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  1. I want tutorials about creation kit extended - https://www.nexusmods.com/fallout4/mods/51165 why? because with ck i have this error (0xC0000005) and this error does not occur with ck extended but most of the tutorials are about ck, not for ck extended So i want tutorials: how to make SettlementObjects/prefabs
  2. So, I finally managed to downgrade CK to old-gen FO4 and can finally think about "more advanced" modding... The problem is that (as in the attached image) the master files shown in the video tutorial aren't showing up. This means I can't continue modding. Has anyone else had this problem? How do I solve it?
  3. I need globals that switch between 0 and 100 when the player enters are leaves a given region. The function exists as a condition in CK but seems inaccessible via papyrus. The globals will be used in Level NPCs 'Use Globals' slot to restrict spawn rates based on season and region(?).
  4. I know that mods of this type have been dragging on since the days of Morrowind, but I really got tired of editing NAC and Slevin Chem FX in FO4Edit, hoping for luck and digging into the numbers. And when I look at all these numbers and values, I realize that it is unlikely that one or another narcotic effect was created in ImageSpaceAdapter. I want to adjust the effects of drugs smoothly with the ebbs and flows, but I'm tired of following the values in xedit. In which program do you do this? CK?
  5. I want to install Creation Kit for Fallout 4 and Steam is the only way I can since no one posted it to Nexus or elsewhere like they do for past Bethesda games. Problem is my game doesn't have the next gen update installed so Steam will probably try to install an updated Creation Kit if it can even install it with my app manifest file set to read only for FO4. I see that the Downgrader mod for this update has settings regarding the CK & no one has been able to answer me on the mod page or Reddit so I'm asking here: Do I need the Downgrader to make CK work with Fallout 4 even if the game is not on the next gen update? If yes, can I run the Downgrader WITHOUT it touching my game since it's not even updated?
  6. I have the Steam version of Creation Kit because the Bethesda version was taken down but I can’t generate the subgraphs at all, when I had the Bethesda version I was able to, if I run the bat as administrator, it says this version isn’t available for this PC but if I double click it, it launches but after it closes there’s no files generated, what’s going on, I never had this issue with Bethesda version?
  7. So, I'm wanting to expand upon the Speechcraft tree. I first need to know how the game checks if the player has invested in any particular merchant. I've looked in the various categories that made sense to look through, and have found that the only obvious checks are for the perks themselves. Yes, I intend to expand upon the Investor, Fence and Master Trader perks. I also intend to make the other half of the perk tree more meaningful by adding new perks that boost the power of Thu'um (Intimidation +), boost HP/MP/SP Regen (Persuasion +), and boost Stealth in general (Bribery +). I thought that the individual NPCs might have some form of check for this, but if so, I couldn't find it. I'll keep digging. Anyone who comes forward with helpful info, many thanks.
  8. I've come to realize that collision layers can be used to set up interactions and conditions of stuff happening. Not Condition Functions afaik, even though there is an "IsCollisionLayer" option. I don't trust it. However it can be used to control projectile behavior for instance. So how do I assign a collision layer to a form or object? Does this happen in CK or is it baked into the Nif?
  9. I made some beautiful floors for the various shack parts. VonHelton Integrated - Renovated Shack Walls and Floors at Fallout 4 Nexus - Mods and community (nexusmods.com) Now, no one will come inside & hang around. They all stay outside by the door. The funny part is that I didn't mess with the actual nif's, other than to add a cieling underneath. The actual floor part was untouched. But before I messed with the cielings, they wouldn't come in either. Apparently, just changing the dds file for the shack floor was enough to mess things up. If anyone has any ideas, I'm all ears. Someone mentioned nav meshing my floor parts maybe? How would I go about doing that? The auto pathing doesn't seem to be working. The NPCs & followers will teleport in long enough to use a bed or a chair & then teleport back out. No one meanders the rooms or hallways of my buildings. :sad: :sad: :sad: :sad: :sad:
  10. Hello modders, After many attempts and searching everywhere on the internet for a solution, I come to this forum with the hope that you can help me. The problem lies in my custom armor that I have created. As you can see in the image, the texture is completely black and I don't know why. Both in Blender, as in BodyOutfit Studio and in NifScope the textures were visible, but when importing it into the creation kit it looks black. I have used all kinds of programs like NIF Optimizer or Cathedral Assets Optimizer, but I can't get it to work... How can I solve that? Thank you for your attention!
