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Good afternoon, I've decided to get back into modding skyrim after months of procrastinating and I figured a good way to start would be to finish the project that got me into it in the first place. I wanna make a new lands mod that merges and builds upon existing ones into a new, cohesive experience. specifically, i'd like to start by making a patch for Joopvandie's Beyond the Border Series [ https://www.nexusmods.com/skyrimspecialedition/users/6616512?tab=user+files] and a ported version of DavidTheFalcon's Into The West mod [https://www.nexusmods.com/skyrim/mods/68807] for my own personal use. these are new lands mods that add new locations to explore outside the borders in skyrim's worldspace, but the Haafstad and Folkstead mods edit many of the same cells as ITW. as a result, my plan is to make an esp patch that solves these conflicts by having one of the mods cell changes completely override the other in the places I want to and editing/deleting other things as need be. in the past, my previous attempts at making this have failed because locating/marking all the conflicts in x-edit was extremely time consuming and I could figure out how to get all the changes I make to them to be saved on a separate ESP file. since Joopvandie is still updating his mods, I'd rather not edit his ESPs since i'd have to start from square one with each new update. on top of that, I couldn't figure out how to find all the overlapping navmeshes between them, which caused me to waste a ton of time trying to delete them by hand. what's the best way I can identify all the conflicts and conflicting cell changes between these two mods and choose which ones i'd like to have overrided/deleted on a separate esp patch? if anyone here is more knowledgeable with this and could lend their help, shoot me up with a DM and i'll send you my discord so we can take it from there.
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so I've been starting up a new modlist for New California and all of a sudden I've started running into this very strange issue. After loading into the game from the opening cinematic, I literally can't see anything as the screen is completely black (apart from the hud, which still shows) while the game still runs as normal in the background. Does anyone know what's causing this and how I can fix it? I believe it might have something to do with my ENB but Idk where to start here's my load order, in case you need it: # This file was automatically generated by Mod Organizer. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm NewCalifornia.esm Interior Lighting Overhaul - Core.esm ArizonaOverhaul.esm FreesideOpen.esm OWNB - Open World.esm TGMIO.esm MoreMojave.esm Asterra's Many Fixes.esp FCOMaster.esm FCO - The Last Few Edits.esm ELECTRO-CITY - CompletedWorkorders.esm Freeside Redone.esm TLD_Travelers.esm Callville Bay Remade.esm GomorrahUncut.esm NVInteriors_Core.esm NVInteriors_ComboEdition.esm SaxxonsQuestPack.esm Less Empty Primm.esp CabotMod.esp NVBountyBoards.esm ELECTRO-CITY - Highways and Byways.esm Mojave Master Plugin.esm New Vegas Sewers.esm Project Mojave.esm BurrowingCreatures.esm Cave Pack.esm NVR-Strip.esm AWOPDeadMoney.esm GreatKhanGreatOverhaul.esm Interior Lighting Overhaul - L38PS.esm New Vegas Stories.esm NewVegasLibraryProject.esm oHUD.esm Ragdolls.esm SolidProject.esm WeAreLegion.esm BarstowOverhaul.esp SpeedyResources.esm WMIMNV.esp Unofficial Patch NVSE Plus.esp YUP - NPC Fixes (Base Game + All DLC).esp NVR-Version_10.esp Vurt's WFO.esp Ultimate Invisible Wall Remover.esp