#modding-general
1 messages · Page 27 of 1
Fallout: New Vegas.
ah sorry I don't know those meshes at all
Hey is anybody here from the fallout apalachia modding team? Because if it is can i have permission to, or can somebody just throw it into the mod editor and xbox it? Or is it too big?
How big is the mod? If it's larger than 2 GB you're out of luck.
I've just tried to use Creation Kit to make an NPC for Skyrim.
Creation Kit keeps crashing on me though.
@cobalt sluice Get "SSE CK Fixes" by Nukem.
Where do I find that?
Unless you're wokring in Oldrim, then don't get them
<@&784552314911588403> 👆
I was making an NPC for SE.
I'll tell you guys what the NPC was going to be called.
Lord British.
From the Ultima Games.
I don't know the Ultima Games, and Lord British doesn't really sound like a good in-universe name to me
It wasn't that good a name in Ultima either. 😄
Also, why not make your NPC new and unique rather than ripping off an NPC from games that are decades old, and don't really fit the game?
He's actually a developer of those games and as far as I remember changed his name to that or wants to be called that. He's kinda bonkers.
Lord British traveled up to the International Space Station back in 2008. His father was an astronaut, and if remember correctly, his ISS visit was the first time someone went to space who was the child of someone who had also been to space.
🤔 Would be funny if that Fallout 76 developer room had a Lord Howard NPC who would accuse players who wound up in there of snooping around where they don't belong before sending them to the front of Vault 76 and marking their accounts for review.
I know. I read about Richard Garriott on Wikipedia.
Does anyone know if there's a mod for '76 that keeps the menu from endlessly scrolling? I can't get to the top of my inventory anymore without tapping very slowly. It's maddening.
don't have that issue. Might be a mod order issue with outdated mods. Try updating save everything and better inventory if you have them, they just got updated.
hola queria hacer una solicitud para haber si alguien sube el mod Unofficial Fallout 4 Patch traducido al español dejare el link del mod de nexusmod traducido para que haver si pueden subir el mod ha consolas porfavor: https://www.nexusmods.com/fallout4/mods/35417
Anyone got a nice graphic and character mod load order
It would help if you stated the game you're interested in...
and platform
Oh let's have fun guessing the game and platform. Maybe they want mods for Super Mario World on the SNES with a 4k texture of Mario's outfit and a saddle for Yoshi?
I mean....who doesn't want that?
Who hasn't taken a left and arrived on the Bethesda server instead of taking the right to head over to Nintendo. Directions are confusing. 🤔 😉
I kinda want that, now…
Turtle, make us all the things
🐢
is there a tool i can use to regenerate all the pre-combine meshes of my entire game?
this... please tell me i don't have to manually generate every mesh
The Creation Kit will let you regen all your precombines. Look up the tutorial by RedRocketTV to learn how. You can download the CK from Bethesda launcher
eso breton hero's outfit would probably look sick in Shadow of Mordor. wont ever happen, i dont think anyone's found a way to even swap models at the very least, but its fun to dream
ive been wondering about the save vs quicksave dilemma recently, been making a new modlist with all the fancy stuff out (true directional movement, SPID) i wonder if carto can give us dev insight about it. basically, people are saying that manually saving is better due to it letting scripts take a breather before the save is made, at least, compared to quicksaving.
You know I'm curious about the save file type problems as well. I don't know that Carto will ask the devs for us but maybe @covert pelican's team has some insight or remembers when a dev has previously publicly explained why it's generally a bad idea to rely on quick and exit saves vs manual saves?
From what I've been told quick saves save immediately, and can interrupt scripts.
Normal saves let scripts finish.
There's an option if you use SSE fixes to change quick saves to use the normal save method.
I just do a bunch of manual saves. After I'm finished playing, I'll delete all but about 5 of the most recent.
Yeah I create manual saves maybe once every two to three hours of game play and use quick saves in between. I just keep them all until I figure that's too many in there and delete the oldest ones.
I'm not sure there's any difference between quick and regular saves, except for the file it's saved to
🤷 I'm relaying what I've been told by people who've looked into the matter more deeply than I have.
On saves I tend to rotate through three or so saves, overwriting the older ones as needed, but only use those for end-of-session, or at the entrance to dungeons.
I'll then use the modified quicksave thing when I've finished a complicated or hard fight that I don't want to do, or after passing a particularly awkward puzzle trap.
Arthmoor believes them to be the same, at least
So what exactly does this advice from another channel do?
take some time looking over the SSE engine fixes ini and change the setting for "QuicksavesUseAutosaves" from false to true..
it's like binding manual saving to the quicksave key
it's nice enough but it just makes a new save every time you press it
so you'll have 80 save files real quick
This isn't the case. Quicksave vs "Normal" save or an autosave doesn't change the behavior of the Papyrus VM. All of these method will "freeze" the VM, save your game, then "thaw" the VM and resume normal operation. Literally the only difference is in how you call the routine to save the game. The problem isn't with how the save is done, it's how the game handles reloading.
If you're in the same cell you saved in, there's a non-zero chance you could see dead NPC and triggers and such that have been set off even though the reload should have reset all of this. It's therefore best if you fully exit the game (not just to the main menu) and then reload once you restart the game. That will ensure that the state is properly reset.
This won't be an issue if you reload your game from a different cell than the one you saved it in.
Then I am being fed different information by an (apparently) competent team of modders who have stated categorically that quick saves can directly cause problems that don't happen with a "normal" save.
Regardless of where you're reloading from or how.
This one is simple enough to verify. Enable Papyrus logging. Do a quicksave. Tab over to your log and look at it. You'll see the notice that it's freezing and thawing the VM.
You'll see it again when you trigger an autosave too.
where did the quicksave-save debacle happened then? someone must have seen something to start that train of thought
🤷 I've never delved into the murky world of saves, but when several people troubleshooting all come to the same general idea - and loading the quicksave from a rebooted computer still has the save acting weird - it suggests there's something to it.
It's an urban myth held over from the Morrowind days. I played Oblivion for years and never had any issues with quicksave or autosave reliability, except when the same-cell reloads didn't reset the state properly.
And yet other people do have issues with quicksaves, including reloading from other cells or even the main menu.
Do I know what is causing it in their particular case? No, since I've not got the data or skills to analyse the save, but there are sufficient reports of it to make me think something is happening.
I'll wager not one of those people has bothered to verify that the VM is behaving properly. Every single one of them I've spoken to has either been on console where this can't be validated, or someone on PC who never follows through on checking the logs. Which is why you need to check the logs. There's no truth whatsoever to the claim that the VM isn't paused during a quicksave.
🤷 I don't know the exact details of what they're claiming the problem is - but I should point out that no-one has claimed anything about the VM not pausing, but rather that it's supposedly related to not finishing/clearing scripts before making the save.
And that the problems mentioned don't seem to come up when reloading a "normal" save from in the same cell.
That's my point though. Not finishing or clearing the scripts is the VM thing. It's normal for them to be paused and saved in whatever state they're in.
If the behavior supposedly breaks in quick or auto saves, it would also break in a normal save.
So whatever it is these people are doing it's not related to the VM issue.
except for the fact that this isnt how it works
Are you intending to actually provide information or otherwise clarify your counter statement, or is that it? 
There are very good reasons to use manual saves on console such as improved ability to roll back after problems. Plus if you're on console you could encounter internet problems syncing with the cloud on save
I've already given you the means to validate that the VM is correctly frozen and unfrozen during any type of save. What more is there to this?
But yes, if you're intending to rely on quick/auto save to roll back in the event of an issue, don't. That's why manual slots exist.
The two use cases are not the same thing though.
I don't, because the claims made there about how the VM doesn't pause/resume properly are bogus.
Monitor your logs. All will be revealed.
arthmoor alot of your claims are bogus
Dude. Seriously. Monitor your Papyrus logs. You'll see what I've told you is correct.
I cannot simply show you a log of me doing it because the log doesn't tell you which method invoked the save.
You have to do this one for yourself. Enable logs, load your game, hit F5. You'll see it plain as day at the end of the log when you alt-tab over to it.
pausing and unpausing wouldnt be the issue its scripts not being able to complete before being saved which a normal save and auto save waits for a quick save does not
on a stupidly heavy scripted build sometimes a normal save can take several seconds to complete wherea quick save would still go fast
That absolutely does not matter. The VM is intended to pause execution in the middle of the scripts, it's the entire reason the VM bothers with freezing and thawing first.
except that isnt how it works
But it is. As I said, you can verify it for yourself.
pausing and unpausing is irrelevant
No, it's not irrelevant. It's how the system was designed to work.
the scripts are waited on for a normal save and not for a quick save
No, they are not.
yes they are
The system cannot sit and wait for 15000 vanilla scripts to decide it's ok to actually save the game.
If things worked as you claim, there'd be no need for the VM to stop what it's doing at all.
and yet it does because the game doesnt run all those scripts 100% of the time
I have no idea where it is this disinformation is coming from, but it's false and always has been. The VM halts execution of whatever is running. It's the entire reason you'll see errors about scripts not matching the save version if you update one mid-game.
And it makes absolutely no difference what type of save it was.
I'm explaining it to you in the same terms the developer of the Papyrus engine explained it. So if you have an issue with what I'm saying, you're claiming the dev who built the system doesn't know what he's talking about.
Enough. Chill
Here's how to enable papyrus logging: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging
When downloading face morphs should i hard reset after download
What platform, what game, and do you have squished faces if you don't?
(if you've got squished faces there might be an issue with the tri files)
You can look at the tris in blender.
From what I understand about Quicksaves vs Regular Saves, it's very close to what @trail geyser says.
Regular saves temporarily pause whichever scripts are running at the time to make the save. Which is fine. Things that are in progress are halted and allowed to continue after the save.
Quicksaves are like a literal 'snapshot' taken at the moment, regardless of whether a script is running or not. From experience it doesn't save the progress of the scripts running in progress - so when you load it up there's more likely to be a problem.
That isn't how it works though. The developer of the system specifically explained that it makes no difference what method is used to save the game, they all halt the VM in the same manner. Which is why those messages show up in the log regardless of how the game is saved.
That's certainly a claim.
But if it doesn't match people's experience with it, perhaps you misunderstood what was said?
That may be true, but I've been taught (from experience as well as from trusted sources) that regular saves are much safer than quicksaves
The reliability of quicksaves has nothing to do with a technical limitation though. It's because people tend to expect to be able to roll back to an arbitrary point, and that's not how quick/auto save is designed. If you want arbitrary rollback, use manual saves.
