Jump to content

Search the Community

Showing results for tags 'beginner'.

  1. Now, I absolutely understand that the game is huge, there are many stages to main story quests and even more side quests and their stages, NPCs, all the voiced lines, etc. And I understand that this idea iteself is kind of ridiculous. But still... From what I understand, in original two games ( Fallout and Fallout 2 ) quests were little more than a bunch of global integers. Plus some text files with descriptions for maps, encounters and cities, text files with dialogue and description lines and so on. Some stuff was hardcoded, like you can't make more or less than 49 towns or you can't have more than xxxx scripts and yyyy maps, but as long as your first map was called "artemple.map" and you set certain globals/play certain videos and don't rename certain files and certain things inside files and stick to numeric limits - you could pretty much rewrite everything else entirely. Worldmap, its dimensions, townmaps, npcs, dialogues - whatever you want. That's basically how Sonora and Nevada work. They aren't just expansions to main game, but a complete rewrite, using the same globals through "#define GVAR_MyName (GVAR_OriginalName)" and using same names for some files to override them. So the question is - would it be at least theoretically possible to edit every single quest, scene and npc in the base game and remake the entire map without breaking the game? Or is there simply too much hardcoded/behind-the-scenes stuff going on? ( Also is it possible to change in-game date and time with something like F4SE? )
  2. So here I'm trying to do what I THOUGHT would be a simple thing. I'm trying to add an additional effect to the vanilla perks. Specifically I want to add an area fear effect to occur when you eat a corpse with Cannibal. I figured it makes sense and would make it a somewhat less useless perk, chomp down in the middle of a fight and you get a bit of breathing room instead of just a pathetic healing effect. Channel that inner Cannibal Johnson or throw some Tyson into the mix. I made it basic as hell and without much consideration but it should vaguely work - the only demoralize effect in F4 vanilla was the syringer ammo Yellow Belly which counts as a poison. Small blessing there, I just kept that in because robots and bugs would not be affected by fear, while animals have high enough poison resistance I don't think it matters - if somehow I freak out a deathclaw with this I'll adjust that later. I kept the same value at 95 but dropped the duration to a few seconds since it's supposed to be AOE so in theory this should just scare away everything not excluded. Well I had to make a whole new magic effect to run, since I think this is a "target location" cast and not on self and you can't seem to mix the two on a single effect. So I made a new demoralize magic effect named Gross Terror. Then I made a new spell called Cannibal Fear to run with vanilla Cannibal Heal, three levels of effect based on what rank of Cannibal you have. Cannibal Heal is "cast" with the EAT CORPSE activation. So I shoehorned Cannibal Fear into the same spot but it gave me a compile error. Compiling "Fragments:Perks:PRKF_Cannibal_0004B259"... E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Perks\PRKF_Cannibal_0004B259.psc(21,0): variable PerkCannibalFear is undefined E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Perks\PRKF_Cannibal_0004B259.psc(21,17): none is not a known user-defined script type No output generated for Fragments:Perks:PRKF_Cannibal_0004B259, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Perks:PRKF_Cannibal_0004B259 And the same for the Cannibal rank 2 and 3. I supposed I need to mess with some sort of script trigger. I shoved: PerkCannibalFear.Cast(Game.GetPlayer(), Game.GetPlayer()) and SPELL Property PerkCannibalFear Auto Const To the fragment scripts of the three Cannibal ranks. I probably did that wrong since I just copied and pasted them under the PerkCannibalHeal lines in each segment. That got rid of the errors from compile at least but it doesn't seem to trigger anything. I've messed around with it a bit now but nothing I can do makes it actually WORK. No level of the perk affects any targets, even the lowest level raiders. What am I missing? I'm sure this is because I did something wrong or presumed badly - or because I shoved values into the "spell" area of the "magic effects" of a game that tries to dummy those out.