brayduck_classic.esp Ghoulville.esp NVInteriors Addon.esp NVInteriors Addon FO.esp CleaninguptheMojave.esp FCO - The Last Few Edits.esp BTB - Beyond the Borders.esp Simply Uncut - New Vegas.esp FCO - NPC Changes.esp The True Revival of Luxury - An Ultra-Luxe Overhaul.esp FreesideOpenPatch.esp Uncut Wasteland FSO.esp Freeside Open - Freeside Redone Patch.esp Arizona Baby! MRMA_2021_2.3.5.esp Windows of the Mojave v1.2.1.esp Bathroom Doors Overhaul - All IN ONE.esp Freeside and Strip Wall Replacers.esp Novac Reborn.esp FiveAcesGunShop.esp vault22FloralOverhaul_Update.esp Cal-Nev-Ari.esp FCO - The Last Few Edits - YUP Patch.esp Modern_Overhaul.esp Less Empty Nellis.esp Goodsprings Reborn.esp Redone-Five Aces Patch.esp (Creature)_Mojave_Rattlesnakes.esp OWNB - Red Canyon Overhaul.esp Mojave Rooftops.esp Cut notes restoration.esp 1nivVSLArmors.esp overpassProject.esp S6S's Prodlimen Creature Pack.esp stripurban.esp FreesideOpen-FiveAcesGunShop.esp NVFunctionalMonorail.esp BLMedical.esp Casino Crowds.esp Home On The Wastes.esp PrimmSouthUncut.esp Jean Overhaul.esp WestsideSuburbsUncut.esp PowderIsTheNewBlack.esp FreesideOpen-Ultimate Invisible Wall Remover.esp FreesideOpen-NVBountyBoards.esp Simply Uncut NV - Freeside Open Patch.esp FreesideOpen-NVFunctionalMonorail.esp FourwindsRestored.esp NVR-NPCs.esp NVZeppelin.esp chicken.esp NVR-ELECTRO-CTIY_Patch.esp Freeside Redone NVR Patch.esp IEGoodsprings.esp NCROverhaul.esp TANKlegion.esp YUP - Base Game + All DLC-SaxxonsQuestPack.esp SU-NV The March West.esp Arizona-YUP.esp Classic Fallout Weapons Remastered v1.2.esp Redone-Interiors Patch.esp SU-NV Little Dead Riding Hood Enabler.esp NewCalifornia DLC Control.esp Radar Point Station Expanded.esp (Animation)_Slow_Death.esp CottonwoodCoveSlaveMarket.esp GrubnGulp.esp (Creature)_Mojave_Raccoons.esp (Creature)_Mojave_Straycats.esp 10YearPack.esp fo4 weapon replacer XRAD-fnv.esp Weapon Retexture Project.esp 127 SMG Rebirth.esp Diagonal movement.esp American180.esp Animated Ingestibles.esp NorthVegasRedone.esp zz_Sunglasses.esp MoreMojave-TheHighDesert.esp Arizona-NVInteriors-Patch.esp B42Bash.esp B42Inertia.esp B42Inspect.esp Behaviours.esp Blade Runner That Gun.esp BoomersGoBoom.esp Brotherhood of Steel Uniforms.esp ChinaLakeRedux.esp Cowboys Fan Revolvers.esp CPI Icons.esp Currency of the Mojave.esp Distributed Necklaces and Chains.esp DKS Classic Sniper.esp DMHO.esp DragsNPCOverhaul.esp Economy Overhaul.esp F4VaultSuitsReplacer.esp Fallout_4_Gore_Port.esp FCO - Eyes.esp FCO - GlowingOne.esp FCO - OHSB NPC Edits.esp FCO - Saxons Quest Collection.esp FO4 Power Armors - FNV Standard Edition.esp FO4 Stealth Suits.esp FOVSlider.esp GBCReplacer_TypeII.esp GreatKhanGreatOverhaul.esp HoloRedux.esp ILO - PipBoy Light.esp ILO - YUP Patch.esp Immersive Hit Reactions.esp ImmersiveRecoil.esp IRNPC.esp JustBulletTime.esp JustLootMenu.esp LaserRifleReplacer.esp Lil' Deuce.esp Mannequin Rce.esp Marine Wetsuit.esp NPCs Can Miss.esp NukaColaOverhaul.esp NukaMojaveWorld.esp NVLP-Replacer Plugin.esp Project Reality Footsteps.esp Quickthrow.esp RadiationSuitFO4Overhaul.esp RaiderOverhaulPreview.esp Restored Caravan Dialogue.esp RetrievableThrowables.esp Ruger .22.esp SimpleHairs - Color.esp SimpleHairs.esp Simply_Uncut_-_WRP.esp Spice of Life FCO Last Few Edits Patch.esp Spice of Life FCO NPC Changes Patch.esp The Mod Configuration Menu.esp TMCOTT - Restored.esp ToastysRanger.esp V87UncleLeo.esp FNC Overhaul Project.esp VertibirdInterior.esp WWP 44 Mag Replacer.esp WWP 45 Pistol replacer - Vanilla Stats.esp WWP 45 Pistol replacer.esp WWP AMR.esp WWP Cowboy Repeater.esp