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  1. is there any mod to change other clans banners?
  2. I'm wanting to make a music overhaul for Hogwarts Legacy, that replaces the music from this game with the music from the older games. However, most of my modding experience comes from the Skyrim Creation Kit, so I don't know how to go about it. 1: Do you use a special program to mod the files? What is it? 2: Where are the music files, if you know?
  3. Hello is there a way to disable the interface sound?? Or any sound mod that make able to do it? I use 7th heaven but cant make a mod by my own. Thanks
  4. Earlier today I found myself in a bit of a predicament. I had started a character and progressed somewhat far into the game. Now, of course I had autosaves and even a couple of quick saves to keep me from having to go back too far in the event the game crashed. . .but just having it crash, or having to force close the game for that matter, sucks. Long story short, I got hit with the endless loading screen. After doing some research, I found that quite a few people have experienced this but some of the solutions out there just haven't worked. Here is what worked for me: [1] Make sure to disconnect any and all Playstation / Xbox / third party USB controller you may have plugged in [2] ALT-TAB out to your desktop and run Command Prompt [3] Type the following exactly and then press enter: TASKKILL /F /IM explorer.exe [4] Once the command has been executed, restart explorer using this command: explorer.exe [5] Press enter once again and you'll see your desktop refresh At this point, if you ALT+TAB back into the game, the loading screen should go away within 30 seconds. If this doesn't work for you, ensure UAC isn't causing some ridiculous issue and that your user account is in fact the owner of the folder Fallout4 is installed to. As always, ensure you have all your mods up to date and that you aren't using incompatible mods. This worked for me, maybe it'll work for you to. Have fun.
  5. This may seem a bit confusing, but I'll try my best to explain my issue. So have 2 landscape mods which adds more trees, foliage, rocks, fences ect, and a house mod. I want to load all 3 into the Creation kit, which I can do, and then edit each one and move things around so there are no clipping, then save what it looks like in CK to skyrim. wether its 1 esp file which overwrites the 3 main ones, or weather it changes the 3 ive edited. Whenever I save my progress, only 1 esp file will be saved, and the other 2 will remain untouched, I cant seem to save the edits to the 3 mods at the same time. I see the 3 mods loaded together, and since i can only have 1 Active esp, that active esp will be the only one to save the edits I've made across them. TLDR: How can I edit 3 landscape mods together with CK so there is no clipping? Thanks
  6. Hi Guys just wanted to ask how many Mods you all have ? i was just curious how many mods someone mainly have because i now have more than 70 Active Mods and i just wanted to know how many mods you guys have. _____________________________________________________________________________________________________________________________________________________________________
  7. So basically i want the atomic beauty body as a preset to build onto some armors, but the body is located where my armors are in the Bodyslide app. So i cant select Atomic Beauty and build onto armors. Anyone know how to make it a preset body? Sorry if this is easy to fix im not that savvy
  8. Yes, i'm a "noob" . Just wondering how to make it so that certain structure objects aren't transparent on one side? because even when you go into the game they are transparent / see through. in the pictures below, you can see the stairs through the stairwell as if there is part of the structure missing. In the other picture, you can see right through the windowed wall as if it were actually transparent. Part of the reason i'm making a post here is because i'm not sure how to word it or what it's called.. as usual, all help is greatly appreciated. http://i.imgur.com/66IHW6s.png http://i.imgur.com/DOLVUut.png
  9. With only 24 hous in a day minus an 8 hour work shift, a 2 hour commute, sleep time and meal time, there just is not enough time to go through all the availible mods in search of the ultamate mod (for me). Soooo, I was wondering where I could find resources to learn how too develop mods of my own falvor? Or is the modding comunity mutually exclusive?
  10. Hello all, I recently was able to solve some issues with a custom voiced follower I've been working on. However after making custom topics in my own quest line to control follower functions (i.e. "I Need To Trade Some Things With You.") I deleted the entries I previously had in the 'DialogueFollower' quest, which I originally used (I for some reason could not get the custom voice files to play in 'DialogueFollower' even though they were all conditioned correctly, placed in the correct paths for playback, and had the correct script fragments for functionality.) So after adding the SAME options in MY quest I made to control my followers ect... dialogue lines, whenever I speak to her ALL the lines work and their functions, but the old topics still remain, even though I deleted the entries. I'm not sure what I did, or if, once adding entries in the vanilla quest branch topics, they are like... permanently options for my actor? If anyone has an idea of why I'm experiencing this issue I would greatly appreciate your help. (Additional Information Worth Considering) 1. I have my followers voicetype added to several "DefaultNPCVoiceType/GenericFavor" formlists. 2. I have not regenerated a new SEQ file since removing the 'previous entries', I will test that now. 3. I wanted to have my follower function under the vanilla follower framework, as to make it compatible for a wider array of users, including those who may not be well knowledgeable using follower mods and the like, but I couldn't get many of the 'DialogueFollower' topics to work right, I'm going to try a different approach right now to see if I have some success, but will save my old .esp so I can work off that for any who wish to assist (for the purpose of working off that platform). 4. If you're first inclination is to send me a link of one of the several typical YouTube tutorials then please don't bother. But if you know of one that's less viewed that's more comprehensive then by all means. Thank you for your time.