  3. 1-28-2020 I am now officially back and will be answering any questions myself, THANK YOU VERY MUCH to Dubiousintent for monitoring my guide threads while i was gone. If you use this information all I ask in return is a simple thank you post :smile: I can usually be found in the chat room on a daily basis 1-24-17 - I have used the info in this guide to set up and test my own load order with Fallout 4 and I am glad to report too all of you that this guide WILL work :D READ! Read the description pages for each mod. Read the install instructions for each mod or utility. Read the Fallout 4 owners manual. No one was ever hurt by just reading. WINDOWS 10 USERS - I "HIGHLY" suggest using this to bypass the problem of crashing or lockups and having to restart your computer - https://www.nexusmods.com/fallout3/mods/23188 - I tried it with Fallout New Vegas and it works, I love it! This guide will NOT work for any unofficial version of Fallout 4. BEFORE YOU DO ANYTHING ELSE WITH THIS GUIDE GO INTO STEAM AND TURN OFF CLOUD. WHEN YOU EDIT THE INI'S IF CLOUD IS STILL ENABLED IT WILL GO BACK BEHIND YOU AND RESTORE THOSE EDITED INI'S 1) You need to run LOOT, Wrye Flash and FO4Edit, in that order. Loot is not 100% and if that is all you're using you're going to have many problems as you progress through your play through, BOSS is no longer being supported and thus is out of date with newer mods. With many mods loaded, you should be using 2 other programs, Wrye Flash and FO4Edit. Sort the plugins with loot then click apply LOOT = load order Wrye Flash = verification of load order and primary and secondary file load FO4Edit = verification of primary and secondary file load 2) Wrye Flash 2.1) When you run Wrye Flash if any checkmarks are not green, those mods are causing problems in your game, you make them turn green by dragging them up or down in your load order in wrye flash till they do turn green. 2.2) You HAVE to have either a merged patch or bashed patch file, once again Wrye Flash is your friend because it will automatically make you a bashed patch file when it loads your mods. A bashed patch file makes all your weapon and armor and other mods play nice together, it also keeps track of leveled lists in the game and makes them work better together also. 2.3) One other thing, make sure you enable ( check mark ) the bashed patch Wrye Flash makes, then right click it and choose rebuild patch as the one Wrye Flash makes is empty, which should always be last in your load order unless you're using an ENB, SUM, ASIS, or the Reproccer. 2.4) Make sure you go through both lists on the left and right panes of the window and make sure each entry that has a listing also has a check mark for the box next to it. Rebuilding the bashed patch is not going to help you if EVERYTHING is not included. 2.5) Concerning what the red, orange, and green check marks mean in Wrye Flash. A) Red means a missing master file - basically a guaranteed CTD on startup. B) Orange means that some ESP has requested its master files in an order that is different to the the order that you currently have them in. Orange mods are arguably more dangerous, because you won't necessarily get an immediate CTD every time, so you may be lulled into a false sense of security, whereas in reality you have an unstable load order. Clicking on the orange/red mods will show you what masters they have, and what order they want them in. From here on in, it becomes like a puzzle: you need to manually drag and drop the various masters in your load order until their order is harmonious ( IE:. you've managed to provide the desired order of master files for every single ESP in your list simultaneously ) and all of your oranges have disappeared. C) Green means you are good to go for that mod D) If it's not possible to eliminate all orange mods, you may need to do one of the following: Manually download and manually install the mod - sometimes they are corrupted, this has worked for other people in the past that I have helped one-on-oneDitch one or two mods / patches - last resortSort the master files for the orange mod in FO4Edit - see appendix 1Appendix 1 - open WRYE find an orange mod load in FO4Edit only that mod and FO4Edit will load the rest ( best to do one at a time ) then right click the orange mod and pick sort masters then close and save Your original game files should ALWAYS be kept in this order, NO EXCEPTIONS, below Any mod that changes the order needs to be fixed using Appendix 1 and Xedit. DO NOT USE A MERGED PATCH, USE A BASHED PATCH INSTEAD ************************************************************************************************* WARNING - As of 8-11-2017 From alt3rn1ty - author of the Wrye Bash Pictorial Guide Wrye Bashes Bashed Patch can import a lot of records for the old Oblivion game, but for newer games like Fallout the patchers all need to recognise the newer games records to be able to increase it capability .. But they need to be developed first (Wrye Bash for newer games is a work in progress) - Because of this people are impatient to get a solution to importing more record types so falsely believe using xEdits Merged Patch aswell as a Bashed Patch solves the situation : It does not, if anything it makes things worse and random. AND Sharlikran - contributor to Wrye Bash Gromulous aside from the quote from Alt3rn1ty, you might also want to mention what I said in my other post abut how Elminster originally made it for FO3 and FNV because there was no Wrye Flash for those games until Valda released his versions. The other thing that makes what Alt3rn1ty mentioned correct is because they don't patch all the records. Wrye Bash (with the proper record definitions and patchers) can patch all the records that make sense to patch. There are a few exceptions that you would never touch like the NavMeshes. You could also add that it's inadequate because xEdit only looks at 10 records, 'LVLI', 'LVLC', 'LVLN', 'LVSP', 'CONT', 'FACT', 'RACE', 'FLST', 'CREA', 'NPC_'. Records like CREA are not in Skyrim, so if the record doesn't apply to the game, it's not used. ************************************************************************************************* #1 rule - NEVER delete a mod once you install it unless you are making a new character - N E V E R !!! 