The quick/auto save files are regularly overwritten, so they only provide a short term jump backward.
@grizzled torrent xbox
Playing as a high elf
Welll... yes and no.
Sometimes people want to quick save and then reload later on after they've died in a different overland cell.
^This
It will not hurt anything to clear your cache after downloading things. Xbox likes to cache stuff.
Sometimes that cache will get corrupted.
Quicksaves/autosaves are not to be used lightly (which is why Engine Fixes SSE changes Quicksaves to Regular Saves)
Also I found this about problems with quicksaves/autosaves if you're interested
https://old.reddit.com/r/skyrimmods/comments/2z2cp8/question_why_is_using_autosave_or_quicksave/cpf1zop/
6 votes and 23 comments so far on Reddit
ugh. reddit
I just needed to know since i cleared my ghost space today
How about a reliable source?
There is literally no difference in the actual save routine though. Quick/Auto just gives them different names.
You can reload a quicksave anytime you like, but it's only as good as the last time you hit F5.
Autosaves rotate 3 slots, so ironically those are even less useful for rolling back if you wait too long.
I feel like the whole thing has gone off into the weeds, when the more pressing issue is something only briefly touched on earlier - how the game loads saves. 
In both of these cases though, the issue is with how the user is making use of saves. Not with some supposed technical limitation.
And I have to agree, Reddit is not a source you should be citing for an issue with what a developer has previously explained.
Allegedly explained. Which you may or may not be remembering exactly.
I'll take their explanation over an unsupported claim by modders on reddit any day.
And all we have is your unsupported claim that that is what they said. Do you see the problem?
Yes. I see the problem. You think reddit is more reliable than an official source. I can't help you with that.
I mean, I'm welcome to accept it if I see a source for the developer comment
And because Bethesda likes to delete their forums on a regular basis, finding what they posted about it is impossible.
Nope. I'm saying that people I've spoken to who appear to have had the problem, and what has been said by people troubleshooting and trying to resolve the issue is more reliable than you claiming to have an official source, and one that I have no guarantees is being remembered exactly.
Jlundin is a developer and wrote 10,943 words of it
In any case, as I've said several times now, this is a claim you can easily verify one way or the other by monitoring your own saves. Gather your own evidence instead of simply accepting an unreliable source as a substitute. Either I'm lying and the VM won't halt, or it will halt and you'll see it happen in real time.
Not anything about the reliability of reddit.
tbf, you guys haven't offered any information to support your own claims beyond saying "some other group" says different.
No matter how you choose to proceed though, reddit is unreliable source material. They don't have access to the game's source code and therefore cannot make any authoritative claim about how it works.
The issue isn't whether it halts the VM.
It's what it does before the halt. Whether it basically puts in a "I want to save, don't start new scripts until I'm done" or whether it just stops everything where it is and saves.
And you don't have access to the source code to authoritatively say what's going on. The devs do, and they made their statement on it.
And to be fair, I'm not the one claiming that the other person's claims are lies and unsupported.
"And all we have is your unsupported claim that that is what they said."
Bruh.
After "unsupported" was brought up.
I was answering "your claim is unsupported" with "so is yours".
That is a whole lot of gymnastics you're doing right now.
Alright, that's enough now
The difference is that one claim came from a Dev and is now unsupported only because Bethesda deletes their forums
It's on the wiki, guys.
Reddit posts by people who aren't devs are not something you should accept as proof that X does Y. They don't have the source code.
When can the game save? The game can save at any time. This can be between lines in your script, or even in the middle of running a single line. For the most part, you won't have to worry about it, as the game will successfully return your script to running when the game is loaded, assuming you don't change anything. But what if you do change something? Well, that's what this page will help you with.
I'm gonna leave a last thought, then peace out:
I've personally seen (And experienced) stories about quicksaves/autosaves making a mess of things, which is why I don't like to be reliant on them. And it's why I'd like to prefer using a hard normal save when I end sessions or am about to do something that I may later come to regret. It's not a note on the reliability of it, it just gives a little peace of mind.
Great. Technically that's fallout4, but that then leads to the question of who wrote the wiki entry, and are they reliable?
The person who wrote the entry is the developer who designed the VM.
Quicksaves and autosaves are not reliable. There's only one quicksave and 3 autosaves. Arthmoor already said that.
Rely on manual saves when modding.
You cannot roll back if you're constantly quicksaving
And i'm right there with you on using manual saves when ending a session. I do the same. But it's because quick/auto save are for short term recovery, not long term use.
And that's where it all started.
Quicksaves not being reliable because they're not normal manual saves.
But it wasn't about rolling back pages.
Cool - I'm having a bit of trouble with their wiki page at the moment. It's massively slow for me.
Quicksaves not being reliable because they're not normal manual saves. Yes, but the unreliability isn't due to an issue with how the game actually processed the file. It's with how users are later reloading them.
Because as far as the game is concerned, a save is a save. It's literally all calling the same routine, just with a different name depending on how you did it.
I give up.
I've had problems with particular quicksaves when loading them from different cells. When loading them from the main menu after quitting to the menu. When loading from a freshly launched version.
Even when loading from a freshly rebooted machine.
So it's not got anything to do with how I'm later reloading it that I can see.
I haven't had similar problems with normal manual saves.
Dropping to main menu is not sufficient to deal with the issues caused by reloading in the same cell. You need to drop all the way out to the desktop.
Can you read where I said I'd done that as well, and still had the same problem?
Or did you stop halfway through?
https://www.creationkit.com/index.php?title=Save_Files_Notes_(Papyrus) Jlundin made this entry too. Says the same thing.When can the game save? The game can save at any time. This can be between lines in your script, or even in the middle of running a single line. For the most part, you won't have to worry about it, as the game will successfully return your script to running when the game is loaded, assuming you don't change anything. But what if you do change something? Well, that's what this page will help you with.
I did, but when you included the "freshly launched version" part it made your claim suspect because that's not going to affect things. If somehow your quicksave DOES get corrupted (which would be an indicator for a brewing hardware or OS issue) then it wont' matter how you try to reload it. Corrupt is corrupt.
guys is there any good mods for better graphics on xbox
Message #skyrim-se-mods
I couldn't get the page to come up, so I couldn't see who'd written it - and if it's a high traffic/high edit page as happens on some wikis.
Now it's finally loaded for me... I can see the guy's bio.
I use Dark Ages but everyone has their own tastes.
this conversation has been asked to stop maybe we should listen to the bethesda employees who have requested it
funny thing to hear from the person who instigated it 
thank you
uh… i didnt i joined in part way through it but ok
Yes, post it.
I think people have been spamming people behind the scenes about load orders. No shame in posting it here.
Do you use the LLO or do you throw it in a paste?
Write it down so you can post a link. No one here has access to your Xbox.
This is the one I use because it's easy: https://goo.gl/DPwS8B
How to Guide
This is an ISHFKD product created in coordination with Tarshana (Updated: 19FEB20)
Special Thanks to Doc, the original creator of the Logical LO Spreadsheet, and to all the Marauders for their guidance! (https://tarshgaming.com/marauders.html)
Discord Help: https://discord.gg/gkD9K...
The paste I was talking about is an online text sharing service: https://pastebin.com
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I don’t know about xbox but PS4 the game doesn’t sort anything. The order goes by when you downloaded most recent on the bottom
You got to manually sort everything
Oh wait, Luka are you just adding willy nilly?
Put it in order of the section definitions. 🙂
There's a link to a Discord FAQ on the spreadsheet if you need to know what's under the hood of certain mods so you know what it is you're downloading.
Depending on what you're using, the second tab has examples of where things go and there's 5 examples of working LOs. Easy peasy just to follow one.
Then when you figure out what you want and know what mods are doing what, you can customize with other things.
Most mods are like 8 and 9 years old being ported to xbox so nothing is up to date but like the unofficial patch and some xbox exclusives. :p
Have a good one
It looks like you've got two body replacers. Choose only one. Your characters can only have one body.
So meister's uses unp too?
Then you've got two mods with the same mesh so you're taking up space with one of them.
ok
Why not just use the one with body and skin and remove the one that's just the body?
UNP is just busty for skyrim.
Unless you have a mod that requires it, it isn't necessary.
How about a link, the beth site search is being mean
Also people need to be more creative with their naming to make it easier for people to find their mods. >.<
unp is the body
I'm totally confused why you are deleting things
And how is that going to help anyone else if they have the same questions?
The point of getting help publicly is to help yourself and others.
ok. creepy, but ok.
Nothing indexed for search engines here unless they've got the bots set up to log deletions. 😂
But discord records everything
But you're receiving help that could help someone else.
You want that information logged.
Anyway, back to UNP
And google doesn't get to index in here.
🤷 that shouldn't be visible to them. It doesn't have any reason to cross their servers and it's not available to their webcrawlers because it's not posted to the web.
But that's a side point.
everything on discord is on googles servers
they run off of google web servers
though i dont know how that works this doesnt neccesarily mean they can get any data they want
would you rather i lie then say the truth
generally if things run off of servers its
microsoft
google
or amazon
as they tend to be affordable options
obviously this is ignoring companies that have their own server banks
apparently they cannot
the only google tracking on this entire thing is through the tenor gifs
the bots are made by users
ao it depends?
it makes sense but its less people being annoyed and them being apathetic about their data being tracked
I'm looking up FO4 mods for a person who requested LO help in a different server. I can help in a bit if you'd like. 🙂
Well, I'm still waiting for xEdit load so.
I maintain that you only need one body and one texture set for your load order otherwise you're wasting space.
Immersive Citizens is a world edit mod. AFAIK, it rebuilds navmesh, adds markers, and adds everyone into a quest which makes them persistent. I haven't used that one since it first came out for Xbox. YMMV as to how well it works with any other world edit mod you have, especially if they add new doors to the world. If NPCs become stuck inside or die then you've got a mod that isn't working with it. But it is an older mod that hasn't been updated so the behavior is expected. Keep in mind that SSE =/= SLE. There are under the hood changes to Skyrim's binary not only updating to 64 bit but also for Creation Club. Mod creators are not expected to keep up with their mods nor are they expected to port them to 64 bit, which as I understand it brings them over to a new form version.
Then go test and have fun.
if they work fine then there is no need to. you just said everything is fine
ok.
Is there part of this conversation missing?
All of it
Missing or not, this is one of the big downsides to only using Discord or any other live chat system. No indexing, information isn't readily available. Even a crap forum is better for finding stuff a week later etc.