WWP Hunting Revolver.esp WWP Varmint Rifle.esp LivedinSewer.esp 10mmPistol-Redux.esp BtB-Vanilla NPC fix.esp NewCalifornia Courier Stash Control.esp FNCO Regen Only Out of Combat.esp spiritoffirefix.esp Mojave Nights.esp Animated_WorkBench&ReloadingBench.esp TOPS_EXTERIOR_RESTOREDV2.esp CCO Perks - Slimline.esp PerkPackPlus.esp FreesideOpen-New Vegas Stories.esm FreesideOpen-Project Mojave.esp FreesideOpen-NVInteriors_ComboEdition.esp FreesideOpen-NVZeppelin.esp FreesideOpen-SaxxonsQuestPack.esp Interior Lighting Overhaul - Ultimate Edition.esp ILO - GS Shack.esp ILO - NVInteriors Project.esp NevadaSkies.esp
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Weird skin Issues with FCO and Body Mods
Jazwind replied to Jazwind's topic in Fallout New Vegas's Mod Troubleshooting
Just fixed those up but what about the rest of my load order? should I just run LOOT with it or are there specific things I need to rearange? Hmmm, how do I do that? the only way I know is by toggling "automatic archive invalidation" on under profile settings but that might not be working for me -
so i've been trying out Fallout Character Overhaul ( https://www.nexusmods.com/newvegas/mods/54460) with some body modes (specifically Breezes (https://www.nexusmods.com/newvegas/mods/48222) and Type3 Body and Armor Replacer (https://www.nexusmods.com/newvegas/mods/34825)) but right off the bat I've been running into these strange problems with the body textures for male african americans of the FCO races and female characters of all races. Just take a look: https://imgur.com/a/bLu69aM Any idea how I can fix these? I initially ran into similar problems with the ghoul body textures, but after moving the priorities around in MO2 it started working fine unlike these. One thing I should bring up is how when I tried using the NMM installer for Breeze's, the pop-up menu said I didn't have ArchiveInvalidation sorted out even though I did. Could this be a source of my problems and if so, how can I ensure AI is really working? I'm using MO2 with a 4gb patched version of the game. Here is my load order: FalloutNV.esm CaravanPack.esm ClassicPack.esm DeadMoney.esm GunRunnersArsenal.esm HonestHearts.esm LonesomeRoad.esm MercenaryPack.esm OldWorldBlues.esm TribalPack.esm YUP - Base Game + All DLC.esm YUP - NPC Fixes (Base Game + All DLC).esp Unofficial Patch NVSE Plus.esp Asterra's Many Fixes.esp The Mod Configuration Menu.esp oHUD.esm WMIMNV.esp Weapon Retexture Project.esp FCO - GlowingOne.esp FCO - NPC Changes.esp FCO - OHSB NPC Edits.esp FCOMaster.esm FCO - Eyes.esp FCO - The Last Few Edits.esm FCO - The Last Few Edits.esp FCO - The Last Few Edits - YUP Patch.esp Distributed Necklaces and Chains.esp Delay DLC - DM + HH + OWB + LR + GRA.esp Alternative Start.esp bzArmour.esp bzBodySuits.esp
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oh can you tell me how to access that menu? because whenever I try to click on any of the responses in the dialogue menu my CS immediately crashes. Oh I see, yeah I just noticed that. I already have the folders for the races I plan on adding new voice acting set up properly so changing the voice type for them in the CS shouldn't be a problem. Once I've re-recorded all the generic dialogue lines for a particular race and dump them in their requisite folders, will those new voice lines automatically pop up in game once I change the voice type for the race in the CS or is there some other kind of implimentation I'll have to do? and is there any UESP article or other resource that shows all of the voiced lines of dialogue present in oblivion?