3) FO4EDIT is used to do 2 things, (A) verify that your load order is not missing any files that your mods need and (B) verify that no primary files are being loaded after secondary files. When you run FO4EDIT it will throw up an error box and the error will be displayed at the bottom of the right pane / panel. All you have to do is read what it says and it will tell you exactly how to fix the problem in Wrye Flash. Yes, you can open Wrye Flash while FO4EDIT is open so you don't even have to write down what the error is :smile: Please remember that while LOOT is a great program it is NOT 100 % Let me know if you need any more help :smile: Additional info that may be of use for some people below: 1) MotoSxorpio - If you have removed a plugin or changed load order, a reference ID for objects being missing could cause CTD. 2) Oubliette - Error checking mod combos isn't impossible it's just a pain to do and no one wants to do it for anyone but themselves - which answers your other question. The following is standard trouble shooting for mod issues not pinned to a single mod (this is why you test every single mod in your install as you go, individually and with all your other mods - to pinpoint problems at the mod from the very beginning). First - have you verified your game files through steam and updated to the latest patch? Second - uncheck all your mods, start a new game, save after the chargen. This will be your 'tester save.' Do Not Overwrite or Delete this save. Third - Enable five mods. Four - Go into game with your tester save. Run from one end of the game world to the other. Go into a few cities. Interact with a few things that are mod related. See if anything crashes. Five - No sign of problems? Repeat 3-5. It crashed or something's not right? Go to step 6. Six - something crashed? uncheck one of the five mods then go back to your tester save, repeat step 4. Continue until you have found and fixed your error. LOOT - http://www.nexusmods.com/skyrimspecialedition/mods/1918/? Wrye Flash - http://www.nexusmods.com/fallout4/mods/20032/? You can also use this - http://www.nexusmods.com/fallout4/mods/495/? FO4edit - http://www.nexusmods.com/fallout4/mods/2737 ONE OTHER IMPORTANT FILE YOU WILL NEED IF YOU ARE GOING TO USE MODS IS THE FALLOUT 4 SCRIPT EXTENDER LOCATED HERE - http://f4se.silverlock.org/ My other guides: My Skyrim guide - http://forums.nexusm...ide-to-modding/ My Fallout 3 guide - http://forums.nexusmods.com/index.php?/topic/2247384-fallout-3-beginners-guide-to-modding/ My Fallout New Vegas guide - http://forums.nexusm...ide-to-modding/
  4. New to modding (and specifically scripting!) and I'm currently trying to make a follower mod. I'd like to have approval/disapproval points using global variables, but I don't know how to add and subtract the value only how to set it to a specific value. What I'd like is 0-100 value and then certain choices would add or subtract points to the value. So for example if my GlobalVariable ID is Follower_Approval and I want it to add 5 to the already existing value, how would I go about this? Or is there another way to make an approval system work in an easier way?
  5. I've been trying to texture this test house model for who knows how long. Bethesda's textures on their models will show up in Nifskope, but no matter what I do, I cannot get a simple texture onto my house. I've been looking up solutions for days, but nothing has worked. Can someone take a look at this screenshot and maybe help? Thnx edit:fixed picture placement
  6. Hi, all!! Practically a newborn modder here, but I know there's a way to change an NPC's equipment after a certain stage passes in the game. I've explored the Improved Atmosphere and I can see for instance that Howe's guards change uniform after his promotion, and that they have UTC files with a '2' attached. I'm assuming there's a script or something to tell the game when to switch UTC files...I'm wondering how that is done? Many thanks in advance for any help you can give! EDIT: I should add that I've gotten the Toolset to work on Windows 10 (set it to open with administrator privileges and to run on Windows 8 compatibility) and I searched for Cullen in the single player module. I found the state/NPC of him I want to edit. Under Creatures, I searched for Cullen and found a "cir230cr_cullen (Cullen)" under the Broken Circle folder, which is exactly where he would be when I want to edit his armor. I know how to do that...I think. I took it, exported a copy, and to test if it works, I stripped all armor and just dumped it in override. Loaded my game from the Fade, played through the floor, then got to him and he was the same. I am also using a Mod that changed his face...but all it does is edit a 'mor' file, which changes his face. I don't want to touch that. Also, I removed a modded character utc file that changed Cullen's Templar armor. So nothing with his name is in my overrides folder. So I guess what I'm wondering is: 1. If Toolset can find a UTC when asked, does that mean the UTC is being actively used in the game? 2. For my purposes of modding Cullen while he's in Uthred's cage, have I selected the correct UTC? 3. Finally, how can I change Cullen's armor and equipment while he's in the cage? Thanks again, anyone who had to read through all that!
