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fruitierracer42

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  1. None of this worked for me... I have no idea what I'm doing wrong, but I literally copied and pasted everything, even changed the sResourceArchive2 list to include all the DLC, but nothing is working. I've noticed that it WILL allow me to open the Fallout4 master file along with ONE additional master, but that's it. It's not letting me do all 6 at the same time. This is getting super frustrating, as I don't understand why this isn't a default action for the creation kit... Any help would be greatly appreciated!
  2. That seems a bit advanced for me... I wouldn't even know where to start to be honest. Thanks though! But yeah it was pretty annoying that there was never really any need for the other houses. Personally I only ever used Breezehome or Lakeview Manor, and even then just for storage because they were conveniently located. I wouldn't want to have to travel from Solitude to the rift or the reach and back just to off load a bunch of stuff. Ah well. I'm actually working on something for that, but I don't know if I've got the skills for it yet. To use like one of the blackbooks to take you to a house type thing... not sure yet. Lol. Anyway, thanks again for the help! This site has been very helpful.
  3. I do actually have another quick question though, if it's possible? Is there a way to make the steward allow me to purchase the house without actually doing all of the quests? Specifically the one in whiterun? I realized the level one character you get when you use COC wouldn't have completed any quests at all so he can't buy the house... And also, is it possible to make him sell me the child's room separately, without replacing the alchemy lab? The two are in different rooms in my mod so...
  4. As you figured out you have to link the objects to an xMarker as an enable state parent. The xMarker needs to be disabled. Then in the dialog when purchased, you enable the xMarker and all the linked objects should appear. If you need anything to disappear at the same time, you link them to the xMarker as an enable state parent and check the box for them to be in the opposite state. In that manner one set gets enabled while another set gets disabled. Exact specific step by step instructions, I don't know. I'm going on memory here. :tongue: Thanks for the reply, wasn't expecting it so quick! Thing is, I'm using the exact same xMarkers as the original objects, so everything should be set up properly (this is because I wouldn't know how to make a new xmarker get enabled through a speech option in-game. I haven't gotten quite that far in scripting, that's why I used what was already there). So just to clarify, I'm using the same xMarkers for the new objects, but the objects aren't acting the way they should be, even though I thought I did literally everything the exact same as the old objects. Some of the old objects I just moved around, and they continue to act the way they should (disabled until purchased from the steward). It's just the new ones that aren't. Sorry, I suck at explaining things... Make sure you test on a new game, if you have not. Some things could be baked into the save file that are affecting behavior. Beyond that, hope that someone with more recent experience drops by. Yeah I've been testing with a new game. This site actually taught me that! Haha. But I think I may have accidentally solved my own problem after some tinkering. I'll to run some more tests just to be sure though. But thank you! I think I just needed to come on here to kind of think things through!
  5. As you figured out you have to link the objects to an xMarker as an enable state parent. The xMarker needs to be disabled. Then in the dialog when purchased, you enable the xMarker and all the linked objects should appear. If you need anything to disappear at the same time, you link them to the xMarker as an enable state parent and check the box for them to be in the opposite state. In that manner one set gets enabled while another set gets disabled. Exact specific step by step instructions, I don't know. I'm going on memory here. :tongue: Thanks for the reply, wasn't expecting it so quick! Thing is, I'm using the exact same xMarkers as the original objects, so everything should be set up properly (this is because I wouldn't know how to make a new xmarker get enabled through a speech option in-game. I haven't gotten quite that far in scripting, that's why I used what was already there). So just to clarify, I'm using the same xMarkers for the new objects, but the objects aren't acting the way they should be, even though I thought I did literally everything the exact same as the old objects. Some of the old objects I just moved around, and they continue to act the way they should (disabled until purchased from the steward). It's just the new ones that aren't. Sorry, I suck at explaining things...
  6. Hello, just wondering if anyone can help me out with something. I've come off a year or two without modding (my previous laptop sucked, and I just got a new one), so I'm kind of relearning everything. This might have been covered before in the CK tutorials, but I'm just wondering if anyone knows how the whole player house "objects don't show up until you purchase the corresponding addition" thing works? I'm relearning by just doing a basic mod to change the appearance of the interior of player houses, but when I added new items and linked them to the corresponding x-markers, then went to take a look in-game, the new stuff was all there when it shouldn't have been just yet. I hope this makes sense... Basically, how do I make things not show up until you purchase its addition from whichever hold steward?
  7. I've experienced this multiple times, both on the console and PC versions of the game. from what i've heard, though it's not a permanent solution, i think you can select the mannequin from where it's supposed to be (mine have sometimes wondered off a few paces), either put something on it or take something off, exit its "inventory" and that should fix the problem temporarily. didn't realize at first this is pretty much exactly what the last poster said...
  8. alright i think i got it. thanks again for your help. i wouldn't have been able to do all this without it
  9. that must be the problem. i've never extracted a zip file before so i'll probably need to download something for that. when you say to a new directory, that just means a new folder right? (sorry i'm not very computer literate, i know how to do things but not necessarily what it's called)
  10. i had to download the BSAopt from nexus manually. for some reason my NMM doesn't want to download things automatically. but when i go to click on the BSAopt folder, the only it does is take me further into the folder, revealing a file named "cacheInfo", and another folder "fomod" with a file called "info." i don't see an actual program, and nothing opens up a program when i click on it. am i missing something?
  11. alright, i'll go do that now. thank you
  12. ok i downloaded the BSA thing from nexus. but i'm not sure what to do next... i apologize if this is frustrating, i'm just new to a lot this. i haven't been modding for very long, and when i do i usually try to figure it out on my own. when i hit a wall, i usually just give up, so i am very grateful to all of the people who have helped me out with all of my questions, even the ones that are probably super easy to answer.
  13. Where do i find the BSA files though? i looked through skyrim's files and didn't find any of the original meshes. just the ones from mods
  14. for a mod i am creating, there is a tower i really want to use for the interior layout. the problem is, the door is only supposed to lead to a load door - one that goes "outside." i was thinking i could use something called nifskope to delete the spot on the tower that ends in a load door, so it can seamlessly go from tower to another "room" of the tower or whatever. however, i don't know how to use nifskope. the object i want to use is "DweCustomTowerInt01" and i want to be able to delete the little wall thing behind the door. i mainly am having a problem loading vanilla game files. i can load files from other mods into the nifskope, but i can't figure out how to get items from the vanilla game, such as this dwemer tower or a sword from the game. any help figuring this out would be greatly appreciated
  15. Yeah it's no problem. I wouldn't even have mentioned it and just tried to fix it myself, but i really have no experience scripting as far as making my own scripts. Thanks again for the help :smile:
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