The individual who requested help was terrified of indexing so there's that but no way to prove it. So yeah.
Well, I hope I helped someone, at least. 😆
You probably did, but they'd have needed to be here to see it live. Anyone showing up now is just going to be confused like I was 😛
Welp. Drunken modding ftw.
Luka, if you are afraid of posting, then it is ok not to. I hope you are able to have a fun game. 🙂
No one is stupid. Stupid is a state of being that does not exist.
Everyone has different levels of learning.
Are you having difficulties with the ingame menu? or just mods themselves because I'm unsure what it is that you actually need help with.
Mods load from top to bottom. What's on bottom will override the top.
The sheet you posted looks ok. Have you downloaded them and added them and played around with them?
in the order of the sheet
The way I look at it is this: Someone created a fun thing to play with. So play with it. If it doesn't work, that's ok. You own the game. Thank the person who made it and shared it and then try something else. There are 13,000+ mods to have fun with. Some work, some don't. Just as there are levels of learning, there are levels of experience with modding.
That one might not be mastered to Skyrim.esm. If it's sticking to the bottom and disabling, it is not set up properly. There's some bad info out there about how to make mods that have been around forever that people unfortunately still follow because they're "popular".
After which one?
So aethetic elves is disabling itself? Does it have any other mods that are required?
The MA should have listed what mods are required. If you have the mods that are required but it is still disabling itself then I'd take a hard pass on it since it doesn't appear to be working properly. According to your sheet you do have it below your body mod.
That one appears to be just the head mesh to make things prettier.
Don't delete those, please. I have questions and need to reference them.
The way you have your worksheet is the way you need to set up your in-game load order.
Ok. So do you have any saves?
You sort your ingame mods in the same order as your sheet.
However, if you've already got a save, those saves are going to be out of the question for use. So delete those and start fresh if you've got them.
You no longer need it. We're giving you a fresh start. The game engine doesn't support mod removal and I don't like adding mods in the middle of a play through because that can cause bugs. Persistence is going on with Immersive Citizens.
Let's start fresh.
ok. It's your game.
As you wish.
Now I'm confused but ok. So are you deleting your save or not?
Ok so are you crashing?
ok. So to recap: Sorting load order is for conflict resolution. You said that you had ghost space which occurs when a mod is deleted server-side or you download a mod with the same name as another mod. The mods that conflict were possibly the body mods but you've chosen to allow them to override each other.
I would have been able to reference that had you not deleted the information.
Go forth and test your game, man. Have fun!
Ok. So go have fun.
The same as it was when you made the save?
Because if it is the same and you were not having issues then there are no issues to be had.
ok.
Load orders only need to be sorted if there are conflicts. If you are not using the same load order as before then you need to use the same load order as you had before.
Then leave them there and see if they're going to work. You have a save to return to if they don't.
Otherwise re-sort and start a new game.
ok. Have fun. 🙂
It is not a good idea to sort in the middle of the playthrough. Will you be deleting your save and starting fresh?
ok so the three pictures you have posted: those do not tell anyone anything. They are simply a mod list because there is no way to see what the actual order is. Write down what the actual order is. The spreadsheet you posted is obviously not the order you have. Deleting your other posts is not helpful.
If you are not having any issues, then do not use the mods you downloaded. Finish your playthrough and then re-sort.
have fun!
ok. So sort your mods in the order you have on your sheet. start a new game and go have fun.
Are you done with your playthrough?
You just said you were. Why do you need the save if you are done with it?
ok. well have a good one.
I'm going to go finish my website migration. When you get a good night's rest, hopefully someone will be by to give you a hand. Have a nice night. 🙂
Is turtle talking to her imaginary friend again? I thought we’d stopped her doing that in public channels…
writer. weirdo. imaginary friend.
Shush now, I’ve got some of those delicious PRN’s you like, eat them up, you’ll be smelling colours in no time
Does anybody know if there is a way to tell what settings the devs used when they made the normal maps for Skyrim? I can never seem to get them quite the same as vanilla.
What is your issue?
Aardvark Chips - You can use Infraview or if you're doing additional development work for other projects and have it: MS Visual Studio. There's a community version that's free.
You'll be able to see the mipmap levels with MS Visual Studio and which block compression format was used. Infranview gives other info. Both can be helpful.
You can also examine the headers in a hex editor.
Are you going to delete your posts like you did yesterday?
Load order helps only so much
It's much better to do patching
Where are you crashing? You didn't say anything about crashing yesterday.
Did you start a new game after you removed the mod that gave you ghost space?
You cannot remove mods in the middle of a playthrough and continue on the same save. Go back to the point prior to where you added the mod you removed.
So you are starting a new game and are ready to sort your order now, right?
You must have posted that info and then deleted it. I don't remember reading that.
If you removed mods because of ghost space, then you'll need to start a new save.
I mean looking at all the mod conflicts you have and making one (or better, several) patches that resolve all these conflicts
Post your load order Luka.
I only remember 15 mods.
Ghost space issue must be fixed also by removing the save that is calling for the deleted mod.
ok.
Post your load order so we can see it and maybe SarthesArai might have some extra info for you. 🙂
Was it a new game save or the same one you'd been using?
To clarify: So you added mods to the same save you deleted mods from?
The game won't let you do that. It's mean and doesn't like it done that way.
OHHH. Ok. Now we're on the same page.
Do you remember their original order? That is the order they should be placed in. But you do have conflicts with your body mods.
There might be other conflicts going on and Sarthes might have a patch for you to use to resolve the conflicts between the two. But there's no conflict resolution for meshes. It's use one or the other.
I do not understand your statement.
When you had them downloaded the first time.
Your save is expecting that order.
Ok so it is a conflict. Will need to see full load order and we'll find the mod that is conflicting with others. Then we'll start a new game without the mod that is conflicting.
Where are you crashing? and at what point did the infinite load screen happen?
ok and the crashing? Your original statement today says you have crashing
Then follow the logical load order and sort your mods in logical order. Use the spreadsheet to sort your mods in the ingame manager.
Here is the logical load order: https://goo.gl/DPwS8B
How to Guide
This is an ISHFKD product created in coordination with Tarshana (Updated: 19FEB20)
Special Thanks to Doc, the original creator of the Logical LO Spreadsheet, and to all the Marauders for their guidance! (https://tarshgaming.com/marauders.html)
Discord Help: https://discord.gg/gkD9K...
The definitions for each section is found on tab 2 of the spreadsheet.
There are examples of mods there.
Master files > Foundations > Menus > Quests > Crafting > Mechanics, etc
You wish to type out what your mods are here instead of typing them out on a spreadsheet? You can just type them there and save time.
Do me a favor please. Click the link I posted and look at the tab at the bottom where it says, "Section Definitions". Please tell me what definitions there under column C are confusing. I'll let Doc know.
While I'm here, if anyone has any issues with the category definitions for the FO4 Load Order Framework, please let me know. I skipped a month last month updating due to IRL stuff.
wut
Tab 2. I circled in the above pic
Tab 2 "Section Definitions"
Example: Mods that are Master Files. They should auto-load to the top of your Load Order.
The template itself is Tab 3.
Instructions are tab 1.
Example working LOs are other tabs
Have a great day. I have to AFK for a while.
Did not realize you were on phone. You can copy pasta the names of the mods from Bethnet. Login to Bethesda.net: https://bethesda.net/en/mods/skyrim
click on "My Mods"
Under "Display" select "Library"
Under "Platform" select "Xbox One"
It will give you the list of mods you're using. copy the names of the mods into the spreadsheet. While you're there, copy the links as well so you can easily reference them from only one place.
I kind of wish there were a way to download a text-format but it's what we have to work with.
You can also remove mods from your favorites and library there if you are no longer using them. The check marks for mods that are in your library, the hearts are for mods that are in your favorites.
Was it helpful?
Which ones? I'll let Doc know.
ok. For your reference, cells are world edits. That's good feedback thank you. I can also use it for FO4 information too.
What I usually do is plan my load order first by saving mods from the website to my favorites so I can just go through the favorites list and write things down, and then download. I do it from a PC though and then go hop on the couch and play.
Thank you turtle, I will give that a try.
Hi Sarthes, I'm not sure if that was meant for my question, but I try to make the combined normal and specular maps, and I tend to have either smoother or bumpier than vanilla, but never dead on accurate. The specular part is more visual, so it's easier to eyeball. Where this becomes an issue is if I'm trying to create a new texture to match an existing set (ie: putting elven arm meshes on the ancient falmer armor, then trying to make them match). I think turtle has given me something that will help, though. Will know soon.
Thank you both.
Those are viewers, Aardvark Chips. May or may not be what you need. They should work if you're eyeballing it. There's also materialize, but that might not be what you're looking for. Materialize is a free program that will allow you to create PBR materials. Quixel is one of the industry standards as well as Substance. There's some other links on the Creation Kit wiki but I cannot remember if it's on the FO4 side or the Skyrim side. I'm thinking it's on the FO4 side. Look up Tooling.
I think the viewers sound like what I need. Just looking for a way to know, when I'm in GIMP for example, "do I set this normal map at 9x9, 4Sample, or something else? "at what scale?" etc.
Definitely check out Materialize once you see if the viewers are what you need. There's all sorts of settings to fiddle with to get things perfect.
Awesome, thank you again.
How can I help?
Cannot help unless you list what those are. 😉
What four are they, Luka?
Blood textures are textures. There is a place for that on the worksheet. Rich merchant is a level list mod so it will go with level lists. I don't use that one since I use an AIO for people that includes it, so you'll need to test it against what you've got.
General Mesh and Texture Fixes and Overhauls for blood and armor meshes
Riften bathhouse sounds like an interior edit, so try it in interiors
If that's what you want. Unsure why you asked where it goes if that's what you're going to do with it anyway.
If you do not want help, please do not ping me.
And armor replacers go in general meshes under your bodies.
Do you go through a door?
And is there a load screen?
If you aren't using other mods that affect the same area and if the mod author cleaned their mod of any wild or extra edits and it does not have deleted navmeshes, then placing it in Interiors should be fine.
Without knowing what other mods you've got placed on your spreadsheet, that is all I'm able to tell you.
There is a section for NPCs with Area Edits if it has NPCs with it.
Depending on any other mod you have in your lower section, it can be placed above or below those mods but you haven't shown me the other mods so I can only give generalized info.