  7. So I've spent quite a bit of time creating a pretty complex Walmart-esque shopping mart inside the Super-Duper Mart thanks to the Conquest mod, Scrap Everything, and some light CK work. My totally un-biased opinion is that it's pretty cool, the jokes are funny, and your average Joe might enjoy having a shopping mall filled with vendors, live mirelurks in stewpots, dark humor and tasteful swearing. That being said, I know creating a mod is a lot of work, even more so since I'd like to make it relatively standalone. My best guess would be that doing this would involve: Replacing vanilla assets made buildable by other mods (SOE and Homemaker specifically) with their actual static versions. The idea here being to make the mod a standalone.Ripping a cell. I know it's possible, but not the process.Making NPC vendors, and all that involves.Probably other stuff?The good news is, I know how to do exactly zero of these things. Hooray! I'm hoping this won't be too grueling of a task, and maybe some of you more experienced folks can point me towards some guides and tutorials that could help. Any and all advice welcome.
  8. Hey there! So, I've never modded before, but Stardew Valley is calling out for mods, and I love the game so much I thought what the heck, might as well start now. That in mind, anyone have any tips or tricks or a general how-to on how to start modding? Thanks!
  9. So im attempting to slowly dip my toes into the modding scene by creating a standalone from a set of replacers. I can get it copied, new armor add on, texture set, all that fun jazz. How ever when I try and preview the work i proceed to preview it to ensure its working, I get a massive slew of vanilla missing specular map (no big deal there although it WOULD be nice to know how to fix that...) and a massive series of TEXTURE:Warnings were encountered during texture swap for model (insert model here) check warnings file for more details. After digging around i found the warnings file and it just repeats the same error. Im just trying to get this thing to work and since google isnt helping im turning to this wonderful board. So, any help is welcome
  10. Hello everyone! At first I want to say, I'm quite inexperienced with manually modding the game but I can do the basics, so please don't go too short on the explanations, thanks! So I recently downloaded many mods from *Banned User*, or what he claims to be his mods, from a subreddit. I got plenty of his follower mods, as well as an ENB, new loadingscreen etc. The ENB and the loading screen are working fine. But now to the problem: Doesn't matter which follower I'm installing, everytime I go to the location the follower is located my game does ctd. All followers are about the same files: Meshes, Textures and the esp file. I drag all files into my data folder. Ingame I also tried to spawn the follower at me, but the game does ctd as well. With the AddItemMenu i also tried getting the items from the follower mods, like weapons, armor etc. but everytime i try to equip it the game does ctd (I dont wan't to use the items, I was just curious). Do I need any other mods or files in order to make the followers work ? I already had many followers from the nexus in the past and they were all working fine (you can't find 'his' mods on the nexus though). Here is my loadorder: Skyrim.esmUpdate.esmDawnguard.esmDragonborn.esmHearthFires.esmUnofficial Skyrim Legendary Edition Patch.espLanterns Of Skyrim - All In One - Main.esmhdtHighHeel.esmSkyrim Project Optimization - Full Version.esmParadise_City_RESOURCES.esmRSkyrimChildren.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espSkyUI.espAlternate Start - Live Another Life.espIcePenguinWorldMap.espperrobs experience choice.espNatural Lighting and Atmospherics.espHothtrooper44_Armor_Ecksstra.espHothtrooper44_ArmorCompilation.espRaceMenu.espRaceMenuPlugin.espLinkleOutfit.espUIExtensions.espAddItemMenu2.espUnlimitedSprint.espUnlimitedEnchantments.espImmersive Weapons.espdD - Realistic Ragdoll Force - Realistic.espBarenziahQuestMarkers.espAuto Unequip Ammo.espChesko_WearableLantern.espThe Paarthurnax Dilemma.espFNIS.espBijin Warmaidens.espRun For Your Lives.espBijin Wives.espBijin NPCs.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espSkyrim Unlimited Rings And Amulets.espBattlemage Armour.espFudou Myouou.espFTFI Fast Travel From Indoors.espMashiraUndressSpell.espstranger_danger.espInigoPerkPointGiver.espIsh's Respec Mod.espTTR_Master_Trader.espTTR_Oghma_Infinium_A_Training_Station.espWhite River Cottage.esp12FemaleBrows.espTheEyesOfBeauty.espCS_TagNTrack.espFacelight.espWindPath.espPrvtIRoyalArmory.espDSerArcheryGameplayOverhaul.espABT - Faster Arrows Improved +50%.espABT - Faster Bolts Improved +50%.espABT - Increased Progressive Damage (Vanilla) +50%.espABT - Loot Arrows +25%.espABT - Merchants Arrows +25%.espABT - Recover +10% Arrows and Bolts.espPassiveWeaponEnchantmentRecharging.espHiddenIdentities.espShout-tastic_no CD.espDaedric Reaper Armor.espCeles Nightingale Armor.espEmfy Cleric Robes.espSexyBikinis.espno sun damage vampires.espCutting Room Floor.espImmersive Patrols II.espSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espApocalypse - The Spell Package.espKS Hairdo's.espBotox.espNorthgirl.espDark Face Bug Fix.espSkyrim Flora Overhaul.espViscousGrass.espJKs Skyrim.espParadise_City_Merged.espChildrenAnimationPath.espRSChildren.espRSChildren Playable.espRSChildren Patch - USLEEP.espUFO - Ultimate Follower Overhaul.espUFO - Heartfire AddOn.espUFO - Dragonborn AddOn.espUFO - Dawnguard AddOn.espMTNKFollowerAhrne.esp*Banned User*LoadScreens.esp I also use CBBE, which is not listed in the loadorder, mabye because it doesnt have an esp file, I dont know.Here is a download link to one of his followers, maybe it will work for you: Link Removed She is located in Markath, Blood Silver Inn. If you need any additional information, feel free to ask me. Also If you find my load order strange, please help me improving it! Thanks!
