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  1. Can someone help me make spinning weapon ash of war into a channel ability or a toggle like ash of war so that you can hold it and let go when you want but it consumes mana or stamina till you let go bonus - also to make it block projectiles too
  2. we can make are people but when we all finish it doesnt let us load in and we tried to start then inv but it still says waiting for players and wont let them in
  3. How's it going gang, happy Thanksgiving! So! I decided to buy FO4 GOTY cuz I never got to enjoy any of its DLC which despite the... lackluster outcome of FO4 looks very good :) I was wondering, do you guys think I'll be okay JUST using NMM to mod the game? If I recall I did that last time, but I don't remember if I used LOOT or not. Also does LOOT still sort of work itself out? I remember modding Skyrim and using LOOT to help with the load order and it sort of just did it's own thing. I plan on downloading only a FEW mods and would like to know if you think I should avoid NMM or if you could greenlight its use. So here are the mods I'm gonna DL by title... -Unofficial Fallout 4 Patch - https://www.nexusmods.com/fallout4/mods/4598 -Improved Map With Visible Roads - https://www.nexusmods.com/fallout4/mods/1215 -Enhanced Blood Textures - https://www.nexusmods.com/fallout4/mods/212 -Armorsmith Extended - https://www.nexusmods.com/fallout4/mods/2228 -Mod Configuration Menu - https://www.nexusmods.com/fallout4/mods/21497 -Fallout 4 Script Extender - http://f4se.silverlock.org/ -Start Me Up - https://www.nexusmods.com/fallout4/mods/18946 -See Through Scopes - https://www.nexusmods.com/fallout4/mods/9476 I'm assuming I'd put the load order like this in NMM..... -Unofficial Patch -Start Me Up -Armorsmith Extended -Improved Maps -See Through Scopes -Enhanced Blood If anyone has any tips or a good (not half hour long video) to help out with these few basic mods. That'd be solid. Thanks everyone!
  4. whenever i get near dawnstar my game closes suddenly. PC specs: Cpu: Ryzen 5 1600x Ram: 12gb Graphics card: Gtx 1070 8gb Current load order: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Special Edition Patch.esp 6 6 RSkyrimChildren.esm 7 7 EnhancedLightsandFX.esp 8 8 RLO - Interiors.esp 9 9 Better Vampires.esp 10 a FNIS.esp 11 b Wildcat - Combat of Skyrim.esp 12 c dD - Enhanced Blood Main.esp 13 d Hothtrooper44_Armor_Ecksstra.esp 14 e JKs Skyrim.esp 15 f dD - Realistic Ragdoll Force - Realistic.esp 16 10 BarenziahQuestMarkers.esp 17 11 Vivid WeathersSE.esp 18 12 Vivid Weathers SE - Classic.esp 19 13 DiverseDragonsCollectionSE.esp 20 14 RichMerchantsSkyrim_x5.esp 21 15 Dr_Bandolier.esp 22 16 RLO - Exteriors.esp 23 17 Eli_Breezehome.esp 24 18 Ordinator - Perks of Skyrim.esp 25 19 Hothtrooper44_ArmorCompilation.esp 26 1a Blowing in the Wind.esp 27 1b Blowing in the Wind - JK's Skyrim Patch.esp 28 1c Skyrim Better Roads and Bridges - All In One - Merged.esp 