Alrighty. Well, it's late. I have to be up early in the morning. Hopefully the info I've given you will help you. Test your new game and see if things are working. Have a fun game. 🙂
I hope by putting so much effort into it that this is the most awesome playthrough for you. 🙂
Well, there are 13000+ mods to choose from. Some work, others don't. And there's supposedly better airflow and more power for the series X.
However, mod authors only have tools to develop mods for the original Xbox so there's that.
No dear, you made the load order yourself.
wut
I'm out man. Have a good one.
What's the deal with this dude deleting everything he says?
Totally saw it coming.
Yes. I talk to myself regularly. :p
If it helped someone have a good game and have fun with their game, one more person helped. If not, unsure what more I can do.
Look at this way: you always have someone to talk to
xDD
🤣
sometimes you need expert advice
LOL Gotta level up that barter skill somehow.
Pretty sure the Unofficial Fallout 4 Patch isn't even on PlayStation 4 because of Sony's limitations.
It actually is, but it's a cut down version and is unfortunately very out of date due to issues with the CK: https://bethesda.net/en/mods/fallout4/mod-detail/4080865
Hello, I wanted to make a request for a mod called Unofficial Fallout 4 Patch translated into Spanish to upload it to consoles like xbox one please I hope you can do it. Nexus mod link: https://www.nexusmods.com/fallout4/mods/35417
I’m looking for a load order for Skyrim playing on series x
Did you lose it?
Hello friends! I have a question about updating of my mod. Many time ago I did one mod for Skyrim SE and uploaded it to Nexusmods and Bethesda.net. I was very buzy IRL for 3 or 4 years. Today I found old comments on my mod's page on Nexusmods about updating so named "form version 43 to 44" by simple re-saving in the new Creation Kit. Uploaded it already. But one question is still active. Should I do same for Bethesda.net? Thanks
With the caveat that this type of thing is not my strong point, it has been my understanding that although some form 43 plugins may work (or appear to work, at first) in Special Edition, it is always best to make sure they're all form 44, to avoid save issues.
I see. One another question. Was that form version changed for Special Edition Creation Kit during past years? I mean was initial Creation Kit for SE released with form version 43? Can't remember the path of creation for Nexusmods SSE version of my mod. Version for Bethesda.net was uploaded using CK for SE in 2016.
Btw I re-uploaded mod to Bethesda.net after saving it again in new CK.
Can we get a beer belly mod 🍻
As in beer expands your gut or just a general body type with a beer belly?
How can users send feedback to mod maker on Bethesda.net? Comments aren't work. Probably due disabled forums.
You can send them to message you here, create your own discord server and link it from your mod pages, link an email address for you, link some sort of social media, or have your own website with a way to communicate with you there.
SSE CK has always saved in form 44. It's why the devs told everyone at the time that mods need to be ported over to work correctly if they started out as LE mods.
Thanks for answers! So probably I did SSE versions for Nexusmods using simple copying. I updated its just for asking users now. Versions for Bethesda.net was created in SSE CK. So I shouldn't update it. But I did it. 🙂
If a mod author welcomes feedback, they'll explain how to provide this in their description.
(Because #skyrim-se-mods doesn't allow photo share.) This for example.
I don't know how to 3d model, but I suspect you can take the Stendarr light armor from Nordwar's Unplayable Factions Armor (upl by JDJ3 on nexus) and retex the Ankh in. If you're planning to upload/release, you will need to obtain permission to use the assets.
If you can find released concept art of the armor it'll make it much easier
Looks like a very straightforward armor from that image but it doesn't tell what the other angles look like.
I'm looking for other references as we speak.
I don't know how to retex. Or add the coif mantle. Or even change the legs to look like chainmail leggings or even remove the belt straps on the bicep part of the arms
I don't know if this one helps. There's no concept art for The Avatar.
I also found this if I was to attempt to make an Npc that rides dragons for a challenge towards the player. It would be known in Ultima IX as The Wyrmguard.
Here's another Avatar.
Here's a similar one. Without that ethereal light.
There's quite a bit of Avatar in this artwork by Tim and Greg Hildebrandt.
I'm getting carried away with this and I'm sorry about that.
Boots as seen on The Avatar are resembance to some common boots in the world but it's seamless and it acts as armor according to the tapestry. (And also hard to find in the real world.)
Is a book like this possible to be created in Skyrim?
The book in the image is The Codex of Ultimate Wisdom.
In Ultima IX it required two lenses for it to be read but We get the knowledge from a Lexicon in Avanchanzel (I hope I spelled it right.)
Also, is it possible to create a strap cosmetic mod for Creation Club Backpacks?
id imagine youd need several versions of the book if you wanna get fancy and have scripts?
or just a script preventing the book from actually being read when its opened until the two items are in
i dont know HOW to do that
With Ultima as obscure as it is, It would be hard to create a book like this for Skyrim.
but i do know the oghma infinium training station mod keeps you from being able to read the book at all until the quest is complete
The book in the image looks sort of like the Aetherium War. In color at least.
Is it possible to create this dress in Skyrim?
Assuming you can find someone who knows how to do that, yes.
nearly any 3D model is possible to be created in skyrim
This is a channel for modding Fallout and Skyrim. Please keep other games in the #off-topic channel.
Hello... I'm playing a modded fallout 4 and when I loot with E it picks up items without me holding the key, does anyone know a fix and why this is happening?
Sorry. Wrong channel.
Are you using a lot of mods, though? Could you list them, if the list isn't too big? Btw, I asked in #fallout-4-mods cause I mistakenly gave you the wrong channel to ask in.
I don't know if anyone can work with this cover to create an armor out of it.
This one shows what's on the cuirass.
Again, nearly any 3D model is possible to recreate in skyrim
The more important question is whether somebody is willing to do all these works for you
It is a good question, Sarthes. Plus there's probably no point in someone making a mod and only one person plays the mod.
How do i convert a mesh to nif?
There are several ways to do that, depending on the programs you have available and the game for want to use the nif for
There are plugins for both blender and 3dsmax which allow you to export as .nif, and there's CK-CMD, which can convert a .fbx to .nif
The blender nif scripts require a very specific setup sometimes, 3dsmax is paid software, and i don't know if CK-CMD can do anything beyond Skyrim
I wonder what would happen if I tried loading a NIF file from Shin Megami Tensei: Imagine in Fallout: New Vegas or maybe The Elder Scrolls III: Morrowind. 
Unless the nif version and structure is supported by the target game, it won't load
Nif is not equal to nif, the format has changed over time (and game), and most Bethesda games are set up to only read a small set of versions and require a specific structure
Figures. Wasn't going to actually use it, but thought it'd be interesting to see what would happen if I tried.
@thin condor its actually mesh.ascii is there a plugin for blender to convert that specific type to nif?
There is a plugin to export anything from blender to nif
I can see if i can find the link after work
Thanks for that!
@thin condor im heading to bed but I'll send you a dm and you can send it to there instead of here if you want
Trying to get a hold of the creator for the holotape of quest fixing nuka world I need to advise towards it missing The hubology quest line I am stuck on the final stages of it quest is broken I turned in both the space suits and told her of the junkyard being cleared out and she paid me for both and gathered the "spokes" and we left for the junkyard upon arrival all she says is "we will talk once I've addressed my followers and Phil roller says " I can not help you until you help us in our objectives in claiming the junkyard" im stuck as an ahs 3 and cannot progress to getting the power regulator nor sending them to their maker I'm a completionist and decided on an alien walkthrough and find this quest line extremely important to the immersion of it
I talked to the creator of HUD76 - Fallout 76 inspired HUD replacer. He is willing to allow people to port his mod to console's. all you have to do is contact DJD2019 on reddit and credit him. This is the nexus site for 76 inspired HUB replacer: https://www.nexusmods.com/fallout4/mods/39988
Hello. Does anyone know how to adjust the point of Dof focusing with ENB of fallout3?
With ENB of Fo4, I can change the point focused on with (X,Y) parameter of screen.
Anyone have recommendations for my Lo I'm curious as I had an issue where I couldn't launch the game previously. I'm on xbox one s.
I recommend keeping your LO small on xbox, ~10 mods.
You can have more than 10 mods on Xbox its all about load order placement.
Ok ya want a pack? I'll give you a pack.
hitman has been reanimating FNV lately
Yes, i run 130 mods with 30 mb remaining and 0 issues. No lags, no crash. I also dont run ussep.
I would never not have UESSP. It fixes way to much
is it possible to mod Fo76 if you use Xbox gamepass? and if so how.
You have to enable the mod function in the game launcher
You'll see a folder in program files "modifablewindowsapps"
that's where the directory for 76 will be
you add the mods to the data folder like normally
The difference lies in the document folder.
You'll need to make Project76Custom.ini
and you add the lines like you would before under [Archive] sResourceArchive2List=
Note that the chat mod does not work with game pass at the moment (they're working on it) but everything else will
@mental lark in case you don't see this
you are a legend, thanks
welcome
@real sphinx there's an URL error in the Skyrim article, for the Grim Apothecary PS mod
Thanks, I'll talk to the article team on Monday about getting that fixed.
Anyone know what happened to Elements AIO mod for Skyrim?
I tried looking for it but it's nowhere to be found.
I think there were some issues with it, so the porter took it down.
Damn. It was a recommended mod.
Anyone know Vaultman30's Armor Extended mod?
The Models of the Hide and Leather Gloves, What mod is that originally from?
They resemble Gauntlet Gloves from the real world.
The Creation Kit Wiki on the Fallout 4 side does not seem to want to log me in. All cookies are enabled and are accepted for the site plus any third party cookies. Using Google Chrome. I have both Qblock origin and script blocker disabled while browsing the site. Is there a particular setting I've missed?
It's been quite some time since I logged in.
Here's hoping. 🙏
It's also possible that MediaWiki is just having a bad day. Speaking from experience it's not the most robust platform for logins
@grizzled torrent The CK wiki site has been having login problems for a long time now. I've only been able to successfully make edits by using a particular method I described on another server:
Thank you, Skyler. 🙂
np 
hi y'all!
if anyone can help me with a super basic issue i'm having making a mod for fallout 4 i would greatly appreciate it:
the mod better synth relay grenades adds new synth spawns from new relay grenades. basically a huge buff to the vanilla system. however, one of the relay grenades spawns synths with custom explosive weaponry (aka comes with the mod and they're like energy explosives) which, at my current damage settings, seriously hurts me.
i tried creating a perk with 2 conditions
- perk owner belongs to the better synth relay grenade faction (preexisting faction assigned to all the synths in the mod)
- the target has the id of the player character.
the perk itself is entry point->mod weapon attack damage->multiply value->value: 0.00
i then added a 2nd entry point in which i modified spell magnitude and also set the multiply value to 0.
i manually added this perk to every spawnable relay synth in the mod but when i test the mod out, i'm still getting damaged by the synth's explosives
does anyone have any idea what i could be doing wrong?