  11. Hullo, I'm a total noob to the mod-installing scene, about as tech-savvy as my grandma, but I apologise in advance for talking like a character who just failed several science checks. Still, both attempts at help and overused meme copypasta are appreciated. Basically, every time I try to install an ENB (Rudy or ENB of the apocalypse are the two I tried), I get that weird glitch where you can see bodies of water, barrels, foliage through rocks, and it's pretty hecking jarring. All other mods work just fine, so I've been going without the ENB all the way up to Freeside, but sometimes you get sick of the frakking grand canyon looking kind of ugly, you know? Having watched some tutorial videos, I am aware that before playing, one should pull up the pre-launch New Vegas menu and disable anti-aliasing, anisotropic filtering, and water displacement. Steam overlay is also off - still getting that problem. By the way, I have a Windows 10-running PC named "The Beefeater", have an NVIDIA GeForce GTX 1070 graphics card, and am running the necessary bugfix and ENB-required mods off of mod manager, though the ENB files are obviously put manually into the New Vegas data, as per instructions. I vaguely suspect "graphics card settings" might be involved somehow here, but I can't figure out how to access or change that stuff. Also, every time the computer powers up and I load New Vegas, an icon for "press alt-z to enable g-force overlay or something like that" shows up, freezing the game loading at the big "Bethesda softworks" screen. Exiting out and loading it again enables playing the game - I don't have a problem with that, but just noting it in case it's a clue for the ENB issue. Anyways, that's all I can think of, hopefully this isn't too vague for a kind soul to help out someone who doesn't quite know how computers work. Let me know if I should gather any code files or whatever to get help, I'm good at fetchquests. Thanks in advance!
  12. Hi ppl, sorry I am completely new to mods so bear with me if this seems like a stupid question! I have about 4 mods currently loaded into Fallout 4 using the in-game loader but there seems to be not that many mods available through this method of loading? So I've realise that the Nexus Mod Manager is probably the way to go go but before I install it I was wondering whether I have to uninstall my previous mods or it doesn't really matter? Will there be issues if I just start using NMM to load and manage Mods? Thanks for any info you give, Belatrix101
  13. Hello everyone! I'm one of those people who have never made a mod before, but I've wanted to get into modding for a while and I believe I have the perfect first project. Unfortunately, I have no idea where to start. The idea is this; I want to make a simple script that will check the power of the player's bow, and adjust the speed of their arrows accordingly. So for example, if you had a low Archery skill and a simple longbow, your arrows would fire perhaps a bit slower than vanilla, while an upgraded Dragonbone bow with 100 Archery and a souped up potion would feel like you're firing lasers. I think it would approximate how your character's draw strength is improving, and different bows would perform better as you upgrade them. I do not want to have this affect NPCs, as it would throw off their aim and I'm not crazy/skilled enough to attempt modifying their AI for that. However, as I said, I have no clue on where to even begin implementing this. Fortunately I do have coding experience, and a lot of the scripting references I've seen are pretty easily dissected. I guess my questions are these: Where would be the best place to attach the script? My gut's telling me to attach it directly to the player, but I'm an utter noob here and don't know if that's a bad idea.Would this require an updated SKSE for the Special Edition to work? I have no idea what does and doesn't need script extensions.How could I avoid script bloat? My basic plan for implementation is to call the script in OnPlayerBowShot, and have it affect the arrow you just fired (making it so that changes to your power can happen dynamically) but again, utter noob - I have no clue how this would affect performance, and how to make sure the script doesn't stick around. Also I don't know if there's a better way to do it?And finally, is this as easy as it looks from an outsider's view? I'd like my first foray into modding to be a simple affair, not a herculean effort. Would something like this be best left to a more experienced modder/coder?Thanks in advance!