29 1d Realistic Pickpocket Chance.esp 30 1e beltfastenedquivers.esp 31 1f WeightLessTrueAll.esp 32 20 WeightLessTrueCrafting.esp 33 21 ZIR_woodchopping.esp 34 22 CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp 35 23 Character Creation Overhaul.esp 36 24 CCO - Diverse Races And Genders.esp 37 25 CCO - Dynamic Skill Progression.esp 38 26 CCO - Oblivion Carry Weights.esp 39 27 Cloaks.esp 40 28 Immersive Patrols II.esp 41 29 EmbersHD.esp 42 2a CCO - Permanent Birthsigns.esp 43 2b Skyrim Flora Overhaul.esp 44 2c RSChildren.esp 45 2d Vivid Weathers SE - Extended Snow.esp 46 2e Vivid Weathers - Extended Rain.esp 47 2f WetandCold.esp 48 30 UnreadBooksGlow.esp 49 31 WeightLessTrueGems.esp 50 32 WeightLessTrueIngredients.esp 51 33 WeightLessTrueScrolls.esp 52 34 WeightLessTrueSoulGems.esp 53 35 SkyUI_SE.esp 54 36 Circlets and Masks with all Robes and Hoods.esp 55 37 LWPlayerHeadTracking.esp 56 38 PumpingIron.esp 57 39 LrsamwaysExpandedSkyrimWeaponry.esp 58 3a RLO - Effects.esp 59 3b RLO - Illuminated Spells.esp 60 3c 50 More Perk Points.esp 61 3d Cloaks - Dawnguard.esp 62 3e Cloaks - USSEP Patch.esp 63 3f Perk Points at Skill Levels 50-75-100.esp 64 40 IcePenguinWorldMap.esp Blowing in the Wind - Open Cities Skyrim Patch.esp 65 41 The Paarthurnax Dilemma.esp 66 42 Imperious - Races of Skyrim.esp 67 43 Immersive Citizens - AI Overhaul.esp Immersive Citizens - OCS patch.esp Immersive Citizens - ELFXHardcore patch.esp Immersive Citizens - TC patch.esp 68 44 RLO - IC Patch.esp Immersive Citizens - ELE patch.esp 69 45 Alternate Start - Live Another Life.esp 70 46 RealisticWaterTwo.esp RealisticWaterTwo - Open Cities.esp
  5. When I go to create a new character or play an old character. All of my characters have heavily assymetrical eyes. It could be small with one eye bigger than the other or they could be just an entirely different shape. What can I do to fix this?
  6. I've had a really dumb idea in my head in I wanna get it out in the form of a mod. Basically the mod idea is this: What if Quandale Dingle existed in the Fallout universe? What adventures would he have? What wacky stories would he tell? What songs would he play as a DJ? Basically the idea is I make a custom radio station mod where a Quandale Dingle fanboy (who calls himself Mojave Jangle) rants about random adventures he had in the Mojave Wastes and beyond in the typical Quandale style. Then he plays a bunch of dumb shitpost songs, including some Quandale-type beats, song actually made by Quandale, and other jokey fallout related songs like this: Marty Robbins - Big Iron (Shiro Remix) - YouTube I do have some grander plans of making custom messages where Mojave comments on various actions of the player and even custom messages that only work with certain mods like Functional Post Game, some quest mods, and even some of the bigger conversions like DUST, New California, and the like. But I wanna get a basic mod out first that I can improve on instead of working on one big mod forever. So, what's the best way to get started with making this bizzare radio station thought a reality?
