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ForcefulMocha

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Everything posted by ForcefulMocha

  1. So it turns out It's not just one spot. It's just constant crashing now. I don't know what it is, just crashing when I start the game and try to do anything. I have no idea why, and I think I just have a f*#@ed up load order and need to re-do it.
  2. So I'm playing SSE modded and I keep experiencing a crash at Blind Cliff Cave near the Lover Stone in the Markarth Hold. I've tested the area about 5-6 times and crashed as soon as I get near there. I have crash logs enabled and I can't understand what it's saying. Is there anyone who can help make light of what it's saying and where my conflict is at? Any help at all would be appreciated, bc It's annoying having to avoid this section of the map. Modlist: https://modwat.ch/u/Forcefulmocha6/plugins CrashLog: https://pastebin.com/1x03Kyzw
  3. Thank you very much that fixed like 98% of my problems. The only other problems is clipping, but I assume that's just from the armor and can't fix it
  4. So I have the Black Sacrament Armor mod, and I want to turn it into a personal Dark Brotherhood Replacer. My plan was to combine certain parts of the modular armor and turn it into a normal 4 piece of armor. For example, combining the Cuirass, Tasset, and Pendant meshes into a singular armor mesh. But I can't for the life of me get the armor to combine. I've copied over the NiTriShape branches of the Tasset and Pendant into the Cuirass, checked the original NiNode of the destination mesh and it says it went from 30 children to 32. The textures are all mapped correctly. But when I get in game it only shows the original Cuirass mesh. Attempt after attempt and it hasn't shown anything more than just the cuirass mesh. What am I doing wrong?
  5. I have meshes from Oldrim that an author put up as a modders resource and I'm trying to put them into the creation kit in a test esp to see if they are working. But everytime I try to I get errors. I've tried using SSE Nif Optimizer on them and it did nothing. It says in the txt document for each nif " [ERROR] Failed to load 'C:\Users\TurboDumby\Desktop\New Folder (2)\boots.nif'. " I tried to do the thing where you make it a .obj file then import it and save it like that and it does nothing. Let me point out that I'm able to see it in NifScope if I do the obj way, but when I try to save it I get the error " block 6 Tangents array size mismatch block 6 Bitangents array size mismatch " I don't know much about modeling so I don't know what is wrong. If I try to open the mesh directly it says " failed to load block number 6 (NiTriShapeData) previous block was NiSourceTexture Failed to load C:/Users/TurboDumby/Desktop/boots.nif " And If I try to put any form of the nif file into the creation kit as the mesh used for a piece of armor I get the giant red exclamation point and a warning that pops up saying " (BSStream Error) NIF BSversion is too old in meshes\armor\Forceful\boots.nif. " Does anyone know what is going on and how I fix it? I can upload the files if necessary
  6. I edited the LevelList to use the custom gun. And I edited the script on him in that quest to the custom gun. I did make progress in when I replaced the ammo in his inventory to plasma cartridges to use for the Plasma Revolver. He still spawned with the .44 and when he walks out he still holds the .44 but he doesn't have ammo so he switches to the plasma. This could be the way I do it, but I'd rather him just not have the .44 anyways.
  7. I have a mod that adds a plasma 44 pistol. I went into the esp to edit it so that the only version of it would be a replacement of Kellogg's Pistol. I got everything working. If I go in game and kill him his unique pistol dropped is the Plasma one. However when in the fight right before killing him he uses a snub nosed 44 pistol, Does anyone know why this is?
  8. I was rewatching JuiceHead's video "5 mods to Improve the Brotherhood of Steel" (https://www.youtube.com/watch?v=mLhJ49ioiV8)and at the 3:47 mark he goes to show a location for the Revolver Rifle mod, but in doing so he shows a unique weapon called Ad Victorium. That unique weapon is not in any of the mods he talks about. Does anyone know what the mod is or where it is from? Here's the weapon (In case it wasn't obvious, it's the weapon with the light gray barrel that's his cursor is over):
  9. I'm not sure as to why it was removed from the nexus. However, it is up on GUN (gunetwork.org) but the only issue is that it is behind a privacy wall. Meaning, to access the mod you have to somehow be given access to the mod by either a administrator of the site or the mod author himself.
  10. Did it happen to be green? And did it kind-of, not a lot, but kind-of ressemble spartan halo armor? Cause if so then I think I know what mod you're talking about as I remember seeing it in a mod review from somebody like TwoDynamics. EDIT: Is this the one you mean? (https://www.nexusmods.com/fallout4/mods/9912/?)
  11. I'm no expert, but maybe it's just the game not being able to handle it? I assume there's a certain point where the game just can't hold up. Especially depending on what the size of all those mods are.
