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tektran

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  1. Yeah, this wasn't so much remove during playthrough. When I realized I didn't like some of the mods and that I wanted to remove them, I knew I would just start a new game afterwards. I've actually used Mator Smash on a couple things and it does work really well. I'm by no means a pro though, and some of the things I manually patched I wasn't sure how Smash would handle with just a "smash all". I do appreciate the advice though.
  2. Recently spent a lot of time creating a big mod list. During the process I created a pretty big custom patch to make everything play nice. Then I played through for a couple days to see how I enjoyed things. After about 10 hours invested into the character I found mods I realized I did not like as much as I thought I would. So I've removed them. Problem now, is that since the load order is now changed from me removing mods, I've got like 400+ unresolved references in the patch I've created due to the mods form id's changing. Is there anyway to avoid this happening in the future (Outside of the obvious don't remove mods from the load order)? Or is there a quicker method to fix this other than me going through the patch and manually fixing the broken references one by one?
  3. I know I'm necroing a 2-month old thread here, but after searching for 2 days, you're the only person I've seen having the exact same problem (issue 1) as myself. Hoping this will catch the attention of someone who might know. Like you, I want to distribute armor to a specific type of character. In my case, i have some female only dawnguard armor. Attempting to swap the outfit female dawnguards members use behaves exactly as you mentioned. They spawn, when placeatme is used, with their default dawnguard outfit. I attempted to try this same method with a female bandit and a newly created outfit different from the one I'm using for the dawnguard. But it also does not work. Altering the list of the default outfit itself works perfectly fine. But that situation is not optimal since it would cause dawnguard npcs of both genders to spawn with the female only variants. And yeah, I could go into the armor mods and have the models point to some other model to use for males, but I'd rather fine tune it to drop on specific character types. For the life of me, can't figure out why the outfit override is not working.
  4. So I'm new to modding Skyrim on the PC. I've modded Fallout 4 quite a bit, and have uploaded a couple retexture mods myself. But with Skyrim, all my time until now has been limited to the console version for various reasons. I've spent the past week combing through all the graphical overhauls and texture replacers finding everything I want for my first pc playthrough. I'm not a fan of the increased load times and sometimes stutter that massive amounts of loose files from textures has caused me in the past with Fallout 4, so with that game I learned how to pack up all my texture mods nice and cozy with Archive2, which is extremely simple to use. I imagine Archive isn't that hard either, I'm just having difficulty finding specific answers. In Archive2, I would just go to settings, switch the format to DDS, then set my max archive size to 1500, so as to keep the ba2s around a 1.5gig limit. Then I'd add the folder I want, and boom, done. How do I accomplish this with Archive? I assume, since I'm only putting textures in, I'd only tick the "Texture" box on the left. What about the right? I've read a couple post that said to check every box, except for the Xbox option. But then I've seen another post or two that mentions only checking certain boxes. And how do I limit the bsa file size? On a test run, archiving my loose textures, it created a nice ole giant 17 gig bsa. Feeling like that's gonna cause issues. So I'd like to break it down into smaller chunks.
  5. Awesome, thanks for the info. I'll experiment and see what happens. I believe I read somewhere that I can include them in my ini to just avoid the plugin period. If that works, I might head that route, I'm running a pretty heavy load order and have had to merge a number of things already just to keep under that 255 limit. Was really just wanting to pack up all these texture replacers to help out with load times and from what I read ba2s just overall perform better than loose files.
  6. I've been looking over various forum post about packing textures into a ba2 and I think I've got the basics down. One thing I haven't found a clear answer on: some of the textures I want to pack also have corresponding materials and or meshes. If I pack the textures into a ba2, will it be fine to leave materials and meshes as loose files or do they need to be packed with the textures? Also, from what I've been reading, it seems I shouldn't exceed around 3.5g for the size of the ba2. I'm unsure what the compression ratio is. If I'm not mistaking, compressing the loose files into a ba2 will reduce the file size. If that's the case, is there a rough average? How big can the file be before I pack it into a ba2 to hit as close to that 3.5g number as possible? I ask because I've got something like 30-40 gigs worth of textures. Any help would be appreciated.
  7. Thank you for your response. I watched that video, and found a pdf tutorial: http://www.nexusmods.com/fallout4/mods/22114/? which helped out a lot. I finally fixed my problem. Turns out I was being completely ridiculous and trying to use the old specular and normal maps instead of creating new ones. Following the instructions in the pdf, led to almost desired results, but with a weird oval like shadow cast over everything. The pdf mentions a different way to compress the normal map than the video, so I went back and used the compression listed in the video and everything is working beautifully now. :)
  8. Hey all, So, I've recently started learning how to customize textures, in the most basic forms really. I don't know or have Photoshop. I've downloaded Gimp and have started learning to use it via trial and error and tutorials. So far, I'm enjoying making basic tweaks. This came about due to the Snappy Housekit mod which is a fantastic mod but I noticed after building a High Tech office in my settlement that the vanilla textures were god awful and none of my downloaded texture packs touch on it apparently. So far, just adjusting contrast/brightness/saturation/lightness has given enough results to make the metal rusty walls look 5x better. But I'm having an issue with one texture in particular: HitTechMetalLobby03_d After making adjustments to it, I realize that the adjustments are really only apparent with the lights off. If I turn the lights to the building on or if I shine a flashlight on them, they seem to resort back to this bland vanilla looking awfulness. I'm unsure what causes this and was hoping someone could point me in the right direction as to what settings to tweak. Would it have anything to do with the specular? If so, a tutorial I can watch or read on that would be fantastic. As it stands, I tried to upscale the specular image from it's basic 512, to 1024 without compressing it and that seems to cause my game to crash. So obviously, I have no idea what I'm doing with the spec. :) For Reference: Light Off: http://imgur.com/8Hgjgvz Light On: http://imgur.com/H6yd2lI Flashlight(Gives a good side by side view): http://imgur.com/gAtqR2P
  9. Hoping someone can help me out. Couple weeks ago I did a clean sweep of my pc, reinstalled all my mods, removed a few, tweaked the load order a bit and am just now getting around to testing. Finally getting back into settlement building and I'm having trouble locating three items: Lightbulb+, Lightbulb++ and Lightbulb+++ . These lights were in my settlement menu a few weeks ago before I redid everything, now I'm either losing my mind and not finding them, or I've done something that has caused them not to show. Problem is, I don't recall what mod actually put these into the game for me, and after failing at google for a while, I'm at a loss. Does anyone know which mod these bulbs are from? They added some serious brightness when I didn't feel like spamming a bunch of smaller lights. The Lightbulb+++ lit up a fairly large area. Would be nice to be able to use them again.
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