  7. I was crashing ever since I got to Langsley's house and won't stop. Did this to me on Xbox and now it's doing the same thing on computer. I made another character and immediatley started going through all my mods enabling and disabling to try to find the cause. Working perfectly fine with all my mods active. Go back to main character and still crashing to the point where I can't load in now. I got a crash logger, but have no I can't understand it and no clue how to fix it. This is what I am getting. I bolded the at code too match it up. There is more information after this, but I just included the Probable Call Stack. Skyrim SSE v1.6.640CrashLoggerSSE v1-8-0-0 Feb 1 2023 00:20:05 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF647CFAB2F SkyrimSE.exe+02BAB2F cmp byte ptr [rdi+0x1A], 0x0B SYSTEM SPECS:OS: Microsoft Windows 11 Home v10.0.22621CPU: GenuineIntel 12th Gen Intel® Core i9-12900HGPU #1: Nvidia GA104 [Geforce RTX 3070 Ti Laptop GPU]GPU #2: Intel Alder Lake-P Integrated Graphics ControllerGPU #3: Microsoft Basic Render DriverPHYSICAL MEMORY: 9.79 GB/15.70 GB PROBABLE CALL STACK:[ 0] 0x7FF647CFAB2F SkyrimSE.exe+02BAB2F -> 20210+0x12F cmp byte ptr [rdi+0x1A], 0x0B[ 1] 0x7FF647EDB542 SkyrimSE.exe+049B542 -> 30851+0x132 test al, al[ 2] 0x7FF647EDB3F8 SkyrimSE.exe+049B3F8 -> 30850+0x18 add rsp, 0x28[ 3] 0x7FF648B5F495 SkyrimSE.exe+111F495 -> 90542+0x405 test al, al[ 4] 0x7FF648B60EAD SkyrimSE.exe+1120EAD -> 90578+0x6D mov r9d, esi[ 5] 0x7FF648B5FB7C SkyrimSE.exe+111FB7C -> 90544+0x2AC movzx esi, al[ 6] 0x7FF648B57B4B SkyrimSE.exe+1117B4B -> 90441+0x17B movzx ebx, al[ 7] 0x7FF647ED2B3E SkyrimSE.exe+0492B3E -> 30658+0xAE movzx r13d, al[ 8] 0x7FF64811ED1D SkyrimSE.exe+06DED1D -> 40517+0xDD test al, al[ 9] 0x7FF647DD6C25 SkyrimSE.exe+0396C25 -> 25129+0x195 jmp 0x00007FF647DD6C8C[10] 0x7FF647DCADE8 SkyrimSE.exe+038ADE8 -> 25026+0x108 mov rdi, [rdi+0x08][11] 0x7FF64811E981 SkyrimSE.exe+06DE981 -> 40515+0x4C1 cmp dword ptr [rbp-0x79], 0x00[12] 0x7FF6483008B4 SkyrimSE.exe+08C08B4 -> 51612+0x1594 mov rbx, [0x00007FF64AA01B78][13] 0x7FF64895825B SkyrimSE.exe+0F1825B -> 82082+0xB8B mov esi, eax[14] 0x7FF647BA2BFE SkyrimSE.exe+0162BFE -> 13363+0x3DE mov ebx, 0x02[15] 0x7FF647FFE9C4 SkyrimSE.exe+05BE9C4 -> 35780+0xC4 mov rcx, [0x00007FF6499987D0][16] 0x7FF647FFF03B SkyrimSE.exe+05BF03B -> 35783+0x2DB mov r8d, 0xFFFFFFFF[17] 0x7FF647FFD882 SkyrimSE.exe+05BD882 -> 35772+0x462 test al, al[18] 0x7FFCECF70828 skse64_1_6_640.dll+0010828[19] 0x7FF64802C2DF SkyrimSE.exe+05EC2DF -> 36564+0x9F mov rax, [0x00007FF64999A748][20] 0x7FF648024DD5 SkyrimSE.exe+05E4DD5 -> 36544+0x165 test bl, bl[21] 0x7FF648EB4C1E SkyrimSE.exe+1474C1E -> 109636+0x106 mov ebx, eax[22] 0x7FFD2A3B26AD KERNEL32.DLL+00126AD[23] 0x7FFD2C46AA68 ntdll.dll+005AA68 This is my mod listI think I put this in right?