There're two different versions. Which version are you using?
Also, did you start a new game to make sure that it isn't persistence that's doing that?
sorry! i just saw this. i'm using the squads version
i have not, but i'll do that now actually
I meant two different versions by two different individuals but made a mistake and misread. One version I see removes the custom weapon. That's obviously not the version you're using. :p
If you're unable to get it to work, you may want to switch over to the overhaul that removes it.
ohh ya good point! i love the aesthetic of the explosive energy gatling lasers but they do be a little op... lol. the overhaul might be the way to go. or ill just manually adjust their inventories, not sure yet
new game didn't fix it :c sadge looks like i'm gonna move on over to the overhaul then
I'm not sure that you have the perk set up properly, tbh. If you are going to nerf the damage on the weapon for your personal game, you could have just nerfed it on the weapon.
No extra fluff necessary.
that's a fair point! i like the strength of the weapon, so i've been trying to let them use it while keeping it sorta like inspiration, where ada for example has strong explosive weaponry but she doesn't pose a threat to me. but i may just nerf the weapon. that's also a fair point
i adjusted the perk a bit by changing it so that the perk is given to the player via a script (the debug message i tied to the quest event on initialization pops up, so i'm assuming the player is given the perk) and then i said if attacker's getinfaction = the better relay synth faction, then mod incoming damage to 0
i've also noticed that the projectiles aren't hurting me per se, but when the projectiles go off hitting an enemy, the special effects (enchantments? explosions? i'm not sure) are what are damaging me
as for the perk, i tried drawing inspiration from the inspirational perk (pun intended) where it's coded in for rank 1 to mod incoming damage to 0 if the attacker's getinfaction = companion faction
thank you for responding btw 😊 even if i can't outright resolve it it definitely helps being able to talk about it
Or it's an explosion. Let me download it . Give me a just a moment.
okie! aaaa ty!
Just to confirm - this one?
yep! that one
Is it both weapons that are damaging you?
One appears to be using standard OMODs.
The shock rifle has custom OMODs but I'm currently just looking at those in xEdit.
Still have to load into CK.
hmm, i'm not sure tbh. i use the entire synth shock squad which includes one synth with the custom gatling laser and 2 with the shock rifles
i'll test in game real quick
okay for sure the custom gatling laser is hurting me
i'll check the other one now
OH. Found it. (I think.) Probably a magic effect: BSRGEnchShockRifleEnergyDmg Energy damage of 20. It's attached to BSRGShockRifleExplosion.
Which in turn is attached to the Blue beam. Changing the energy damage to 0 should negate the effects.
Perk did not work because it was an explosion and a magic effect.
BUT it will also render the weapon useless against enemies.
that would make a lot of sense actually!
and because it's an explosion and magic effect i can't really modify against that i don't suppose? i know there's mod spell magnitude but idk if that's the same
mod incoming explosion damage is weird bc it doesn't have tabs for attackers
Magic effects elude me. I like regular pew pews until I have to make them. >_>
valid! i'm gonna go tweak this in the file and hopefully it'll fix it!
xD Have fun!
ty! haha, sorry i'm so excited i've been stuck on this for literal days
so when i modified the value to 0, i'm still taking damage but it's significantly less damage which means the bulk of my suffering was coming from that enchantment
Do you take damage when fighting against the ghouls during Danse's first mission when you meet him for the first time? I cannot think off-hand of another place where there are energy weapons with friendly fire.
Not against the ghouls themselves but the friendly fire.
OH. Derp. PlayerFaction does not have BSRGSynthFaction. I'm sorry. Could have fixed with simple script. Easy peasy.
oh what's that mean?
You can revert the changes to the explosion. Make new quest. You can add the script one of two ways: script fragment or quest script. Either way, create two properties PlayerFaction and BSRGSynthFaction.
okieee, already have ck loaded up so i'll start working on that ^-^
PlayerFaction.SetAlly(BSRGSynthFaction)
Hi, i'm new in the server I just read about the forums and the discord servers.
I have a question about requesting a port for a mod of fallout 4, i already ask the author and got permission. Sorry if I ask this in the wrong section
There's 13k+ mods already. What hasn't been ported? lol
Which mod is it and how much work is it to port it and do you have permissions to maintain it for Xbox if issues arise or is it just supposed to be straight port with no optimizing allowed?
Post a link for people to view.
sorry, i'm a bit daft 😅 am i supposed to write anything around this?
Event OnQuestInit()
PlayerFaction.SetAlly(BSRGSynthFaction)
EndEvent``` Try that.
You'll want those properties set as const and mandatory
ohh okie!
Its just a 10mm replacer it's nothing to need i think any updates, i know there's already a few but all are kinda modern and I like a little more lore friendly weapons (i know it's illogic because what can be more lore friendly than the original 10mm but for me it's kinda ugly) this is the link of the mod just in case anyone what to check:
https://www.nexusmods.com/fallout4/mods/43828
Fill the properties. You'll still get the <current> warning in the CK, but it should work.
Just to confirm, none of these are that one are they? https://bethesda.net/en/mods/fallout4?number_results=20&order=desc&page=1&platform=&product=fallout4&sort=popular&text=Colt 6520
Yes it's the one by hyperX but the mod it's just the replacer of the 10mm
Ah. Ok. You'll also need permissions for the original models. Since HyperX did the port, I'd join their discord and ask them to port it for you since they have the permissions from the model makers.
@grizzled torrent okie dokie! ^-^ for quest data i checked the boxes for "start game enabled" and "run once" and i filled in the script so that it looks like this:
Faction Property PlayerFaction Auto Const Mandatory
Faction Property BSRGSynthFaction Auto Const Mandatory
Event OnQuestInit()
PlayerFaction.SetAlly(BSRGSynthFaction)
EndEvent```
and it compiled successfully! do i need to attach this script to something in particular for it to work properly or does it only need to run once at game start and doesn't need to be attached to anything? sorry this is my first day learning papyrus loll
oh yeah and these are the properties i made, just to double check that i didn't goof something up lol
Wow ok thank you so much 
The Script should be on your quest. It should run as soon as you start the mod. It will only run once so if there's a derp, then.. eh. Derp. You can add debug.trace(self + " adding BRGSynthFaction to Player Faction") if you have Papyrus logging turned on.
ah okay thank you very much! :) i'll go do that
doing it this way will require you to restart if you have to re-do. Those script properties are persistent. It's a fun learning experiment. 🙂
ohh okie sounds good! luckily i have a save from before either script was added so i'll be a-okay i think c:
Here's SetAlly if you need it and want to learn exactly what it's doing: https://www.creationkit.com/fallout4/index.php?title=SetAlly_-_Faction
OH. Yeah. Apologies. I should have said something before about needing a save to return to.
no worries haha, i figured ahead of time uwu
time to run everything in xedit to make sure i didn't make any big goofies first and then i'll give it a test run :D
😄 Have fun!
Hello again, waiting for 2022 Roadmap. We do not allow cross-posting. It is considered to be a form of spam. Please post only once, and in the proper chat. Thank you.
@grizzled torrent i noticed something that maybe make the replacer port not posible, the version of the weapon itself it's outdated compared to the version in nexus so probably the replacer it's not compatible with the version in beth.net 
Yeah. That’d be why you’d need to ask the original porter or even the original mod author to port it themselves. The problem with everyone and the kitchen sink porting things Willy Nilly is that there’s no way for console users to fix things under the hood if the versions are off.
Uploading to Bethesda.net really isn’t that bad. It just requires packing the files into BA2s, which is a good modding practice to begin with. Mod authors just have to be sure they haven’t packed F4se scripts or it throws off the entire load order on PC and damages things for console players
Bethesda was cool and gave us all the tools to do that with. No idea why no one does it
On older mods anyway. Newer mods are hit and miss.
Its ok at least i try to ask, maybe if i can get a decent low end PC for university i can experiment with basic modding myself.
Thx for always responding anyway 
I started with a 4gb ram laptop that took 30-45 minutes to load the Creation Kit. Basic plugin work can be done very cheaply if you have the patience. :p
Current rig is much better and I can load several copies of the CK at once. \0/
need help modding FNV
i set up an acount and i just wanna know good weapon, content, armor, QOL, enemy, and animation mods
For the Ps4, is there any mods where you can wear Leather Armor as Under armor?
^ Sure but your limbs would be invisible
hi y'all, i'm trying to create a script tied to a companion that forces them to equip a certain weapon, but i'm unsure how to write it out. the plan is to use event onObjectUnequipped and within that event use equipItem to force my companion to use his default weapon, but idk how to code it out :c this is with the creation kit (fallout 4 in particular)
update: i managed to get a script that compiles and when in game, my companion does equip his weapon. however, he's lost the ability to attack. i can't command him to attack, and he will sit around and refuse to attack enemies that are attacking us. anyone have a clue how i could have broken his ai?
this is the script:
{Force X6-88 to hold onto his laser rifle}
Weapon Property Comp8688InstituteLaserRifle Auto Const
Actor Property CompanionX688 Auto Const
Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference)
if akBaseObject == Comp8688InstituteLaserRifle
CompanionX688.EquipItem(Comp8688InstituteLaserRifle, true)
Debug.Trace("This actor just equipped a weapon!")
endIf
endEvent```
nevermind, fixed! in case anyone runs into a similar issue in the future, this is the final script:
{Force X6-88 to hold onto his laser rifle}
Weapon Property Comp8688InstituteLaserRifle Auto
Actor Property CompanionX688 Auto
Event OnItemUnequipped(Form akBaseObject, ObjectReference akReference)
if akBaseObject == Comp8688InstituteLaserRifle
CompanionX688.EquipItem(Comp8688InstituteLaserRifle, true)
endIf
endEvent```
Weapon Property refers to the weapon (in this case the companion's default weapon)
Actor property refers to the companion
The event makes it so that the companion will only use his designated weapon in combat
hey i want to start modding fallout 4 any tips on where to start?
while I haven't modded FO4, my suggestion would be https://www.creationkit.com/fallout4/index.php?title=Creation_Kit
Hi, Xenen! The best place to ask this is our #fallout-4-mods chat.