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recording the voice lines isn't the problem here: I already have some close friends skilled in VA who can do all that already. the problem I'm curious about is how I'd actually go about implementing the new VA as generic lines shared by all NPCs of a particular race. I know you can just replace the MP3 files for unique bits of quest dialogue for specific NPCs, but as of now I'm concerned with adding custom VA for generic lines such as greetings/rumors/combat that are shared by all NPCs of a particular race including custom ones so each race and sex has it's own unique voice actor. I've already extracted the games voice files and noticed that there aren't folders to contain the MP3s for every race and sex. for instance, all of the dark elf/high elf/wood elf lines are contained in a single folder because they share a single voice actor. I've since added custom folders for the races that I intend on adding new unique VAs for such as Khajiit and Orcs. To get the generic lines for these new races to work in game, would it be a matter of just placing my newly voiced MP3 files for those lines with the right names inside the folders for their respective races? or is there some implementation i'd have to do inside the CS to get these revoiced generic lines working for races that previously lacked a unique voice type?
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so I wanna make a mod that adds unique and custom generic voice lines to certain races and their NPCs that lack a unique voice actor so there is more variety than the 6 or so voice types in the vanilla game. for instance, adding a unique voice actor for each of the 3 elf races rather than them sharing the same voice actor. While it'd be fairly easy to revoice and replace the unique dialogue/topics from quests, I have no idea how to create an entirely new voice type for a particular race/sex that includes custom VA for generic lines like greetings/rumors/combat that are sharred by all NPCs of that race/sex including modded ones. I looked at the file structure for Oblivion’s VA and while that seem to be arranged by race there aren’t any folders for dark/wood elf’s and other races that lack unique voice types. I also have no idea how the VA for characters with unique voice acting like Martin and Mankar Camoran is supposed to work how would I go about doing this? Is the process of creating new voice types for different races just a matter of recreating all the generic voice lines for each race with unique VAs for the duplicates and putting them into a new folder corresponding with their race and sex? Is is there some work I'd have to do inside the CS for the generic lines for the voice types to work? because I haven't found any info on how to add custom voice acting to oblivion let alone new entire voice types. I have a few friends who are skilled in VA that I can get to re voice all of the generic and unique lines to use as new voice types but I have zero idea how to actually impliment it in the CS.
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so I'm trying to create a separate compatibility patch between [post=https://www.nexusmods.com/newvegas/mods/57373]Ghoulville[/post] and MoreMojave. Specifically, I want to make a separate .ESP file that will either delete the landscape changes in certain MoreMojave cells that overlap with ones from Ghoulville or cause the cell changes from certain areas Ghoulville to completely overwright those from MoreMojave in the same part of the map for as long as the .ESP file is loaded. the thing is that IDK how to do this; previously, I've tried deleting the cell changes from the MoreMojave cells that conflict with Ghoulville cells in the same area inside FNVEdit, but I don't know how to get these changes to be saved in a separate .esp patch file instead of the base MoreMojave ESM. Can anyone run me through how to make a patch file like this? because while I'm familiar with the basics of xEdit I've yet to been able to get any changes/deletions I make in it on a particular .ESM/.ESP file to be saved inside a separate esp as a patch.
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how to create new custom voice type?