  8. Hello guys, I am not exactly sure how this forum works around here, but I'd like to ask for your help. I am currently doing a roleplay playthrough with a "half-orc" character, and I was looking for a very specific mod, sadly I couldnt find it. It is a simple sword but with a little extra script. Whenever I have it sheathed it doesnt do anything, but If i draw it, I become invisible. It sounds overpowered I know, but I tought maybe It would also drain my health/+magicka at a medium rate, so I would not be able to use it for too long. If anybody knows a mod, or maybe able to make one, It would be a MASSIVE help for my gameplay and my roleplay story :smile: I attached a file, a picture of the imagined sword's look. But obviously if someone would make this mod, but wouldnt want to model a new look, any mod/already existing sword thats similiar would be awesome. (It's the sword from the movie :"Ip Man", the first movie. The owner of the sword is called the "Northerner", there are a few videos and pictures on the net where you could observe the sword, if you would like to. Thank you for your guys help, answers in advance :smile: -- Atrius
  9. I just installed SkyrimRedone two days ago and all the mods I was informed it would need to work with my other mods, and ever since then my game has been crashing only a few minutes after start-up. I've been searching for hours for a fix but none of the forums I've found have had solutions that have worked for me, though it's possible I've missed some since there are so many. I'll post my load order below, please help me if you can. Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espSkyUI.espAHZmoreHUD.espHolds.espWeapons & Armor Fixes_Remade.espSkyRe_Main.espAOS.espAmazingFollowerTweaks.espAuto Unequip Ammo.espDYNAVISION Dynamic Depth of Field.espFollowerWander2.espiHUD.espRealisticWaterTwo.espSkyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espSkyRe_EncounterZones.espWeapons & Armor_TrueWeaponsLvlLists.espImmersive Weapons.espSkyRe_EnemyScaling.espWeaponsArmorFixes_ImmersiveWeapons_Patch.espHothtrooper44_ArmorCompilation.espBFT Ships and Carriages.espRealisticWaterTwo - Legendary.espSMIM-Merged-All.espSFO - Dragonborn.espSkyrim Flora Overhaul.espAOS2_RealisticWaterTwo Patch.espConvenient Horses.esp1nivWICCloaks.espTrueStorms.espHothtrooper44_Armor_Ecksstra.espSkyRe_StandingStones.espSkyRe_Races.espSkyRe_EnemyAI.espSkyRe_Combat.espSkyRe_SiC_Patch.espPre ReProccer WAFR IA7 IW Patch.espReProccer.espPost ReProccer Fixes IA7 IW Patch.esp Unofficial Skyrim Legendary Edition Patch.esp is currently deactivated since SkyRE apparently needs the Skyrim and Dawnguard patches to work and nothing I found said whether or not it would work with the legendary edition. Please, if any of you can help or direct me to a forum that has a solution, I'd be truly grateful. Thank you so much for your time.
  10. Hi Everyone. I'm new to FO:NV modding but one thing has always bugged me about the coolest armor in the game; the enclave remnant armor. Those damn shoulderpads. I've modified the chestpiece from the .nif file to remove them. but I'm lost as to how to rig it or texture it to use as a replacer or custom armor. If some kind, bored modder feels like making my day, contact me at [email protected]. Credit where credit is due If I put it in the mod I've been working on. As for a realistic powerarmor mod: I've been tinkering in the geck and adding different mods to try and make the most "realistic" Powerarmor/game mod possible. The game mechanics I've tested work flawlessly for what I was intending; power armor that could take Alaska in a day. I've always felt that powerarmor, as an end game item only available via BHOS of Gannons quests, to be severely nerfed on DT, which when paired with the 20% damage bleedthrough in the stock game doesn't allow you to be the walking one man tank in the Lore. Currently the only 1 hit kill weapon on t45d suit is a mini nuke or plasma mine, with the hardest armor to find in the game (advanced power armor) being able to withstand a big kid fired at the ground leaving a severely crippled, but alive player. Short version is realistic damage mod+powered power armor+removal of 20% damage through dt+dt for vanilla power armor ranging from ~50-120dt. Essentially the only thing that can put a big scratch on a suit of powerarmor are mines, grenades, grenade rifles (my guy is using a fully upgraded 25mm grenade rifle as... a rifle), the gauss rifle/unique v., multiplas rifle (sometimes effective), and tesla cannon. With the realistic damage mod, these weapons can kill a man in power armor in 2-10 hits. Limb crippling against harder hitting weapons is common, even if the character still has high health. Lower level enemies are essentially powerless with smallarms, but have a fighting chance with explosives to keep you on your toes. No longer will a tweaker in freeside get through your T51b power armor with a pool cue. Since the only 3 factions with power armor are NCR (kinda), BHOS, and the enclave remnants, these changes to powerarmor dt don't affect the base game much over the standard realistic damage mod. Once you go through one of the options for power armor training, you become a walking tank only subject to damage from well placed explosives and the few baddies wandering the wastes with heavy weapons. It finally makes sense for why the BHOS is so feared by every faction, they are nigh unkillable without anti armor weapons. Any interest or suggestions?