  14. Hello! I am a beginner modder who mainly mods for myself because it's fun. I am currently working on creating a new merchant, but I want her to have certain restrictions before she will trade with you. Restrictions: 1. You must be Thane of Solitude. 2. You must have <insert amount> of gold in your inventory. Basically, she sells a unique item and she knows it. Help? /AdaraRose ps. she sells tea, which I know isn't a unique mod, but it is in MY GAME.
  15. i watched a lovely tutorial by the dude who made falskaar on youtube on how to set up LOD... which apparently is super complex, thank god for the internet... basically my question is... at what point in creation does one fire up the LOD? also, will doing so allow me to see everything at a distance in the creation kit? also! is it something you have to generate every time you change something? like if you change something up do you need to regenerate LOD? i did all my landscape editing and heightmap editing in a different program and that's all well and good but its killin me to work in the creation kit when i can't find my way around my worldspace lol..
  16. Hello, I would like to kindly ask for assistance in fixing an issue with nexus mod manager. My windows 10 had an error and had to restart, it was dpc_watchdog_violation, it happens quite often but never really cause me trouble until now. Before my pc restarted i tried installing skyrim mod "safety load", after the restart, and right after i opened nexus, it gave me a notification saying how it failed to load the mod. Afterwards, i could continue with installation of any mods from nexus with the exception of "safety load". This bothers me so much, if anyone could come up with a fix i would be grateful (i would not be able to compensate the effort as i am not a man with resources, i am but a man expecting generosity from helping hands) PS: i should inform in advance that the mod comprises of mainly readme and SKSE ini and dll plugins, i managed to manually install the plugins as the readme also gave a simple instruction to do so, yet i am still looking for a fix to the problem so to prepare for this in case it would happen in the near future. i am attaching an image to demonstrate my complications in the next post. edit: i was not able to post the image, somehow the posting tool said i exceeded the allocated disk space, for that i apologize. i shall find a way to post the image soon.
  17. Hello. First off, I want to apologize. I'm new here, and it probably shows. Secondly, I've just started using Creation Kit- and so far, I've had a bit of fun with it. I've made several mods that I use privately, so I think that many mods I've *wished* would be made, I might yet be able to make. However, the most I've done is mere stat changes. Most of my mod ideas rely on changing the circumstances under which certain options and in-game actions are possible or otherwise can happen- or, by contrast, are locked from showing or being accessible. For the mod ideas at the front of my mind right now, I'm especially interested in doing this for dialogue options, quest resolutions, and the relationships between the two. Idiot I am, I haven't been able to find a tutorial on any of this latter stuff. I'm sorry to do this, but I'm really eager to try to bring my ideas to life in Skyrim, and for that, I need directory from you veterans. So, I humbly ask you all, where might I find a tutorial that explains how to adjust the conditions under which certain dialogue options are available, certain quests are or aren't resolved, and/or both. Again, sorry, I know how pathetic this probably comes off as.
  18. So, I'm using the Creation Kit, and I'm pretty much brand new, so this may be an error in my part, but I'm not sure. What's happening is I make a mod that adds a simple sword to the game. I duplicated the "AkaviriKatana" and just edited the stats like damage, enchantment, etc. I'm pretty much following this video: https://www.youtube.com/watch?v=OmfP_2Rc-q8&list=PLE3E7CC13B95E5AB6&index=2 but whenever I turn off my computer and come back later, the sword is still there in the game, but when I close out and try to edit the mod, my sword doesn't load at all. It doesn't even show in the cell it's supposed to be in. Does anyone know what's causing this?