That wiki page could use an update. Isnt the bethesda.net launcher gone? Like Sarthes said, downloading the CK is the best place to start. Open the program and poke around a few minutes. Then I would start with a classic first mod like your very own player home. The Fallout 4 wiki is a good reference but honestly the guided tutorials are lacking or absent. The Skyrim wiki has better tutorials which mostly work the same in Fallout 4. With that, just search "Fallout 4 Creation Kit Player Home" or similar for a good youtube video. You can also ask in #fallout-4-mods
the bethesda.net launcher is very much alive and kicking
The developers are aware that the Steam version of Fallout 3 has been updated.
People do. Sometimes it's just that they've got a lot to download so they'll buy one month's worth to download their wanted mod list.
people have
I know several people who have Premium accounts. Some of the Premium money is redistributed to mod authors each month and they consider that to be a good thing.
I'm saving up Donation Points for the lifetime premium.
this has been an enlightening experience
You can't get Lifetime premium anymore.
You can in exchange for 51,500 Donation Points.
Ah that's different from what was originally announced
I made sure to get lifetime premium with DP ages ago 
A reminder that we do not allow bashing of other companies
Well, you still can't get lifetime Premium with actual money.
nexuscoin, oh no
Thought about making mods for some Fallout games or Skyrim. I've made mods before for other games but it seems like a different beast.
just realized I own Skyrim but not Special Edition. Rip. So I guess I'll look into modding Fallout
How easy would be adding a new helmet FO4?
I wouldn't be surprised if thry entered the Cryptocurrency market with NexCoin. Honestly, not much surprises me anymore. I wouldn't be surprised if modders were able to mod Dagoth Ur and Catgirls into reality.
There's nothing stopping you from making mods for Legendary Edition. 🙂
I make most of my mods in LE and then port them over to SSE
(except for the ones that require content unique to SSE)
with waifusnax existing, anything is possible
What's legendary edition?
I have like one DLC for Skyrim lol
And I'm broke
Never show me this again please
Okay, let me rephrase my post. You can make mods for any version of Skyrim. 😉
ok give me the link to the mod
i'd love to, but im still trying to find it. all i know is that it's on bilibili (chinese youtube)
of course...
the dub is clearly japanese though
this is canon
so cute when she says the dragon words 
it's conflicted to hear cute moe waifusnax voice, or iconic mario charles martinet voice
how about chris pratt voice replacer
Oh my god, that's disgusting. where can I download it?
Here's a question: with the Creation Engine, will it be entirely possible to create the entire DC metro network without rubble blocks to make the DC stations smaller?
Yes. The problem was not the engine. The problem was the hardware. Consoles these days are much beefier than they were back in 2008. I'm sure they could handle it now.
I assumed as much. Bethesda was able to create Blackreach in Skyrim for instance so the thought of an interconnected Fallout 3 metro stations would work in the CE.
i just remembered the capital wasteland team posted a preview of the metro tunnels
First game play of the Metro and Galaxy news radio sequence showcasing combat and quest progression.
so it should give you an idea of what the tunnels would look in a more modern version of CE. well, gamebryo to CE
Official early access trailer for Project Mojave!
if they're just ripping FNV's voice files, they'll get C and D'd
and that was clearly the Mr. New Vegas of FNV
Is there any good cut content mods for Fallout 3 you guys would recommend?
I am having trouble getting CK to start. never got into it yet. i downloaded bethnet launcher. i own both FO4 and SSE. installed CK and both CK's just give me a 'Couldnt start up CK due to unknown error on setup/start up'
any thoughts?
are the CKs installed in the respective game's directory?
well, "in the directory" includes "on the same drive"
no idea
that error message isn't really specific
yeah i know. 😬 it doesnt even provide a code.
I've never, ever seen that error before.
Closest one I know to that is steam_api64.dll missing, which you just generate by running the launcher once after a new install. Or the Visual Studio runtime or d3d9x missing.
You could try reinstalling DirectX libraries to see if that's somehow the problem, although your error message should've specified that it was missing, so I'm unsure: https://www.microsoft.com/en-us/download/details.aspx?id=35
If you already have DirectX installed, uninstall it, then reinstall. DirectX packages are consecutive, meaning that they also include the previous versions of DirectX.
The Microsoft DirectX® End-User Runtime installs a number of runtime libraries from the legacy DirectX SDK for some games that use D3DX9, D3DX10, D3DX11, XAudio 2.7, XInput 1.3, XACT, and/or Managed DirectX 1.1. Note that this package does not modify the DirectX Runtime installed on your Windows OS in any way.
There's also a required Microsoft C++ Redustributable but I don't remember which one. Usually you get a missing dll error that you can Google to figure out which one you need
⬆️
thank you all much. im going to run my system through the battery and see how it fairs
Are clothing mods really difficult to make?
it requires not just skill in modelling and texturing, but also rigging
and you'll need to make a male and a female version, and if it's one of the later games you'll also need to make two models each, one for each end of the weight slider
And for Skyrim possibly racial variants for things like hats and hoods.
Exactly what do I need to rig with clothes?
In terms of software? Blender or Outfit Studio
Bethesda Should Release a Script extender to the creation club
It could add all kinds of new re-useable code for modders to build from. This would be a great work around to really extend the possibilities of PS4 mods too. Simple codes that could do things like link an activator marker to a gate an open it if players can meet conditional needs (like Int 6 or have components in inventory)
Why the creation club? Why not just release that as an upgrade to the creation kit?
I mean yea I jjust can't think of why they would do that much work for free 🤔
not that I wouldnt totally love the additions to the kit
I'm just not sure why putting it into a player facing resource that doesn't connect to the mod making kit makes any sense.
From a front ward position it would have to bring a lot to the table. With implementations of the new code pre-add across the world map
Really this came about because I cant add my script to PS4 which makes it much harder to add new RPG inspired features, like SPecial stat requirments that could make INT and CHAR playthroughs more ingaging or add new rewards to players that take perks like scrappers - letting them 'salvage' components from all those rusted out cars on the road, etc.
it could come with several new radient random quest built entirely with the intent of having that code be as modular as possible making custom quest building in PS4 mods easier
bottom line is that there would have to be working examples of all the modular code implemented in the game already for modders to have something to reverse engineer
PS4 is a problem with anything script based really, and it's not just "having something to reverse engineer".
True but with something intentionally coded to be moddular so that without any editing could be re-used should work. That way it'd only be another instance of already existing code and thus should require any external files
You make it sound easy
For example if there was a papyrus script that specifically only checked player for a perk and if player had perk activated the already existing code on a linked activator you could then have the activate text of the activator be "Hack door (Requires [Perk])" and then anywhere you put that in game and link a door's activator parent to it - from in game it would feel like you could 'hack' open a door if you had the right perk for it
It'd need the base game to be reworked to also be modular.
IK I'm over simplifying it to be broad scope, but yea its no easy task
hundreds of specific situation codes would have to be written
its no small undertaking
It sounds like far far too much to do as a creation - which after all are meant to be gameplay, not modding tools.
I suppose
Perhaps a true DLC theN?
somehting like the wasteland workshop thing we got but more geared to bringing new tools to the mod community
Do you know how scummy that would be
Paywalling modding tools
Hey I'm not trying to say pawn the people its just like you said I'm making it sound way more simple then it would actually be
which is why I dont particularly see them doing it for free 😦
As a DLC it also suffers from that's a gameplay thing, not a modding thing
DLC are for expanding play. Not for paywalling modding tools.
TBH I feel if bethesda had known about PS4 restrictions earlier in they would have made it more modular to begin with
100%
alternatively sony could change their mind but thats about just as far of long shot
😢
That's as likely as TES VI being announced tommorow
Even if they had interest in that, the market would be way too tiny for them to put on sale.
yea more just thoughts on how to get around sony restrictions to improve the mod scene
but it does feel like the mod scene has really srunk
Join us on the cool kids modding platform. 😐 We have script options. 😄
I do like scripts 🤔
I have both SKyrim and F4 for PC and PS4, I just wanted to give more to our PS4 community :/
Like if it was as simple as just uploading my scripts I'd be doing that all day
considering TESVI has already been announced... 😬
I meant in a full capacity

If they had released their own extender, you would still have to upload your own scripts which would just end up being blocked by the policy anyway. It wouldn't solve the zero custom assets rule obviously. 😅
it would help for XBox, but not for playstation
also, they wouldn't create an "extender", they just would update the base game with new functions like they did for Survival
That would make more sense.
true true, can code linked to holotape and terminal entries work?
on PS4 I mean as a workaround
not in Skyrim
does anyone know a mod that i can use multiple followers for skyrim
What platform are you on?
pc
Is there no basic unlimated companion mods?
@thorny lark
There are a couple of them for SSE. Nether's Follower Framework is one of the big ones IIRC
It's not all on Sony.
Sony didn't say no to external assets as a whole. just for bethesda for some reason 🤷.
Bethesda and Sony are the only ones who know the whole reasoning and the rest is just speculation by others
But assumedly both parties have some part in it. If Sony had an issue with external assets completely they wouldn't allow them on farm simulator lulz
I don’t know if this is where I should put this but I’m desperate. Hey all! I have a question: I was using a mod called technicolor alchemy for Skyrim on my Xbox one. Then all of a sudden, Bethesda stopped supporting it or something and then I accidentally removed it from my load order and now it’s gone and I cant use it anymore. It was probably my most favorite mod I’ve ever played with. It added so many beautiful plants and so much color. I saw that it was still active on the nexus. Is there anyone here who could take over that mod and port it back to Xbox? There’s a note on the nexus about how the author who original ported it went blind and they were unable to continue working on the mod. Thank you for reading if you read this whole novel lol
You will get a lot farther if you post a link to the mod in question. Also, payment is not allowed for mods so if anyone DM's you for payment, it's a scammer. Do not give anyone money for mods. They are required to be free for end-users via the Creation Kit EULA.
Here is the link to the mod I’m talking about https://www.nexusmods.com/skyrimspecialedition/mods/22118
Nevermind! Someone ported it back over already! Happy day 🙂
Mod authors need to refine their wording for searches. lol
Hu, katschope! As oddlittleturtle has correctly pointed out, we do not allow paying modders to make mods. Also, the proper place to post questions or requests concerning mods is in our #skyrim-se-mods channel. Also also, we do not allow spamming here. One post is enough. Thank you.
Ok I’m sorry. I’m still trying to figure out all the discord stuff.