  11. So cutting to the chase, I want to convert armors for different body mods. For example; converting a custom armor made for UNP body to Touched by Dibella. I've downloaded blender and the creation kit and have absolutely no idea how to use them. All I'm asking for is a little help or advice here.
  12. This is generalized help for a LEGAL Skyrim and Skyrim SE mod game I personally have over 300 hours into modding Skyrim, Fallout 3, Fallout 4, Fallout New Vegas, Tales of Two Wastelands, and Skyrim SE. So I learned a lot from how to set up mods that are maintained well and here I will be helping with my most frequent messups. First before I start I want you to download an unmodded version of your game from Steam (If it already heavily modded DO NOT do this, ignore it and proceed to next bold letters.) and I want you to do this. Go to your Steam game and right click it. Select properties and select 'local files' then select 'backup game files' then backup all the games you are going to mod, this will save you A LOT of time from having to redownload the entire game if something goes wrong. Generally speaking you shouldn't have to do this because Steam can simply validate the game however it doesn't always work and modding is a very complex thing. A single wrong script or modified data file can cause your game to crash. Now that that is done (I love english.) lets proceed to the often screwups I had with Skyrim and SE. Generalized Tips I understand these will seem random however I find this to be the most effective form of quick and easy help and I am sure you will learn something. First of all this is based on NMM because Mod Organizer is not as generally good and this is also to help promote NMM since I personally have spent around half the time on each modding manager and I found NMM to be the generally better choice however Mod Organizer is also good and should have the same features! No hard feeling MO. Okay onto tips! Firstly, if you have problems with your mods make sure they all all maintained correctly. Use common sense, make sure it has a lot of endorses, but even then sometimes its a dead mod. Go to the mod you think is broken and find it on the Nexus site, then click Bug Report tab and make sure that bug reports are being fixed and maintained, if they are more than 3 months old then dont bother, (Unless the mod is conflict free and often this will be quoted on the mod.) then its likely the mod isn't being maintained anymore. Another and better way to check if the mod is updated and maintained regularly is to find the 'actions' tab and click the 'logs' button, here you should see a very long list of logs, and the top one should not be more than 3 months old. If either/or is the case, then the mod is likely dead. If the list is extremely long or very recent then its very likely the mod is maintained well and the mod author is very good at their job. Look for the 'Immersive Armors' mod or 'Unofficial patch' mod for a good example of a well maintained mod. Kudos to these mod authors by the way! Next, if you do a clean install of your game and uninstall all your mods make sure the first thing you do is get to the menu screen of the game before you download a single mod. Also if you do a clean install âmake sure you delete your skyrim or SE folder in the documents section of you are cleaning your saves as well. This is extremely recommended if you are going to start from scratch as well and you modded your other saves heavily because the pref in your documents could also be modded. Unlikely but possible. Make sure once you do make stable mods that you create a backup of both your mods and your modded skyrim as well as your saves and documents! Preferably do this on an SSD because these generally last decades and some even a lifetime. I highly recommend that if you do mod your game successfully that you back it up on a spare SSD without an OS on it. This will prevent you having to someday delete everything if you have an OS failure. Another reason why I want you to do this is because if you add more mods and something happens, you can use this very backup to restore the state it was in ensuring that you can at least recover X time you played. Make sure to make these backups at least once a month. Do not