  19. I'm working on an extensive mod but I need not only a "clean" place to test different aspects of my project throughout developement but also somewhere for my mod to take place. I've gone through a few tutorials on how to create worldspaces, I understand how, my problem is my computer crashes to a Blue Screen of Death when editing worldspace in the Creation Kit so often I can make, literally, no progress at all on the worldspace. If someone can help me solve the crash problem, I'll put in the time to create the worldspace I desire myself otherwise: What I'm looking for is a large area with varying landscape with 15 hillside or plains areas. I'm not picky beyond wanting these 15 (mostly open) areas spreadout around the worldspace. I'm not looking for "Heaven on Tamriel," just a large worldspace with a dash of character that you'd enjoy exploring yourself. Interiors such as caves or the like are totally up to the creator. I'm fine with or without; total creative freedom to the designer. Feel free to hide your own "Easter Eggs" in the Worldspace if it pleases you. The more the designer likes what they put together the better as far as I'm concerned. Hopefully someone out there has a machine/Creation Kit that is functional enough, the free time and generous spirt to help me out here so I can move forward with my project. Credit will be given for every little bit of work put into this Worldspace throughout my mod. Please, please someone have the spare time and good will to help me out here. Valens Valdani
  20. I have barely mod-creationed before, save for adding objects like smelters etc into the world and/or creating a couple followers that never turned out 100% like I wanted. However, now I have a new feat. I started a new game as a female nord, and oh my god I HATE HER VOICE. I loved the female khajiit voice, both for the battle noises and the out of breath and of course the shouts. The female nord voice for the main player just sounds... too old, for the character type I made (her height is like 0.89 so she's supposed to be a young adult) I used the BSA tool and I found the VOZ folders I think I was looking for, they have SHOUT files in them so I'm going to take a long guess and say that's it. I can extract both folders, and rename them, but then what? How do I tell the game after I compile them that I want to switch them? If I rename them, the folders, and compile them into a zip for a plugin file, should I include the entire path or will the game understand the folder names? I have never done this before, so I was just curious and if someone could help me I would very much appreciate it. And before someone mentions player voicesets mod, that's not what I'm looking for. First of all, they don't have the female khajiit voice, second of all, I think it just adds the follower/NPC voices into it, so then your character has spoken dialogue, etc, which is not what I was looking for (I like the "no-words" main character vibe, reminds me of the chrono series). xD
  21. Hey guys, I've made a guide for beginners here. It'll teach you how to use all of the tools you need to have a stable Skyrim game. Take a look if you're having issues. Modding Beginner's Guide
  22. I have been playing Skyrim with mods ever since I got my PC 2 years ago. I'm gonna be honest and say I've been using a pirated copy to play. I've stopped playing and following the modding scene for a while but I decided to get back to playing again. I bought the GOTY edition a while back during a sale but have never got around to installing it. Basically I'm now starting from scratch since I uninstalled everything. So what I want to know now is what should I do before installing? Like what should I prepare before playing the game? I've been using NMM but I've read others saying that other mod managers are better. Are there any settings I have to mess around with as well? My list right now consists of - NMM (or whichever mod manager you guys can suggest me) - Unofficial skyrim patches (apparently there's a compiled version?) - SKSE - either Racemenu or ECE, alongside ShowRaceMenu Precache Killer (which character editor should i get?) - FNIS - ENB or SweetFX (not sure which to get and if I'm not wrong both will clash with one another. Any suggestions? I have an i7-3770, 8gb ram and a GTX 770 with 4gb vram. I prefer something that looks amazing graphics wise but is not a performance hog. My previous enb looks good but I get constant fps drops) - Which body type should I use? I've mainly used UNPB so not sure if you guys have suggestions for other types? If there's a noob friendly type that's also compatible with the character editor, I'd be happy with it So.. yeah. I may be missing something but that's all I have for now. Don't worry about suggesting mods for gameplay and the like. My main concern right now is just starting the game on the right foot so any tips/advice will be really helpful. Thanks in advance. :D
  23. Hiiiiiiii everyone... So just yesterday, I finally put down my Xbox 360 controller, booted up my PC and bought Skyrim. I've played the game for years on my Xbox but decided at last that I need to do the game some justice and get it for PC. I just couldn't handle vanilla skyrim any longer. With that all said, here's where I am. I want to start out simple, I like this video: But I'm already stuck at stage 1. How the hell do I install this Boris guy's ENBseries thingy? I watched a few other guides, I do have frostfall, landscapes of tamriel, hunterborn and a few others installed. But I'm lost with this one. I would just love some really straight forward explanations on how to get these graphics overhauls going.. Assume I know nothing about computers, just in case! :) Cheers, Colin