Oh, those types of questions are not for general? Apologies, Pseron Wyrd. I'm the individual who told her to come here to ask.
No need to apologize. No rule has been broken. Technically, both are acceptable. But, since we're talking about a Skyrim mod, I believe a better choice would be the Skyrim mods channel. Anyway, no harm done. 🙂
Is Bethnet down?
Checking
I'm not seeing any issues. Are you having issues on the website or in-game?
Website
Huh, I just logged out and back in without a problem. What specific issues are you encountering?
I can't favourite or add to library
Ah, try logging out and back in. Your session probably expired but you're still cached as logged in.
It worked, thanks!
That caught me the first time I encountered it as well 🙂
I am having trouble with house mod stability, even some weird crashes with Vanilla and Hearthfire without mods. So I have streamlined. The only thing in my load order now that might be the culprit is ANA'S interior editor. I wanna try disabling that to test out a socalled "stable" house mod (Aonghus House). Is it midgame safe to disable Aie? I'm done with it anyway
Never ever uninstall mid game. It will break things.
And if you're getting crashes with just vanilla and hearthfire.... you've got deeper problems, since you've ruled out all your mods.
A bad mesh might cause an instant CTD
I'm not, now that I have streamlined. And fast travel doesn't crash which is great. No my gameplay is great now, no lags or stutters or rando crashing...except for when I try to bring followers into a mod house or modded Hearthfire. I worked hard on it and it's golden. I just want to feel more confident in/at Aonghus House with my crew. Or anything that might give us a pool, dammit. Lol
If you've already removed things from this playthrough, it is vulnerable to breaking at any time.
And like I say, if you were getting crashes with just vanilla and hearthfire, you need to sort them before even considering mods.
I'm running 3.5 gb. And everything's in the right place after lots of troubleshooting. I really think ana's is the culprit. Can I please disable it? I have, but I did my research and did it right. With restore vanilla and clearing cache. I have had auto save disabled from the start of this game & I only save over the last save (i have 3 saves right now.) I've done the work and it was hard and it I'm finally mostly happy. You in know? Just a pool
It's your game. You can do what you want with it.
But the general rule is that removing mods mid game is not safe.
You can generally add mods to a playthough safely though. Sometimes you can get away with uninstalling a mod (depending on what it does), or maybe it will break something you dont care about or never notice. Best to stick with a fixed list of mods for a playthrough for best results.
I hear you. But, since I have already removed & deleted a few, successfully, I thought maybe it would cure the issue. Anyhow, I'll just wait till next time. It's pretty slick though, for planting alone. It's not worth sacrificing a freaking pool lol. Thanks for the advice.
anything you remove leaves some remnants
I did it all before any quests, (accept for the Whiterun Thane quest & the Lakeview business, ftr Lakeview can kiss my ass!) I did the adjustments while testing houses, so I'm pretty sure it's fine.
I clear the cache Everytime i delete and I have deleted the reserves.
I'm officially washing my hands of this.
Do what you want.
Should be fine its not so dramatic.
Cool, thanks. & Cheers to you having less annoying questions.
Its just a game-save, not a bank account.
Exactly... Lol thank you scrivener, worst that happens is I start over on a few quests with a new hairstyle.
I was just wondering if it'd be with trying. I've decided, no
Goodnight
What mod called itself dbarmormashup.esp?
It's obviously something deleted and something that I need to replace.
What platform are you on?
Xbox.
Any mod that can fix this?
Does that still happen with regular/vanilla armour?
It's not the armor. It's the face textures.
The armor is glitched too
Are you sure it's not a mod that is causing this?
I thought it was Divine skins.
Either the armor is glitched or the texturer is garbage
I'm contemplating removing that armor mod.
Bad normals/tangents. Basically don't use it it hasn't been ported properly.
The mod was NordwarUA Armors compilation - variants. It had Padded Leather Boots.
I don't know if I can find a standalone mod that has Padded Leather Boots.
I don't remember morrowind looking so good
Lol
Wait, if that's Jiub and ||he's alive, who's the severed head in Kvatch||?
Which one?
||There's a dark one in the middle of a burned out house near the city entrance. I think you need decently high Acrobatics to get to it since I think it's on the second floor and there's no stairs but it's there. There's at least one image of it if you look up "Jiub's Head" but to be fair, it's only speculated to be Jiub due to the wound over the eye and the head's discolouration.||
How many heady did Jiub have again?
...?
One? As far as I know, it's not reused elsewhere. ||It's not on a spike but I think on a plate or stool or both||.
There are at least two of these heads in Kvatch, and several more appear at several other places
I don't have the screenshots at hand to prove it, but i can procure since after work
I'd love to see them, for curiosity's sake.
Perhaps Jiub is a common name? 😛
thanks for the reminder
The Many Heads of Jiub
This is only a selection, the face is used 39 times in total
Jiub's secret in defeating the cliff racers was to fight fire with fire.
Which is to say, a massive clone army of himself that blotted out the very sky.
Canon.
I did not know there were so many of them used. 😂
Thought there was just one.
it was never meantioned that the head was supposed to be jiub
only that jiub was killed in kvatch
Murdered on the orders of Big Cliffracer.
Having ruined the "Kvatch Fried Cliffracer" market, it was only a matter of time.
How do I go about in adding an enchantment to an item? I.e. a Ring of Magicka and add 50% Magicka Regen?
Going off the older Gamebryo games but you need to make the enchantment effect seperately then add it to the ring, it's simple if you know where to look (base effects, I think it was?), make new/duplicate then change the effects and add a magnitude for each.
Ok thanks, was wanting to a rework with one of the CC artifacts addon. Hope this works >.>
Ahah it works! Only thing is that I had to enable it in-game within the mod page, not unless that's like a Vortex Mod Manager thing. But it works, I can edit artifact enchantments now, thank you so much!
You're welcome, it's convoluted but doable. The really annoying ones were texture sets and levelled lists.
Okay, I'm on a ring that gives you a spell you can cast while it's equipped. I've made the new spell, went to the ring and to the script section, script being "DLC2AddSpellsOnEquipScript" and when I select to edit its properties it shows SpellToAdd01, SpellToAdd02, and SpellToAdd03. There's nothing on 02 and 03 other than it saying "<<Using Default Script Value>>" with 01 using my made spell. After doing all that and saving, loading up the game and equipping the ring, nothing has changed about the original spell that the ring adds. Am I doing something wrong?
It sounds like it, perhaps that enchantment effect always goes to that spell in particular, so you might need to copy and change the effect in particular, which I don't think I managed to do personally.
So instead of making a duplicate of the spell and try to switch it to the new one, I should edit the spell itself?
No, just duplicate it and edit that to avoid conflicts unless you're looking to replace the original ring itself.
No I'm just wanting to change the spell that the ring gives you when you equip it. The ring itself is fine, it's just that I can't get it give me the spell that I've made and instead gives me the original spell it has.
In that case, just edit the spell.
There we go, now I got it. Thanks mate ;P
Alright, now onto the "big guns", how exactly do I go about in creating an all new enchantment? Because for a mod I'm wanting to add an enchantment that adds in a Weakness to Shock effect upon strike. Issue is that there is no such enchantment, there is the poison effect though but I want it to be an enchantment. Like as long as there is charge on the weapon, it will always apply Weakness to Shock.
There should be a way to add it to a weapon if you find the effect itself and duplicate/edit that since from what I remember spell effects and food item effects are the same category at least for armour. If not, just look through what the item is connected to by right clicking then using the one that sounds right in the drop down box (forgot the name, think it was "Inspect ____").
So far it's been rather difficult, looking through the creation kit and within the USEP, Skyrim's Weakness to Shock are only on poisons. Did found something within Magical Effects, two versions of Weakness to Shock. That being AlchWeaknessShock and AbWeaknessShockConstant. I assume that the latter is an ability, but much like the alchemy variant I have no clue how to convert either into a full on enchant >.> I know you could get a Weakness to Shock enchantment, it's just that given that I'm new to modding I have no idea the process of turning an alchemy effect into a full enchantment, much less if I have to go and create a new full on script and create the enchantment myself >.<
Figured it out!~ It was under Magic effects, had to alter a Weakness to Shock effect to Fire & Forget & Contact and ensure that it could have a duration and boom! Weakness to Shock enchantment!
Okay, strange? Not sure what's causing the issue with this one. I'm trying to alter the enchantment for the sword Dawnfang. Nothing crazy, just changing the magnitude of the enchantments so they can deal a bit more damage. Thing is that despite me changing the original enchantment's magnitude, when I play the game it still has the original enchantment magnitude. I know the esp for it is on, I tried to even duplicate and change the id of the duplicate and switched Dawnfang's enchantment over that, still keeps the original enchantment. What am I doing wrong?
would help if we knew which game you were talking aobut
Skyrim, sorry ^^;
Is there a discription on the enchantment? You might have to adjust what it says
Like the sarthaal amulet. You can change the enchantment itself and it will take effect but will still “say” the old discription till changed
Also may have to change the magic effect deaciption if it has one. Like what is said when you look in active effects
So like I said, in SKYRIM, I am trying to rework the enchantment on the CC addon sword Dawnfang. The enchantment is just a simple boost of its Fire/Frost damage from 7 to 15 as well as its Absorb Health/Magicka amount from 5 to 7. I've also altered its base damage a bit so it can equal to a Dragonbone sword. Those are the only things I've changed. Once I've changed the enchantment, ensured that the sword is using that enchantment, that being "Dawnfang FX" with the ID "ccBGSSSE013_DawnfangBladeEnch" and played the game. No luck.
There's no description on it from the looks of the weapon, yet when I play the game the description stays the same. Should I add a description?
Go to the weapon and see if there is a discription
Like in the kit. Or on the enchantment. Look for a little box top right or something.
I’ll look too gimme a min
That's what I got.
You think it may have something to do with the enchantment's "Dawnfang Description Effect"?
Sorry for a phone pic. My windows print screen thingy is acting up. Is this the description you talking about?
Yes, that's the description. Where's the location of that in the Creation Kit?
Under magic effect
Found it, alright now I'll just have to see if I can switch the numbers to mag and hope for the best here.
Or if that doesn't work, just delete the description.
Yeah if you change the enchantment it will work. It just wont show in the descriptions unless you change them. I learned this with the sarthaal amulet
Okay, it did change but they're all changed to 1. No problem, at least it means I'm making progress here.
I made it %25 for all spells which it did but still said on the item and the active effect %3 till I changed that
Weird that it would do that, didn't the Saarthal amulet also had a weird enchantment where it would affect all but I think Restoration spells?