bother too much with load order with NMM or MO, I personally never really have and in my 4 years of modding I can only count 3 times load order actually screwed something up and that was fixed not much later by NMM. NMM does an excellent job creating a correct load order and I've personally never used LOOT because it screwed up my game once. Mods are a very finicky thing, for instance if you uninstall Skyrim SE static mesh improvement mod, it will cause untold problems with your game. (The mod is still amazing, dont misunderstand, virtually all mods do this! Thats why mod authors almost never recommend uninstalling their mod. If you do uninstall one of the many mods that dont really work well with being uninstalled, I highly recommend you uninstall all your mods, reinstall them, delete your documents for the game, and reinstall the game. If you dont want to do this, then simply uninstalling all your mods and reinstalling them should work, but only do this if you encounter problems. If you want to uninstall a mod, the first thing you should do is check to see how the mod author wants you to uninstall the mod, as long as you do what they tell you to, 90 percent of the time you wont have any problems. Unless stated otherwise. I suggest if you want to heavily mod your game the first thing you want to do is create a new save, a new game, a new everything. I have not encountered a single crash or problem from my heavily modded games and I have 106 mods running on my Fallout 4 game, 75 mods running on my Skyrim SE game, and I lost my mods for my Tales of Two Wastelands when my HD drives disk broke (Which is why you want an SSD.) but I had well over 60 mods for that one and for Wastelands that is quite a bit. (Tales of Two Wastelands is a mod that is quite amazing and connects both Fallout 3 and Fallout New Vegas and does an amazing job doing so, they have their own website for this, do not post any mod from their site to here without their permission.) This is pretty much it, I will end this here, I will not go too indepth into this but if you have any questions at all dont hesitate to ask, as long as it's modding wise, I can probably help. I've probably encountered every possible problem you can find with modding but often times the answer is going to be something you wont like. Often times you are going to have to just start over from scratch, that is why I strongly recommend that if you want to heavily mod your game you either do it slowly on an old save or do it all at once on a completely new game and save. I highly recommend the latter.
  13. Hello, just a quick request for some Oblivion script help. Basically, I've created a new sword, and I have it so that when the player equips it, he gets a lesser power added to his spellbook, and when the sword is unequipped, the lesser power is removed. However, my issue is that this only happens when the *player* equips the sword, and I want the spell to be available for NPCs to use as well. This is what I've got so far... scn AAFangBladeScript begin OnEquip playerplayer.addspell 0FangAbilitiesAplayer.addspell 0FangAbilitiesBplayer.addspell 0FangAbilitiesC end begin OnUnequip playerplayer.removespell 0FangAbilitiesAplayer.removespell 0FangAbilitiesBplayer.removespell 0FangAbilitiesC end Obviously, the issue is that the script is specifically targetted at the player, since it's "player.script" But how am I supposed to make it so that the script activates on a variable target? (Hopefully that makes sense) Any help is greatly appreciated, thanks in advance!
  14. So I have a quick inquiry about the "placeatme" command in Oblivion. I know that it's overuse causes the savegame bloating, but does disabling whatever is summoned by the command undo or avert the risk of bloating? For example, Say for a moment that I used placeatme to spawn 5 bandits, but on these bandits I placed a script that would disable them when they died? Any thoughts/ideas are welcome, thanks in advance for the help!
  15. Hello all, I am new here so please forgive me and my silly question but why is it when I get done downloading mods on my laptop it shows up as a page instead of something I can click on and add to my game? I just wanna download skyrim mods I have no idea why its not working or letting me...