  24. http://postimg.org/image/qynwc55ef/ Firstly I would like to say that no, his name is not actually Bouche Dag you silly little person, you! Secondly I would like to state that my plan is for this companion to be homosexual, so any hate for that will be ignored. I have no patience for that, and neither do many other people. Hello there my fellow modders and Skyrim fans, a pleasure to have you reading my thread today. Thanks for stopping by and taking a lookhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png, I appreciate it. So I would like to state that I have had this idea for a long time, as have many other modders or Skyrim fans. I attempted once to beginhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png it myself, but that flame died out quickly. Reason one is because I'm very inexperienced and taking on a feat this large on my own is very unrealistic. Reason two and probably the bigger problem of the two was that my computer'shttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png hard drive decided it was time to spontaneously combust. Good times. Please understand that I do have more written than what is posted here, I'm just hesitant to share more about the character himself, and honestly have no idea on how to get this started. The truth is that I need help in order to continue and progress with this project, especially after losing all the progress I had initially gained. Anyways, let us move past the pleasantries and disclaimers so that we may get down to the nitty gritty. As you should have noticed by now, my intention is for this creation to be a homosexual male companion (homosexual and male both very rarely seen in Skyrim companion mods.) I have many ideas and honestly no idea how to segue. So... BULLETS. Custom voiced. Custom armor/weapons/spells. CUSTOM EVERYTHING. (okay maybe not everything, these things would just be super awesome)Eventually fully standalone (sooo convenient)Met very early in the story, recruit-able soon after player character becomes Dragon BornDynamic dialogue, allowing for different conversation optionsResponds to current quests, perhaps banter with other NPC's?Romance arch, as well as a friendship arch for those who opt out of romanceApproval and Disapproval, similar to Bioware games (i.e. he approves of helping others)Levels up and learns new spells or crap as you doSpecialhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.pngcommentary in and out of battle referring to marriage and/or adoption (lack of such always bothered me)Marrying him actually gives you useful s*** (Maybe you can ask him to retirehttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png and gain his armor, or he teaches you a special new spell? Haven't thought much on this, just know that vanilla marriage system annoys the crap out of me) These are a few ideas that I have at the moment. For the character himself, I have alreadyhttp://cdncache-a.akamaihd.net/items/it/img/arrow-10x10.png developed his personality and backstory. He's based off of an original character. Because of this I would like to handle the writing, with maybe the help of one other more experienced writer to give a secondary opinion and advice. (I cannot stress enough how much of a beginner I am with this.) For this rather daunting task I think It would be nice to assemble a small team of agreeable and like-minded individuals. I'm willing to learn new things to contribute more to this project, as I think It would be very fun and worthwhile to do so. I would like to state now that I unfortunately have no money to pay you, and will not be asking for donations or any form of payment during or after the creation of this mod. If you're interested then I would love It if you would contact me so we can talk further on the subject. I would ask you let me know what skills or know-how you have, maybe with some examples of the stuff you've done if you've got any. It would be nice to have some more experienced modders helping out, but beginners are cool if they're willing to really dedicate to improving. (Eventually I would like to exchange email and Skype information.) Of course you can comment in the thread, but inboxing is a far more effective and fast way to contact me. More information will be released later once the project has begun to take off. Eventually I will seek out voice actors, though I will not actively do so at the moment. If you're a voice actor interested in helping on this mod then I would love if you would contact me so that we may talk more on the subject, but please do not expect me to commit right away. His voice is very important to me and I would like to explore my options. I do not need to be leading this entire project, the idea actually scares me a little, and I do better when I have someone pushing me to do things. With that being said, I don't want my opinions to be completely ignored either. Don't contact me if you don't play well with others, we will not get along. Edit #1: Right now I'm not expecting anyone to come forward wanting to immediately dedicate themselves to helping, as my idea currently has no substance. Really all that I ask for at the moment are some pointers and advice on how to get started so that I can progress and people will know I'm dedicated and worth helping. I know that commenting may be bothersome or seem out of your way, but any help you can offer is sorely needed and will be deeply appreciated. I really have a deep emotional attachment to both the character and the mod idea, and I know that if I'm given a chance and the help of other talented and determined people, we can achieve something both awesome and heartwarming. Thank you very much for reading, and I hope that the rest of your day goes well.
  25. Alright I'll cut right to the chase. I've been playing New Vegas since 2010. I got a good PC in 2013 and have been playing it with mods ever since. Recently I had the genious idea that "Hey, I love mods. I have a s*** load of free time. Wynaut learn to make some!" Honestly guys all I want is a dog. That's it. Just a dog. I've spent the last 2 days looking at tutorial after tutorial and something always f*#@s up. I even read that html-guide thing that I'm sure someone was gonna suggest, I literally get lost at step 1 ("oh the click the script thing then click word script." Yea I don't see that option oh well next guide) In the tutorial I'm watching now I'm at the part where (here's a link that sends you to the exact part I get f***ed up at) the guy selects his newly created NPC and simply drags it into the game world. Simple right? So easy a caveman could do it. Yeaa not for me. It probably has something to do with the fact that I'm adding in a creature instead of an NPC, but when I drag it in nothing appears in the worldspace-viewer...thing. I know for a fact its not the worldspace-viewer-thing because I can easily drag in other creatures and NPCs. So I'm stuck, frustrated, and more than a little hungry. Another thing, I don't know if its relevant but when I click on the Show Preview box for the creature I've affectionately named Jasper, it stays grey. No model shows up, no cute little Legion Mongrel face appears. If anyone, anyone could help me i would be incredibly grateful. I get that this is a very mediocre task for most of you, but I really do want to try my hand at modding and hate to just give up before I've even begun. Below are some screenshots I've taken for your viewing pleasures. I'm not a photographer or anything but I think these came out pretty swell. http://oi60.tinypic.com/112hqir.jpg http://oi62.tinypic.com/2drg9so.jpg http://oi61.tinypic.com/o10qyq.jpg
×
×
  • Create New...