  12. Do you have any of the same mods as me? Or probably more specifically any of the same settlement mods as me? That could probably help narrow it down if there's an issue
  13. I've recently got back into Fallout 4 and I modded it. My character only has a few hours on him, but I'd prefer to not have to restart if possible. I downloaded all the mods then did a new save character. My issue is that in workshop mode I can assign settlers to jobs, and they'll get assigned, but they will never actually do their job. For example, I made 2 guard posts in sanctuary and assigned Jun Long to them. He will get assigned, as in my defense will go up, but he will never actually go and use the guard posts. Another example is I assigned Sturges to the scrapping station, and he's assigned to it, but he will never actually go use the station. The two of them just walk around and do the hammer animations. Thinking about it, I don't think I've seen them do anything except walk around and do the house hammering. I've only seen 2 of them go to bed. ever. I even camped the beds and watched for them to come in and only 2 did. What's causing this and what's the best way to fix it? This was happening before I had FO4 Npcs Travel, Salvage Beacons, Alien Encampments, Fusion City Rising, Outcasts and Remnants, Project Valkyrie, Workshop Rearranged, Operation Manhattan, the 3 hair mods, and Creation Club Content and related patches. Load Order:
  14. If someone were able to make the meshes and textures I could definitely get it in the game with the creation kit. I just suck at art and can't make meshes and textures
  15. If you know who Darkfox127 is he made creation kit tutorials and I think he did one on navmeshing. He does amazing tutorials. If he didn't I'm pretty sure there should also be an article on the creation kit wiki about it. And the last bit of help I can give you is that when you click on navmesh, it makes a toolbar pop up, and I believe on the toolbar there's an auto navmesh for interior cells that does an calculated navmesh of the area you made. Btw, looked at your mod and it looks cool and definitely has potential. Hope you do cool things with it
  16. Ok thanks. @Crazylion Do you know any of the software that you are talking about? Because the author does not seem to be responding to anything I send him, so I feel the second option is out of the question. Also, I felt like your name was familiar so I checked your mods and I saw your Harkon Sword remodel and I love it. So I tracked it so I can download it tomorrow. Thanks for that lol
  17. Ok thank you guys! @Di0nysys, What do you mean by skeleton rig? Is that a different mesh or a part in the skeleton model mesh? And Worm, I saw that mod which made me figure out that it's possible. I was gonna just use his but I realized he hasn't been on since August, so I decided to not wait with hope and try to do it myself
  18. I'm in the process of creating a mod centered around a myth among the Imperial soldiers that there's a tomb for a forgotten soldier. And in the tomb I want to have skeletons, but they're wearing Imperial armor. Trying to just simply put the armor on them doesn't work. Does anyone know how to make skeletons that wear armor? Or know of some article that talks about it?
  19. Okay. What would be the best way to get the textures from 2k-1k to 4k-2k?
  20. I have a question that might be dumb for those who do graphic design and texturing but I can't find an answer anywhere. I have an armor texture set that's in 2k for the main part and 1k for the lesser parts. But I would prefer them be in 4k for the main and 2k for the lesser. Is there a way to increase them and if so how? Btw, I didn't originally create the textures, I just want to increase their size so to speak.
  21. So I have a standalone armor mod I put together (I say put together because the assets are another author's and I just used them to make a standalone instead of a replacer) and everything is all good except for the fact that I can't equip the gauntlets or the cuirass or else the game will freeze for a second and then crash. Does anyone know why it's doing this? I'm pretty sure I've applied the right things I need to in the creation kit. I know it's this mod because my load order is very stable and I haven't had crashes since my first hour of playing with this load order, and I solved what was doing that. I even used Fallrim Tools to clean the scripts from that mod without messing up other scripts. Any help or suggestions would be great
  22. First try going mod by mod and try to figure out which one might be causing it. So disable a mod then try to go there, if it still happens then it's not that mod, if it doesn't happen then you found your problem (or at least part of your problem). If you want to keep your save then either make a new save and try this, or just don't save in between all this when you are disabling the mods
  23. I'm no modding expert, but try disabling each mod one at a time and seeing if it continues. If you disable a certain mod and it stops doing those (or some of those) then you can be certain that mod is causing it or is apart of what's causing it.
  24. Basically what's happening is that when I die, unlike regular skyrim where when you die it loads your most recent save, mine won't. I just lay on the floor dead. The game doesn't freeze or anything as I can hear my companion yelling in the background during the fight and the world continues going, but I'm just dead. I'm using Mod Organizer 2, and this is my load order: https://imgur.com/a/nptXwxH (I used LOOT to sort my load order. I only manually moved Unique Uniques below Thane Weapons Reborn so I could get it's Shield of Solitude effects). My game is stable, I only had a few crashes at the beginning but that was from XPMSSE (the skeleton mod that's reportedly really buggy right now) so I removed that and the animation mod (Immersive Animations) that depended on it and no crashes since. My computer runs it perfectly, so it really shouldn't be anything involving the ability to run it. (But if specs are needed then just ask and I'll give). Does anyone know what's causing it? Is it a mod specifically, or maybe just a conflict involving some? Or is there something specific I can search up in like SSEEdit to figure out what's doing it? It's not game breaking or anything, but it just gets annoying when I die 2/3 times in a row from a hard enemy and then have to manually go into the menu to reload my save.
  25. Thank you so much for the help! It worked! I just have one more question for you, Is it possible to change the weapons a specific hold guards have? for example, I made Markarth have dwarven style armor, but normally the guards have steel weapons and I want them to have Dwarven weapons. I also noticed they use a leveled list to give guards weapons, but I believe that applies to all guards in the game. So to give them the weapons I want do I just have to make a new leveled list, and replace the generic guard one they use? Or does each hold have their own weapon leveled lists?
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