Well it’s combining multiple enchantments (like not a single enchantment using all the other enchantments) like the amulet has like 5 enchantments on it. So like, a custom description was needed I guess.
I’m a noob myself so I can’t explain very well lol sorry.
It's alright, I'm on the same boat with you lol but we're learning. Like just recently I just learned how to apply brand new enchantments like Weakness to Shock to Nerveshatter.
Nice 😊
Yes, and with that knowledge, I plan on recreating the Perfect Madness and Perfect Amber sets from Oblivion. I have a few enchantments in mind, and Saints and Seducers already somewhat implemented the Perfect Madness Helm even lol
That’s cool 😎 I’m here just making the fishing clothes craftable as light armor lol not quite a lofty goal as yours.
It's still a good goal, lots of people love to have certain common items like clothes and armor sets to be craftable. I'm guessing that these clothes would be crafted at the leather rack, or at the forge?
I’m using the forge studded category. Lots of room to put stuff there. Definitely want them for fashion reasons lol I have so many crafting mods. I like mix and matching.
Well that's good, the Studded category for certain needs some armor or something added to it other than just Studded armor lol like you'd think that with the ability to craft Imperial Armor, you could also craft Studded Imperial Armor in Studded
Oooof that reminds me I need to see what slot backpacks take up
Between scarves, bandoliers, facemasks, modular clothing systems etc.. I know there is going to be conflicts
It’s a good thing I don’t like capes lol
Well for Bandoliers, I believe they used slot 34? but that's just one of them and I believe that's just for the chest area.
But I do know that with Bandoliers, they take no slot away from Backpacks
Even capes doesn't take away slots from backpacks. I believe they might be in their own slot?
Backpacks are slot 47
I think scarves are 45 so thats ok going to have to double check all my stuff. Modular clothing will definitely conflict with some pieces but thats ok it’s not like a wear a ton of things at once
You could have facemasks take the slots for circlets, but that's on you if you also use circlets. I usually have mods that allows you to wear circlets with hoods, because it just makes sense you know
Nah I would leave that slot alone. Lots of other slots to shuffle and use.
From the looks of it there's 17 unused slots so you got plenty to work with there lol
I do. But will definitely have to choose between items and such
Well what do ya know. Only the skirts and such take 47 on modular clothing and I found nothing from bandolier or fashions of the forth or face masks to clash. … time to add backpacks to npcs haha
You wouldn't happen to know how to add in a temper recipe? Apparently Staada's Helm is untemperable lol
And nice, I always wanted for NPCs to have backpacks, specifically those who often travel from place to place. It's wise to travel around Skyrim with a good pack of gear and equipment, plus how are we supposed to be carrying our inventory in the first place right? XD
Dead easy 🙂 just go to constructible object, duplicate any armor temper and adjust it
On the result, just be sure to use staada helmet
Like this.
Thanks you ^^
Np 🙂
Be sure to rename the ID to something you can find easy. Looks better than ccBGSS blablablaDUPLICATE
Do my ID names like SB_TemperStaadaHelm
You could do something like NB_TemperEtc… to make searching for all your IDs easy
Just spitballing off your discord name tho lol use whatever you like just makes it easier to search for your stuffs
Thanks for the heads up ;P now I just got two more artifacts to work with until I have to work in making the two unique armor sets. That being the Ring of Disrobing, and the Arcane Blacksmith. I already got an idea for the Ring, the Arcane Blacksmith as well but I'm not sure how exactly to work it?
Even if you don't use the _, the NB would still show up when you start typing it into ck.
Like unlike normal Blacksmith Aprons, it comes with a hood that's fixed onto the armor. I want to separate those two so I can better make the set that I have planned for its wearer.
If you're doing mass tempers and stuff, then it also pays to plan out alphabetically, so you can start typing into the dropdown and let autofill bring you right to where you need to be.
Shady, is that a screenshot or a regular pic? The box looks oddly shaped.
oh nm, I see the keyboard now.
Well yes that's going to be one thing for certain to be concerned about when I start making the Perfect Amber/Madness stuff. I'll also need to figure out how to get those items equipped to specific npcs I.E. the Perfect Amber Gauntlets and Boots would be worn by the same person wearing the Arcane Blacksmith set and so forth.
Oh have I learned my lesson on alphabetical ramifications. When creating an item condition to hide every blessed recipe for modular clothing. I renamed so it was the first to auto fill lmao took forver to hide em all
amen
Oh and regular pic on my phone lol sorry prtscn and window key acts up every now and then
I was all over the place before. Eventually, when I was adding umpteen Witcher shields into my combo mod, it dawned on me that I was just changing form name and then autofill, one click down. I was amazed how quickly it was going.
oh, gotcha.
I usually just use snip now.
if you want full screen, you should be able to use just prt scr without the windows key, then open paint and paste it.
but snip is mighty convenient
Oh ok I will have to try that. Prtsc never seemed to do anything on it’s own for me
it won't show you any sign of having done anything. Just pop open paint or photoshop or whatever you prefer, and it should paste right in, though.
I go to great lengths to avoid the windows key whenever possible
I hate windows key! Always popping up that menu.
yup
So with the Arcane Blacksmith, how would I go at separating the hood from it and then reimplementing the hood back onto the NPC so both the hood and apron would be separate items?
Oooo that is beyontmy expertise lol you “could” create two whole new separate items to replace instead.
Is that a CC item? I don't have it, if it is. Not sure how they're put together.
It's a CC item, from "Saints and Seducers" you can get it at around the end of it where you have to fight an NPC named Evethra.
Like make a separate hood using one of the monk hood models and then another using blacksmith apron model
If it's anything like the vanilla monk robes, I think they just have the Armor Addon (AA) for both the robes and the hood assigned to the same clothing form.
Yeah because it is using two models, the blacksmith apron and the red monk hood.
You might take a look at the monk robes in the CK. Click the "show all" box for the Armor Addons, and see how they did it.
Shady's suggestion will probably work very similar to that.
And you want the npc to wear it? Once you have the separate items, I’m sure you can go to outfits and change it up
Remove the hooded outfit then click and drag the two separate ones into the outfit
Sorry mad typos tonight
Nu worvies
But that just leave me with how do I separate the hood from the monk robes now XD oy, how in the world did WACCF did this one?
By using the two AA in question as standalones
So like what, duplicate the red hooded monk robes, remove the robe part from AA, rename it to what I want and so forth?
See the difference in the two?
If I'm not mistaken, if you deleted the two hood AAs out of the hooded robes, they'd become the same as the non-hooded.
Well I was making separate hoods for fashion reasons and I went about it by duplicating a headpiece, then Changing the AA and world model to that of a monk hood
It just tells the NPC to wear both items at once this way.
I did blue black yellow until I got distracted by other things lol
Arcane bumble bee? 😄
Lmao
Highway Safety Wizard
I couldn’t find the brown hood ground model for some reason. I don’t like having miss matched colors in menus so I left it and never got back to it
This right on the AA, just deleted the robe part
Only way to find out how it looks is to text it by creating something using that AA. I would remove the body slot
Also the world model includes the robe part I assume
As in like when you look at it in menus or drop it. It will look like robes not a hood.
Although I don’t know for sure because I do it differently and dig through files looking for the individual stuffs
Yeah because I'm trying to find a mesh for the hood, no luck -_-
You're looking for a ground model for the hood only, Neon?
Yeah, and possibly inventory model as well.
That mofo is under warlock not monk well hot dang tyvm
then open the ground / world model, double click where the gray is and choose the brown texture set to apply to it
that will make the hood associated with only your duplicate brown, but won't change the other hoods in the game.
or whatever color
Oh so I need to change a texture?
just assign an existing texture set to it, if you want one of the vanilla colors
on th eright, there, under 3d name, see where it asks for the new texture? That little box is what opens when you double click that. Those are pre-existing texture sets in the vanilla game.
Ohhhh ok
If you want a custom color, you'd have to extract and work with the texture directly
and then you'd create a new texture set, so it would appear in that list, too.
Bless you
Thank you, that really helps!
yw
yw also
I could have offered to supply you with a variety of custom colored hood and robe textures, before the blue screen of death incident. -_-
Alas, one more thing I'll need to do again
I still need to get an external. I keep forgetting
I have one, but most of the stuff I had done was fairly recent.
I was sloppy about backing stuff up.
I get overwhelmed with the options too on Amazon and man reviews don’t help lol
Always someone saying dont get this you will lose everything! Lol
if it helps any, I'm poor and bought the cheapest one I could find, and it has been pretty good
my main issue is that I keep it unplugged and I was lazy about setting it up and backing stuff up.
that gigantic armor compilation mod I'd made...poof
ended up starting from scratch
Well I have a few things now that are completely done so would be nice to have to squirreled away
Yes
Yeah thats got to hurt
If it's stuff like that, that isn't private/sensitive, you can also use onedrive at least temporarily
or zip it up and e-mail it to yourself, so you can grab a copy from your inbox if you need to.
Oh that’s brilliant I will do that
I wish I'd followed my own advice. lol
I have a folder full of zips and esps that are ready to be stashed away lol
What really stings is I had a beautiful German gothic armor set, one of the ones that the author ended up removing from nexus. It's gone, I didn't have a backup, and I can't replace it. 😦
Oh that stinks 😦
I’m so happy I figured out how to save all the mods as copies with vortex
I can’t believe I was working on stuff only to do over again if I removed the mod
I tried to set up vortex after I reinstalled windows, but I felt like I couldn't get the control I wanted, with mod conflicts.
I need vortex because I lack the mental capacity these days.
It seemed like I had to choose one mod to win over the other, when I want to be able to choose by individual items.
Like PS4 load order and stuff is fine. But all these texture files and stuff? Nah let vortex handle and I tell it what I want
But with vortex you can choose individual files
Like say
I need to study it more I think
Noble skyrim and skyland, you can have skyland overwrite noble because you like better what both touch.
Except for snow, you can have noble use it’s snow even if loaded before skyland by choosing individual files with vortex conflict resolution
Noble snow sucks tho was just an example of what I mean
hmm
I'll have to delve more deeply into it. I backed out when it seemed like I didn't have as much control as I'm used to.
There definitely is some user agency removed when using. But you still have manipulation powers, just not as easy.
What I really wanted was the ability to keep my data folder cleaner
And you can change the group type of each plug in. Ex “late loader”
it's a 3 ring circus right now.