  11. How do I make an ESP of an NPC I've customized with console Commands, and export so I can upload them on the Nexus?
  12. Hello all, I've seen a few mods that have followers or other NPC's using attacks by Elysees, I tried to open a follower .esp I have (for personal use only as I can't release assets from it since they are from a Japanese site and I am unable to get permissions) as active and opening the Maximum Drive mod's .esp and duplicating all of the appropriate entries, also making sure the scripts were created. My follower still will not use the attacks, I had a feeling there might be a specific way to script or set a Combat AI to use such attacks? Any assistance would be appreciated. Thank you for your time.
  13. Hello i'm just start using the Creation Kit today i would like to know how to make custom settlers. Please let me and thank you.
  14. Hello, I'm trying to figure out how to edit the loot (meat and other items) animals drop when they are killed. When I click on the inventory for a specific animal, such as a radroach, I don't see any meat in its inventory. Could anyone explain how I could do this? Thank you, Plarux
  15. Hi, Here's the thing: I want to publish my very first mod and I need some help with it. I want it to be good, not a chump's mod. I am somewhat familiar with the Creation Kit's basic functions; and I have done a couple of simple mods for myself, mods that were outclassed by other mods found on the nexus shortly after their creation. Despite my tinkering with the Creation Kit, there are many things I have no idea how to achieve, althought I know them to be possible, for other modders achieved them with ease. And that's the thing, I would like to learn what needs to be learned to complete my mod and since modding ressources are vague and hard to apply into modding (to me that is). I think my best bet is to find help for every step of my mod's developpement. And if some of you would like to pertake into the making of this mod, I'd be more than happy to let you join in! Ok here's the concept: I know it's nothing new and somewhat touchy subject, but... I would like to implement a Slavery System to enhance one's role playing experience. Fallout 4's role playing is lacking in the evil role playing department and I would like to add to it. Look I know, slavery is awful and I wish it was pure fiction, but it sadly isn't, but that's not the point. The point is: Slavery existes in the Fallout universe. It's even the main subject of Fallout 4's plot. Plot where you get to decide either to save slaves or to condamn them. And if you do condamn them, the changes that insues are quasi-inexistent. Not to get philosophical or anything, but isn't doing like nothing changed worse than to witness the consequences? Enough sidetrack here's what I want my mod to do. First: I would like to allow players to capture non essential npcs (raiders, gunners, residents, useless named npcs, etc...) and to turn them into slaves by equipping them with a shock collar. The now-slave npc would become essentially a settler to boss around. To add a difference I thought it would be neat if slaves costed less resources, something like half-food, half-water (still one bed). To equip the collar I would like to use Seb263's Knockout Framework (https://www.nexusmods.com/fallout4/mods/27086/). For this part I'm looking for people familiar with scripting. Second Idea: A Slaver Station for a raider settlement object. An object to which you can assign a Nuka World raider for them to capture, buy and sell slaves. Something like an desk covered in papers with a couple of empty cages that would fill with idle animation slaves after a while to signify a profitable venture for your slavers. The Slaver Station would produce Slave Certificate which you could sale for an efty amount, or to have a slave delivered to a settlement of your choice. For the Slaver Station to "produce" slaves you would have to contribute some ressources, I'm thinking a Shock Collar and a few Caps (i.e: 1 Shock Collar+500 Caps=1 Slave). I would also like to be able to sell already owned slaves (like the ones you captured yourself), I'm not sure how it would work, but if could it'd be neat. For this part I'm looking for people familiar with workshop objects and scripting. Third idea: The Shock Collar, a Shock Collar Detonator and Switch. The Detonator would be for exploding the slave's head and the Switch would be to shock the slave until unconscious. I'd like an original design for both and would like for them to work only on those wearing a Shock Collar (that part I'm sure I can achieve). Now for the Shock Collar, I think I'll have to script it to change the wearer's faction to become player friendly and settler ready, but my scripting skills are almost none. I failed the "Hello World!" tutorial and I need help scripting this thing, I have idea what to do, but can't script for s***. I'm not looking for someone to do it for me, just to teach me how to, although if you wish to do it with me, I think it would be fun! So there it is. My mod. I would like any help from a simple suggestion to active consultant to developper, I'm mainly looking for tutors, but I'll take whatever I can get. If you're interested, leave a comment in this thread, I'll make sure to check it every now and then to see if anybody contributed to the idea. Thanks for your attention and I hope to see your feedback very soon. -Jules927
  16. Hey, I'm FurbyMine. I'm currently working on a mod that enhances the view of religions in Skyrim. I've been trying to use the MoveTo function. I am stuck with it. You see, In my mod. You go to a cell. When in the cell you approach the god you want to pick, You the activate their shrine. It'll then ask if you want to join, You press join and it gives you some Items/Books/Weapons. PROBLEM: Now, after all of that. I want it to teleport me to Markarth Silver Blood Inn. I started by using the, debug.CenterOnCell("MarkarthSilverBloodInn") But then in the next build of my mod it always crashed my game. Then I checked on the functions Object Reference Page from the Creation kit Website. It said that it was known to cause crashes. I then attempted to use the MoveTo() Function. Here is my script: https://pastebin.com/NGYgtgut NOTICE: I know in this script I used Warrens but I would rather use Silver Blood Inn!