  16. I've been using mods for a while on Subnautica and I've never had this problem before. I'm not sure if one of the mods I downloaded had an update that caused this or what's going on. I deleted the mods and reinstalled the game so I know the game isn't actually the problem. It's a bit upsetting because I feel the mods made my experience with the game a lot more fun, (Not that it wasn't already.) If anyone can help me, I would definitely appreciate it. I will list what mods I have below so that you might give me a few suggestions as to what the problem was. QMods Auto sort Lockers Better Power Info Better Scanning Blips Blueprint Tracker Custom Beacons Decorations Mod Docked Vehicle Storage Access Drillable Scan Easy Craft Enhanced Sleep Habitat Control Panel No Warpers after Quarantine Shutdown QCreature Config QMultimod-NoDayNightPatch Safe Autosave SML Helper Subnautica Map Utilities White Lights More Ingots More Seamoth Upgrades Unpack Ingots
  17. Hi, I recently downloaded Oblivion Reloaded and it is pretty good overall, but there is one problem THE CAMERA!!! I was able to disable the depth of field thin g for it but when i move the camera in first person, it always blurs until the mouse has completely stopped and the character is not moving at all and i really need help because oblivion is the only early 2000's open world RPG that is actually worth playing. THX
  18. Sooooo... hi guys. I always try to figure things out by myself cause I know how annoying it can be when people can't figure simple things out. I've tried searching the forum but can't find anything that fits my problem. 1) I am an IDIOT when it comes to computers. & I play Stardew Valley on mac, which doesnt make it easier. 2) things need to be explained like you would talk to a baby, otherwise im not gonna understand crap. :laugh: Anyways, I've downloaded Mono, I've downloaded SMAPI, &... nothing happens. I've tried 3 diff types of mod and nothing happens. but im afraid im doing something wrong? I've made a file where all my SV things are, and when I download a mod, I just unzip it in there. I've tried dragging it directly onto the SV app (then the game launches), or dragging it into SMAPI & then launch the game. Wether I do the first thing or the second thing, nothing happens. What am I doing wrong? I'm desperate. :dry: Thank you, and sorry for bothering you with noobie questions lol. Lilly
  19. Hello everyone. I know that you arent supposed to ask game specific questions here, but I couldn't find a forum for what I need. So if anyone could either answer the question, or point me to the appropriate forum, that would be great. Enough of that. Im new to modding, however I've worked with 3DS Max and other software, so I know my way around that type of stuff. But I want to know how everyone is creating mods for Fallout 4. I mostly want to replace models and textures. Thanks for your help Mute
  20. Hi, I'm trying to upload a file to my mod here: http://www.nexusmods.com/fallout4/mods/2481/? and I'm getting an unexplained error from winrar. So basically I've merged three of my files together and cleaned them up in FO4Edit and uploaded them with no problems, but now that I've added a very small addition (I added a file to remove weight from special ammo like artillery grenades, it has given me errors when downloading it from the site. On the file list it will say that it is 70kb which is correct, but when I download it, Winrar gives me an error that says it is either damaged or in a broken format. I've tried uploading it from different folders, and I tried remaking the entire thing from scratch but the same errors keep coming up. They don't exist in my other files (even the merges), and so this is very confusing for me as to why it's occurring. Any help would be appreciated! I attached the .rar file in the attachments here if anyone would care to take a look at it.
  21. ***SOLVED*** So I want to start off by saying that I have had success in converting mods, including animation mods. I know how to use Cathedral, Creation Kit, etc. My issue is not a problem with conversion itself; rather, there are a few animations in particular that will not run in SSE (this is a known issue, stated explicitly by the mod author). So what I would like to know is if there is some more advanced form of conversion method or tool that I could use to resolve this issue for my build? Do the animations not work because they need a few extra tweaks before they can run in SSE? Or are the animations fundamentally incompatible from the ground up, and there is no possible way to convert them without recreating them from scratch? The mod in question is Moonlight Tales Essentials ( https://www.nexusmods.com/skyrim/mods/59463?tab=posts ). I have successfully converted the mod to form 44 and all that jazz, and the mod runs smoothly; other than the fact of course that instead of triggering a howl animation, the player werewolf just idles in place for the duration of the "ability" (the sound effect and buffs still work, just no movement of the model). Once extracted, the animations in question can be found at /meshes/actors/werewolfbeast/animations/brevimoonlighttalesessentials (I'm not going to be posting the files here, for fear of violating some sort of nexus policy). The animations (afaik, 99% sure) are only used for making the player howl while in werewolf form. If it is possible to fix them, I would prefer to be taught HOW to fix them, but I would also graciously accept if someone would rather just do it themselves. If it isn't possible to fix them, then... iCri And I am of course using FNIS NOTE: I did see that one person on the mod's posts tab mentioned a fix wherein the user tricked his mod organizer into running both FNIS AND Nemesis, but if that is the only solution then I'll just accept that it isn't fixable. I have too many other mods that are heavily dependent on FNIS, and I don't want the pain of having to figure out if they are all Nemesis compatible or not. I would much rather just "fix" the animations themselves, rather than find a workaround to make them work in their current state. EDIT: Some of the animations are also the Revert Form ability animations. Not sure it really matters. Same file location. EDITx2: Solution, for those who it may help: Once the mod was converted, I duplicated the /meshes folder, zipped it up, and installed it as it's own separate mod via Vortex. Voila! It works! Any further questions, feel free to ask
  22. So I made my follower, she works great in the game and such but now I'm trying to see if I can make her into a marriageable character. I'm pretty new to modding hence why I am coming here for a little bit of assistance. So if any expereienced modders can help out I'd be very grateful.
