armor and Weapons.esp 1E ThalmorStandalone.esp 1F Proudspire Manor Refurbished.esp 20 CorrectGenderAnimations.esp 21 CorrectGenderAnimations-DG.esp 22 CorrectGenderAnimations-DB.esp 23 Guard Dialogue Overhaul.esp 24 No Perk Prereqs - No Helmets Required.esp 25 Proper Aiming.esp 26 SameWalkRunSpeedsLite.esp 27 Thieves Guild Requirements.esp 28 SkyrimSpeeds.esp 29 Predator Vision.esp 2A ReflectiveWard.esp 2B EnchantmentPower.esp 2C Better Stealth AI for Followers.esp 2D Locational Damage.esp 2E Sneak Tools.esp 2F 10 extra effect.esp 30 SGHairPackAIO.esp 31 dD - Realistic Ragdoll Force - Realistic.esp 32 Clean Invisibility Effects plus Eyes Fix - Chameleon Version.esp 33 Atlas Map Markers.esp 34 Atlas Blackreach.esp 35 Atlas Dawnguard.esp 36 Atlas Hearthfire.esp 37 Atlas Dragonborn.esp 38 EnableForgottenValeMap.esp 39 EnableSoulCairnMap.esp 3A 0xA-Divine.esp 3B Duns_Inc_Shaders_Begone.esp 3C One-Handed Master Spells Dragonborn.esp 3D One-Handed Master Spells.esp 3E Tiffany.esp 3F 0xA-Assassin.esp 40 Unlimited Dragon Aspect.esp 41 SBF Jenassa CBBE.esp 42 BetterNPCs.esp 43 0x_NoGravityArrows.esp 44 0x_NoGravityArrows_Dragonborn.esp 45 0x_Merchant-Gold.esp 46 _BEEMod001.esp 47 LH Jewel Collection.esp 48 0x_JarlOutfits.esp 49 0x_Opulent-Fine.esp 4A FS_UltimateAssortment.esp 4B 0xASerana.esp 4C NoMoreGlowArmor.esp 4D BetterNPCsHF.esp 4E SpecialHairs.esp 4F BetterNPCsII.esp 50 BetterChildren.esp 51 Ring of the Gray.esp 52 0x_Auriel-Bow-Buff.esp 53 ShezriesLakeviewGreenhouse.esp 54 ShezriesHFKitchen.esp 55 0x_MasterTraining100.esp 56 MasterTrainers100.esp 57 AlwaysPickUpBooks.esp 58 BFT Ships and Carriages - HF.esp 59 0x_Cook-Skeever.esp 5A SantaRobes.esp 5B Davjes_SorceressArmor.esp 5C VelvetRobesandCloaks.esp 5D Artifact Disenchanting.esp 5E Artifact Disenchanting - Dawnguard.esp 5F Artifact Disenchanting - Dragonborn.esp 60 FormsEdit.esp 61 DragonFire.esp 62 DragonFire-Dragonborn.esp 63 0x_DremoraMerch25k-HF.esp 64 0x_DB-Powers.esp 65 DPArmor.esp 66 TimingIsEverything.esp 67 towConversation.esp 68 Bounty Gold.esp [Version 1.0] 69 Book Covers Skyrim.esp 6A Book Covers Dawnguard.esp 6B Book Covers Hearthfire.esp 6C Book Covers Dragonborn.esp 6D 0x_BetterLoot.esp 6E Item Recycling.esp 6F Long lost smelters by Hyralux.esp 70 ethereal_elven_overhaul.esp 71 Better Dynamic Snow.esp 72 Footprints.esp 73 Footprints - Ash.esp 74 HearthfireMultiKid.esp 75 HearthfireMultiKid_LastName.esp 76 My Home Is Your Home.esp 77 AmazingFollowerTweaks.esp 78 Aradia Lace Dress.esp 79 Death Souls.esp 7A FISS.esp 7B TakeNotes.esp 7C 0x_PureGold.esp 7D Schlongs of Skyrim - Light.esp 7E aMidianborn_Skyforge_Weapons.esp 7F StaticMeshImprovementMod.esp 80 PotionRackResource.esp 81 Neo's Selene.esp 82 RaceMenuPlugin.esp 83 RaceMenu.esp 84 RaceMenuMimic.esp 85 ShowRaceMenuAlternative.esp 86 WerewolfMastery.esp 87 FemaleWerewolf.esp 88 WerewolfPerksExpanded_1.6b.esp 89 WerewolfPerksExpanded_1.6.esp 8A Werewolf Loot- Dawnguard version.esp 8B FreecameramovementThrones.esp 8C Reduced Distance NPC Greetings.esp 8D AMatterOfTime.esp [Version 2.00] 8E RGMsAlchemistsCompendium.esp 8F Natural Lighting and Atmospherics.esp 90 Order My Items.esp 91 SFO - Expanded Diversity.esp 92 Skyrim Flora Overhaul.esp 93 DarkwaterDen.esp 94 Alternate Start - Live Another Life.esp [Version 2.3.7] 95 Ayfertehuis.esp 96 FastSit.esp 97 HarvestOverhaul.esp [Version 2.8.2] 98 HarvestOverhaulCreatures.esp [Version 2.8.2] 99 FloraRespawnFix.esp 9A Heavenly She-wolf Skyrim.esp 9B Dual Wield Parrying_SKSE.esp 9C DovahBlingJewelry.esp 9D One With Nature - DG+DB.esp 9E JaxonzBlinkTeleport2.esp 9F JaxonzRenamer.esp A0 Aeonbarr.esp A1 BHTNF_Eli.esp
edit: I found the cause of it, it was this mod: http://www.nexusmods.com/skyrim/mods/52979/?
Any tutorials on modding this game?
in Discussion
Posted · Edited by XunAmarox
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.