  11. Hey guys, so I'm shifting a big worldspace mod over to SE and I'm having problems with landscape texture normals. If I put a bulb at ground height (like for a campfire) the light only goes out from it in one direction. This wasn't an issue in LE, although I did have issues with directional lighting on some models. It's really pronounced in SE. I suspect it's just less forgiving. I must have missed something when I started making normal maps, because I don't know how to make them to work when they're on the ground with light from above. The vanilla textures work fine. If anyone could give me any pointers or point me to a tuto or anything I'd appreciate it. Pic: https://www.nexusmods.com/skyrimspecialedition/images/156553
  12. Hi friends, I'm having trouble getting the exterior planters to work (the soil mounds that are on the ground). I've placed them down in the CK but in game I am unable to plant anything or activate them, as though they were non-existent. I checked in the CK and they have scripts, so what am I missing?
  13. I know this is an old problem, but even so, I still didn't manage to find a solution for it. Some of the windows in CK are too big for the screen and they can't be resized. The problem is their height. The bottom part of those windows is below the screen and it cannot be moved up, so a lot of options in those windows are cut off. Has anyone found a working solution for this?
  14. EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
  15. Hello, My basic premise is that I need to rotate a group of waterfalls on the z axis 360 degrees upon a central point and have this play as a loop. I am able to get it to work in nifskope, but once I go to CK and game it does not. In CK, each separate waterfall still animates but the group does not rotate. In Game, the separate waterfalls don't animate and the group does not rotate. Does anybody know anything about doing this successfully? Id appreciate any help. Edit: Was able to figure it out and get it working in game.
  16. Hey, I know this sounds like a classical blackface bug, but to my knowledge, this shouldn't happen. I have a lot of mods in my modlist (250), but I only want to change an NPCs hair from Helgen Reborn (HR) with one from KS Hairdos (wigs, HDT, or just classic). Problem is, no matter what I do, I get a blackface bug on said NPC [1]. Using "SetNPCWeight 100" fixes it [2], but that only works temporarily as any reload, area change or restart brings back the blackface What I did is I loaded SSEdit, created a new plugin with **only** the NPC in question from Helgen Reborn (meaning the only two plugins that modify the NPC are HR and my plugin.) SSEdit doesn't allow me to set .esp files as masters, so I loaded ZEdit and proceeded to add all the hair mods as masters to my file (no changes to HR). Then I went back to SSEdit and promptly changed the NPCs hair in my plugin. One odd thing I noticed is that when I do change the hair, instead of keeping it in the same line as the hair from HR, it just adds a new line with the modded hair in it, and the default hair area is just blank [3]. My plugin is loaded dead last in my load order, and the only thing it does is change the hair of the NPC, but every time I load up the game, I get a blackface on that NPC. I don't know what to do from here as the load order is properly setup, the only changes my plugin does to the NPC is the hair, and all the hair mods as well as HR are masters of my plugin. I did read about redoing the facegen files with Ctrl+F4 on Creation Kit, but afaik you need to convert your plugins to a readable mod format for CK, make the changes, and convert it back, which is quite a lot of work, especially considering I'm not really well versed in CK. I'll provide some screenshots of what I made later. I'd also like to note that I have made backups every single time I made changes to a plugin, so I can always rollback if need be and nothing will be lost. Any help would be greatly appreciated, Thank you. Screenshots: [1] [blackface with the modified Hair] [2] [Fixed Blackface with "SetNPCWeight" command] [3] [sSEdit Hair modification blocks] EDIT: I looked around for how to regenerate facegen files with CK, and honestly I'm bummed out. I get a crapton of errors [4] [5] [6] when loading my patch and their masters (I modified the .ini accordingly to support loading multiple master files and such [7] [8]) along with a list of error warnings [9], and whenever I try to save anything, I get another set of errors [10] [11] and nothing gets saved. I also can't find anything on how to regen the facegen files, pressing Ctrl+F4 does nothing, so I'm out of ideas. [4] [Error 1 on Load] [5] [Error 2 on Load] [6] [Error 3 on Load] [7] [Facegen settings] [8][Master File settings] [9] [Final Error Warning list from CK] [10] [Error 1 on Save] [11] [Error 2 on Save]
  17. I am using Unofficial Chinese Translation for Skyrim Special Edition https://www.nexusmods.com/skyrimspecialedition/mods/1333 to set my game chinese.So actually,my game's language is english,and that's why xtranslator cannot solve my problem. In this case ,I wonder how could i translate esp file into chinese ,do i have to use CK or SSEEdit? Only this kind of mod:https://www.nexusmods.com/skyrimspecialedition/mods/18189 is valid for me .
  18. I am trying to make a projectile for the Broadsider that is the regular cannonball projectile with the Junk Jet electricity effect that you get when you put the electification module on. I can only get either the cannonball projectile or the JunkJetShockFXS at one time. I'll also want to eventually put the fire effect on it.