  23. Hi Nexus Denizens, I have this list of mods downloaded for New Vegas, I think my PC specs should be fine enough to handle it. I'm running into problems though and it's probably my fault. I was wondering if someone could tell me what the proper load order/mod rules would be on vortex and which mods aren't necessary or redundant. Also, any recommendations for mods to make the game look better or add more to do/to the game, would be greatly appreciated. Thanks for anyone taking the time to look at this mess and help me figure this out. Mod List ----------------------------------------------------------------------------------------------- Interior Lighting Overhaul by Sarge198 The Mod Configuration Menu by Pelinor Simply Uncut - New Vegas by kvatchcount Patch - Little Dead Riding Hood (Simply Uncut) - NV Landscape Overhaul by giggityninja New Vegas Landscape Overhaul Remastered by MonoAccipiter Mission Mojave - Ultimate Edition - FNV Community Patch by Machienzo Animated Ingestibles by Zebumper Enhanced Grass by KiCHo666 New Vegas Proper Re-Animated by salkin EXE - Effect teXtures Enhanced by weijiesen Mojave Nights - a moon and stars replacer by CptJoker71 POCO BUENO Texture Pack by tapioks MGs Neat Clutter Retextures by Mental Gear Sprint Mod by thordomr aMidianBorn NV Book Of Water by CaBaL120 Clarity - An Orange Tint Remover by phoenix0113 FNV Mod Limit Fix by iranrmrf New Vegas - Enhanced Camera by LogicDragon 1st Person Weapon Animation Overhaul by hitman47101 Improved LOD Noise Texture by Cyberlazy Wasteland Flora and Terrain Overhaul by vurt Uncut Wasteland by sandbox6 Populated Casinos by xMrAx Yukichigai Unofficial Patch - YUP by Yukichigai The Strip Open by TheQuickness Populated Strip by epicfudge123 New Vegas Strip Overhaul - NVSO by GTA44 New Vegas Uncut - Freeside Open by moburma80 FPGE - Functional Post Game Ending by kazopert JohnnyGuitar NVSE by carxt New Vegas game world enhancements by abdulofsyria FLVJOD-The Strip by prodlimen by prodlimen Life After Hoover Dam - Caesar's Victory by TheGhostOfAConquerorsPast Nevada Skies - Weather Effects by Yossarian22 JIP LN NVSE Plugin by jazzisparis NVAC - New Vegas Anti Crash by Queued NMCs_Texture_Pack_For_New_Vegas (Large Files) by NMC
  24. Modding Suggestion / Mod Creation Help I'm currently trying to role play as a fallen knight with a hidden power kind of ability, where the dragon's power or soul manifest in a form of black aura whenever the player detects danger or hostile enemies. I have seen the FX Eye Candy Ring mod that let's me add that Aura through the rings but I want it to be automatic. The aura the ring used is a vanilla aura, I think it's the poison cloak from the Ebony Armor, maybe it's another aura in the game or edited, though it's black as you can see on my screenshot, maybe it's got to do with my enb. If someone can make this I'd appreciate it, though looking as this can be a very very minor mod I would also appreciate if someone can teach me how to make this Mod for myself since I don't have a single idea on how to create a mod. Maybe if I'm seasoned enough on modding I can also make some sort of lore item or book on it to connect the aura to the Skyrim World and make the mod public If I actually learn how to mod it myself. Armor Mod: Knight of Thorns Armor
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