Jazwind replied to Jazwind's topic in Oblivion's Oblivion Construction Set and Modders
actually getting the VAs together and recording their lines isn't the issue for me even with the time/money it'll likely take. The issue I'm trying to find out is how exactly do I go about implimenting their custom voice lines ingame as a voice type for particular races/sexes or unique NPCs like Martin and Uriel. How exactly does one go about implimenting custom voice acting in Oblivion like this. I've seen lots of mods of Oblivion add new voice acting for particular NPCs, but they still use vanilla voice lines mostly for things like the greetings/rumors and generic lines. I want to create a new unique voice type with all the generic lines implimented for say things like female nords instead of using the same ones as orcs but how exactly should I go about doing that? -
hello guys, I'm currently somewhat interested in creating a Brand New World-style mod that adds in new generic voice types and revoices numerous NPCs to add more diversity to there voice actors. One thing I've noticed in particular with Oblivion is that unlike the various voice types used by Skyrim, Oblivion seems to have one set of voice actors/files for each race and each sex. The base game has a few races using the same voice actor (such as nords and orcs or khajit and argonians) so I'm thinking of creating new voice sets to some of those to avoid duplicates, but that doesn't explain how the game has a completely unique and functional set of generic and unique voice lines for unique characters like Uriel and Martin. So how exactly should I go about creating a new generic voice type and assigning it and the new voice files associated to it to particular NPCs or races/sexes in place of their current ones? is there anyway I can give a unique voice type to specific NPCs like with Martin or Sheogorath and if so how? And is there any resource or application I can use that lays out all the generic and unique voiced lines of dialogue i can browse thru to get a comprehensive Idea of what I'll need to revoice for my new voice types and NPCs?
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so I'm currently working on a mod that will re-add the old attribute system from Morrowind/Oblivion. To do this, I've recreated the games LevelUpMenu to include brand new buttons to increase the various new attributes. Unfortunately, I'm running into a problem where the SetString functions I've created to update the various buttons/movieclips with the proper values for the AVs I'm using is slightly delayed and doesn't update at the same time, as one can witness right [post=https://streamable.com/hywzx8]here.[/post] could anyone familiar with .fla/.swf menu modding, actionscript 2.0 and/or SkyUI menu modding tell me how I can get all the buttons/setstring functions to update at the exact same time instead of in a particular delayed order and walk me through how to do it? I remember hearing that InvokeStringA could be use for this, but I have next to no idea how to use it or get it working for me in this particular case. can anyone hook me up with some resources or modders that can help me through this process if they don't know how to themselves?
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SSE need help with SKSE UI Modding
Jazwind replied to Jazwind's topic in Skyrim's Creation Kit and Modders
that does seem to work much better now, but I'm getting lots of flickering when I highlight over the button going back an forth from it's edited and pre-edited states. Any idea how I can alleviate that more perhaps and get it to always use it's edited form regardless of what frame it's on? EDIT: Nevermind, I managed to get it working by changing the target for SetString a bit. it should be working fine now but I'll be sure to poke around here again once the time comes. -
SSE need help with SKSE UI Modding
Jazwind replied to Jazwind's topic in Skyrim's Creation Kit and Modders
yeah I've already figured that out. the problem I'm having now is that while I'm able to replace the text string for the button initially, as soon as the player hovers over it it goes [post=https://streamable.com/vieocx]right back[/post] as if SetString was never used. I believe it's due to how I'm targeting the movieclip inside the Script in the SetString SKSE function so could you look through it right here and tell me what I'll need to fix to get it working? Scriptname tyLESALevelUpScript extends Quest actor property Playerref auto float fVersion = 1.0 float str function LVLStartup() RegisterForMenu("LevelUp Menu") Debug.Messagebox("Now Running LESA Version" + fVersion) EndFunction event OnMenuOpen(String MenuName) str = playerref.getav("ShieldPerks") debug.Messagebox("Testing!") UI.SetString("LevelUp Menu", "_root.LevelUpMenu_mc.StrengthButton.textField.text", "Strength - " + (str As Int)) endevent