  17. I'm a complete newb at this, so please bare with me and I do not wish to use the mod called NPC editor, so please don't respond with that. Let's say I want to edit Faendal's appearance: Skin Texture, eye color, and hair Using the following mods: Fine face textures for Men or Vitruvia , Natural Eyes, and KS Hairdos Renewal How would I go about doing this? Can anyone provide a step by step? I've got creation kit installed and I know I need to convert the esp files into esm files, but I'm not sure how to do that or how to make it so the changes I make in CK reflect in game. If I need Wrye Bash how do I install it with NMM? Also, I've read that there's a way to create NPC/followers using Nifskope, Creation Kit, and Racemenu, but does that process work with existing NPCs? and can you still use assets from other mods if you do it that way? If so, how is this done? Note: I'd like to be able to still use SOS so I don't want to make any changes to the body other than maybe texture. I've been trying to use Males of Skyrim with Schlongs of Skyrim and it just creates a double nightmare below the waste and when I went into Tes5edit to remove the armor for Males of Skyrim my game just started stuttering and crashing. Please and thank you in advance! There's all these NPC overhauls and NPC replacers available like the Bijin series and Males of Skyrim, but not one mod author has come forward to share how they did it and it's completely baffling and frustrating.
  18. Dear All, I looked for this but I could not find an answer. How do you actually create a mod out of your work?? I know a bit about sculpting, modeling, textures, rig and anim, programming etc(though I have much to learn), but my biggest issue is that I do not know how to put e.g. my custom made armour into the game. I have seen these http://www.nexusmods.com/witcher3/mods/311/? but honestly I do not know how to learn from them (guess they are put in the game via Nexus Mod Manager). All the help appreciated.
  19. I want to mod this game so bad but I don't know what i should import the files into. I downloaded unity and ran into a wall and don't know what else to try
  20. Hi everyone I started my journey through modding recently, so I kinda a newbie in this area. But I have some knowledge. I have been working with Maya 2016, Mudbox, Photoshop, Unreal and others for a time now. However, modding Skyrim uses very diffente and new tools for me. Alright, I have been working on this Greatsword mod for a time now, I already finished the 3D model (including UVs). And this sword its a magical type, and I want to create an animated texture for the blade, I know its possible, in the vanilla game there is some animated weapons(like Miraak's sword), and there are several mods of animated armors and potions, the question is: How do I create it? I googled on several places, but I cant find it. Can someone point a website/video with a tutorial? Thanks!
  21. Anyone here understand how you place a corpse? I'm trying to make it look like he shoot himself and he slided down the wall to a sitting position. Are there any tutorials on it? If you know of any please link me because I can't find it. Thanks!
  22. I just cant seem to get Really AEVWD to work, nothing more seems to show up even after I run LOD generator. I use OBMM to install and run my mods, and I really want to avoid manual installs as much as possible. Does anyone know why this wont work? Please let me know if any more information is needed.
  23. Problem: I need to make my npc equip a spell because, I’m shooting a scene where this character talks while having spell ready(not charged, just in hands). So I need to speak AND have spell equipped in hands. BUT the player character can equip spell into the hands, but can’t talk(or atleast I don’t know how to make a dialogue in CK for player character), and the npc I created and made dialogue for, can talk but will only draw his dagger, bow or bare hands. So I’m asking you, how do I equip a spell to an npc via console? Or how do I make him equip a spell via CK(AI packages maybe? I’m new to this..) Thank you for your responses!
  24. So, i have made a rifle in 3ds Max 2016 and I am soon moving on to the low-poly/texturing steps. The tutorial I am following is not for Fallout specifically. In fact, it is a professional tutorial made for a modelers personal portfolio. But walks through these steps (Base controls, high-poly, low-poly, unwrapping, texturing). What exactly, if any, things need to be done to get this gun into fallout? I'm speaking of course in regards to size and the such. My gun looks the right size in its parts, but should i be importing a weapon asset to scale my rifle too? that way i can use similar reload animations in the game? Or is this unnecessary with nifskope? (which i also have to relearn) Also, should certain parts of the rifle be connected? I have the stock, lower receiver, magazine (with 2 separate bullets inside the mag), the upper receiver with the barrel unattached, the sight, and the trigger group are all separate pieces.. Invariably, I intend to add mods for this gun..i.e. stock variants, sight variants, barrel variants..i'm not sure if textures can be changed in game also, but if so those as well.. I just have no idea how to go about these. Do i make them a whole separate model project? or maybe make them along side the rifle for scale...I'm confused.. anyways, any help would prove very useful, and i look forward to helping make mods for those who need them. ' Thanks
  25. just like the title says, I don't understand how people are releasing mods for this game yet.... I can't find the SDK anywhere?
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