  19. I'm looking for a way to change the contents of all references of a certain container based on characteristics of the reference. I'm not certain how to get started though. For starters I'm assuming the way to go is a script attached to the base object. But I don't really know which event(s) to use. The container I'm going to start with has thousands of references, so I'd want to avoid save bloat. It's also respawning, so I'd want to make sure the contents get changed when that happens. On the other hand I've poked around enough mods to think that a quest might be the way to go about this. But that's probably beyond my capabilities. Anyway, any input or suggestions would be appreciated.
  20. I was just wondering about editing in FO4edit... and the CK... if someone just wanted to edit the dialogues of companion's esp's... and add to or edit current voice files... is it aLWAYS necesary to uninstall the entire mod, and then reinstalling it in order for the edit's to happen? Do i have to sacrifice a companion to uninstlaling for only these types of edits? thanks a lot wayner
  21. I downloaded a mod that allows collection and re-deployal of bear traps. This is the code that handles the removal: ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE ObjectReference BearTrap = akTargetRef as ObjectReference If (BearTrap.GetTriggerObjectCount() == 0) Form toAdd = BearTrapFLST.getAt(1) Game.GetPlayer().AddItem(toAdd,1,false) BearTrap.Disable() BearTrap.DeleteWhenAble() Else Debug.Notification("You can't pick up the Trap while something is inside") EndIf ;END CODE EndFunction ;END FRAGMENT First of all, I was a bit concerned about the use of DeleteWhenAble(). It turns out that's actually not necessary for traps without an Enable Parent. But even with the DeleteWhenAble(), traps with an Enable Parent stick around until cell reload. I didn't see any functions for dealing with Enable Parent though. Not even just to check if a reference has an Enable Parent. So I'm wondering if anyone has any ideas about how this case can be handled properly. The one thing I could think of was changing the Z position to hide it in the ground, but apparently that's only temporary. In my tests the trap returned to its original location on cell reload (I had removed the DeleteWhenAble() obviously).
  22. Hey guys, been a long time. :) Got a mod I want to do and looking for tutorials on scripting. Lot more of them for Skyrim I guess and am just wondering if everything explained for Skyrim is applicable in FO4. Thanks.
  23. There are alot of mods out there. Most change faces. I want to change the skin texture of my body. For example, I want to change "femalebody_d.dds" to "femalebody-veins.dds" but I can't seem to find a tutorial or video on that. Furthermore, I want to be able to do this for NPC's, which seems to be near-impossible to find for *ANY* reason...... I went to the trouble of packing my dds files in a BA2 file, only to find that CK doesn't read those files.......DOH!! All I have been able to find thusfar is mods that create "nude" armor, which sets OVER your regular body. Obviously, that's NOT what I want...... :confused:
  24. Back in April I started plans for a Railroad Overhaul. The first part I'm currently on is attempting to add more combat ranks and outfits to just give them a fresh coat of paint. Something to make them visually more interesting. I've gotten permission from two dozen mod authors around the Nexus to use their assets in my mod. I started learning how to replace textures, materials, learning how to work parts in nifskope, etc. Honestly it was a lot of fun doing so. When it came time to actually implement these things into the game is where I started having issues. Here was my process. I had all mod assets in the game's data folder on my SSD. Downloaded MO2 and created a portable instance titled RR Project and also had copies of all the assets in that instance mods folder. Downloaded CK and installed it into the game's data folder. Work on the mod via the CK in data. After saving a new version of my mod, I'd copy the project's esp and paste it in a mod folder for MO2. Run the game to see if the changes were made to my liking. Repeat. For a while this worked, but I couldn't help but wonder if I had been over complicating it. Does my project need to have its assets in two different places? Do they need to be in the game's data folder? Can I not activate CK in MO2 and work on the project properly from there? Asking around on discord servers got me a different answer every time. I guess my question ultimately is If I'm making a mod using other peoples assets, where should I put them? How do I properly create a space to work on this project without bloating my Fallout Game Folder? Is that even possible?
  25. [EDIT: Solved... All Movement Preferences, Gizmo Size etc. everything was at 0. No idea why and how, never was in these settings. Changed back to defaults. Panic mode off.] Hello, Just started CK like thousand times before to continue my work, but it behaves different at loading and isn't reacting to mouse input properly. When loading my cell, there is an empty grey renderwindow now, instead of the topview at the COC Marker. Doubleclick on a static object in the objectlist, makes the level visible now, but I can't move the camera anymore. I can doubleclick on an object in the renderwindow and it still opens the object settings, but there are no movement arrows/circle showing up at pressing "E" or "W". Drag and drop an object with the mouse is not working, moving the object with arrows on keyboard is still working. Holding middle mousebutton or shift to move the camera, is not working.
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