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ForcefulMocha

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Posts posted by ForcefulMocha

  1. 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

  2. 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?

  3. 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

  4. 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.

  5. 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?

  6. 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):

     

  7. 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.

  8. this is happening with me as well, i assigned anne hargraves or whatever her name is, to the clothing merchant stand, but she doesnt go there, just stands around and does nothing? i would love someone's help with this too..

    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

  9. 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:

     

    # This file was automatically generated by Mod Organizer.
    Fallout4.esm
    DLCRobot.esm
    DLCworkshop01.esm
    DLCCoast.esm
    DLCworkshop02.esm
    DLCworkshop03.esm
    DLCNukaWorld.esm
    ccbgsfo4038-horsearmor.esl
    ccrzrfo4001-tunnelsnakes.esm
    ccgcafo4001-factionws01army.esl
    ccgcafo4002-factionws02acat.esl
    ccgcafo4003-factionws03bos.esl
    ccgcafo4004-factionws04gun.esl
    ccgcafo4005-factionws05hrpink.esl
    ccgcafo4006-factionws06hrshark.esl
    ccgcafo4007-factionws07hrflames.esl
    ccgcafo4008-factionws08inst.esl
    ccgcafo4009-factionws09mm.esl
    ccgcafo4010-factionws10rr.esl
    ccgcafo4011-factionws11vt.esl
    ccgcafo4012-factionas01acat.esl
    ccgcafo4013-factionas02bos.esl
    ccgcafo4014-factionas03gun.esl
    ccgcafo4015-factionas04hrpink.esl
    ccgcafo4016-factionas05hrshark.esl
    ccgcafo4017-factionas06inst.esl
    ccgcafo4018-factionas07mm.esl
    ccgcafo4020-factionas09rr.esl
    ccgcafo4021-factionas10hrflames.esl
    ccgcafo4022-factionas11vt.esl
    ccgcafo4023-factionas12army.esl
    ccswkfo4001-astronautpowerarmor.esm
    ccbgsfo4076-pipmystery.esl
    Unofficial Fallout 4 Patch.esp
    DLCUltraHighResolution.esm
    ArmorKeywords.esm
    Eisenwolfs Legacy.esm
    Settler Sandbox Overhaul.esl
    RenameThem.esm
    EveryonesBestFriend.esp
    SKKFastBOS.esp
    PAMAP.esp
    RaiderPAChopShop.esp
    AWKCR - Mod Power Armor Engine Glitch Fix.esp
    RaiderPAChopShop_PAMAP.esp
    Armorsmith Extended.esp
    AlienAssaultRifle.esp
    AlienAssaultRifle-NoLegendSpawn.esp
    Armored General by Hothtrooper44.esp
    RobotFactionPaint.esp
    WorkshopRearranged.esp
    Stm_DiamondCityExpansion.esp
    ImmersiveV95.esp
    SuperMutantRedux.esp
    SuperMutantRedux_ArmorSmithExtended.esp
    GunnersPlazaInterior.esp
    ImmersiveGunnersPlaza.esp
    OutcastsAndRemnants.esp
    Eli_Armour_Compendium.esp
    Eli Armor Compendium AE Patch.esp
    MoreVaultRooms.esp (DISABLED)
    SecurityArmorV88.esp
    GatlingLaserAmmoFix.esp
    CorpusPraesidium.esp
    Helmless Hazmat.esp
    Thematic and Practical.esp
    Thematic and Practical - DLC.esp
    OCDecorator.esp
    OCDecoratorDLC.esp
    OCDispenser.esp
    GruffyddsSignsAndPosters.esp
    Weapon Rack Extended.esp
    g2m_Workshop_Nexus.esp (DISABLED)
    BetterJunkFences.esp
    Classic Combat Armor.esp
    Eli_CC Tunnel Snakes Armour Patch.esp
    CF_AtomicWarlord.esp
    CF_AtomicWarlordNoMod.esp
    Automatron DLC Legendaries.esp
    Automatron DLC Legendaries - Armorsmith Extd Patch.esp
    CROSS_InstituteExpeditionarySuit.esp
    BP AE patch - CROSS_IES.esp
    SIKOutcastPaintjobPlatform.esp
    CROSS_BrotherhoodRecon.esp
    CROSS_BrotherhoodRecon_AWKCR.esp
    Return of the Rangemaster.esp
    dinomore.esp
    dinoshelf.esp
    dinoshelf_extra_ammo.esp
    dinoshelf_retex.esp
    VaultPlus.esp (DISABLED)
    VaultPlus_MVR.esp (DISABLED)
    VaultPlus_Railings.esp (DISABLED)
    Vivid Weathers - FO4.esp
    Vivid Weathers - FO4 - Far Harbor.esp
    Vivid Weathers - Nuka World.esp
    AWKCR - HorseArmor Patch.esp
    Lots More Male Hairstyles.esp
    Lots More Facial Hair.esp
    AzarPonytailHairstyles.esp
    AlexSleevePatcher.esp
    PIP-Pad.esp
    WorkshopRearranged_DinoDecor_Patch.esp
    WorkshopRearranged_MoreVaultRooms_Patch.esp (DISABLED)
    AA FusionCityRising.esp
    EnclaveX02.esp
    EnclaveX02_PAMAP.esp
    NukaWorldPlus.esp
    NukaVimRack.esp
    W.A.T.Minutemen.esp
    X02Factions.esp
    VIS-G We Are The Minutemen.esp
    Alien Encampments.esp
    Vivid Waters.esp
    Mercenary.esp
    ProjectValkyrie.esp
    AR_DLC01.esp
    IMG_Castle_Wall_Patches.esp
    Hellfirenew.esp
    HellfireX03_PAMAP.esp
    Heavy BoS.esp
    X03Factions.esp
    FO4 NPCs Travel.esp
    T-51C Power Armor.esp
    T-51C_PAMAP.esp
    DiamondCityAutoClose.esp
    SalvageBeacons.esp
    BetterSettlers.esp
    BetterSettlersNoLollygagging.esp
    BetterSettlersCCAPack2.0.esp
    BetterSettlersMortalPack.esp
    ArmorSmith-CC-ArmorPainr-Patch.esp
    Scrap Everything - Ultimate Edition.esp
    ScrapUpdate - Ultimate.esp
    ScrapEverythingDisablerProject.esp
    Bashed Patch, 0.esp

     

  10. 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

  11. 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

  12. 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

  13. 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?

  14. 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.

  15. 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

  16. 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

  17. 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.

  18. 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.

  19. 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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