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Showing results for tags 'objects'.
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Creatures - mostly just adding genitals to the genders, some may consider nsfw, I consider realistic. It bothers me in practically all games that creatures don't have genitals, especially ones that are clearly visible, like male dogs and goats. This gets a little detailed. Try not to be disturbed. There are NO photos, I'm no artist so I can't make that. Wish I could though. And ic I could then I'd probably try to make this myself, but I can't so... Common All: rear ends Most males: balls Most males: Penis, whether clearly visible or relatively camouflaged Most females: nipples, lactating nipple/breast versions (thickened or more breast-like, depending on critter) (most probably look similar to current Mole Rat bellies) Some females: Breasts: empty/nonlactating versions/thinned/nearly flattened except nipples (Brahmin and Mole Rat) Yao Gai Male Penis, balls, and rear end Female nipples and rear end Slight Reskins, adding genitals, which may or may not be visible unless one actively looks for them A lot like a bear, since there's hardly a difference between Yao Gai and Bears Radstag Male Penis and balls, not quite visible unless close looking at belly (penis) Female nipples, not like anyone'd notice under the tail Gazelle like radstag Radscorpion mostly underbelly changes, not like anyone'd really notice Male and female have different underbelllies Mating: a dance. Male drops a package and female picks it up. Particular spot of underbelly does dropoff/pickup. Brahmin Add Bulls, or make them a little more common Horns, belly fluff for penis, balls Females Add version with smaller udder for non-mothers, non-lactators Dogs, mongrels, and wolves Males (like Dogmeat): Penis and balls Females: eh, maybe a little thinner fur around nipples? Females: Mother versions, thickened breasts with bigger nipples. Rare, or by breeding. Similar to current Mole Rat bellies. Mole Rat Add Males Make a non-lactating version, aka: smaller nipples with thinned/flattened bellies, but leave the nipples or make them no smaller than half sized. For males those nipples are to be very tiny and almost invisible. Deathclaw Both: Cloaca Female: nothing else. They don't get breasts or nipples. They are reptiles. Male: nsfw content use only, otherwise hidden or not applied, it has an alligator/crocodile penis. Like such, it is always erect but always hidden within its cloaca. It can grab with its penis, but any features doing so must be marked as nsfw because deathclaws are practically humanoid. Likewise the setting to turn off nsfw should also disable such actions and thereby leave pretty much no difference between male and female. Maybe a very slight difference in cloaca shape. Ghoulrilla Gorilla Since also pretty humanoid, may be classified as NSFW. For bestiality people, the mod creator might add that for this on as well. I won't if I make it. Cat Male: balls. It's not like the penis is ever visible, except when mating. Female: Mother version. Gatorclaw Same as Deathclaw Barnacle A rod that thins the longer it reaches. Can reach up to 10 times their own length. chance to see this: 1% at best. After a while barnacles touched by the tip of a rod multiply. Funny fact. Possibly disabled by nsfw disabler setting. Humans and Humanoids All: naked versions (nsfw toggle) All: removability of undergarments, and ability to re-equip things onto corpses. With NSFW Off, may look very funny. With nsfw, more realistic. Loot All: Does NOT loot undergarments. Those must be looted manually. By stashing on a corpse, it is auto equipped unless they already have one equipped. Male underwear. Female Panties. Female Bra. The ability to have more variants. Both genders can wear the above. Only one underwear/panties piece can be worn at a time. Bra is separate section. May have random comments while in only underwear. May have more random remarks when in other gender's undergarments. Likewise if naked. Likewise if you strip a corpse of undergarments or equip it with the other gender's undergarments. Reputation? (these) Random comments = reputation penalty Creatures classified: Humans Ghouls Super mutants Items Underwear (male) Panties (female) Bra (female) Feral Ghoul Outfits Shackles - metal rope, strength 8+ to break, more janky and clanky to drag around, not as flexible as rope Usable Handcuffs Rope - tie up bodies (alive) and corpses and attach them to poles or walls or drag them around, breaks with strength 5-7 Truncheon - like conan exiles, but restyled for Fallout - for knocking things out Tranquilizer Rifles and Pistols - may also be syringer mod Builds Pillory - Wood strength 8-10+ to break Pillory - Metal - unbreakable Pillories come in 1x to 5x versions. That's the number of captives it can have. Iron Maiden Chokey (like Matilda) Noose - can use on tree or similar overhang - function disabled when nsfw disabled (Noose Stand) - purely decorative when nsfw disabled 1x, 3x, 5x, 8x, +others between 1-15. The number of simultaneous executions. Function requires nsfw. Disabled nsfw makes it purely decorative. Guillotine. Function disabled when nsfw disabled. Without Nsfw makes it purely decorative. Jail Cells Captive Cages - don't require power Powered Captive Cages - don't lure anything in Electric Chair - function requires high power, and may be disabled to purely decorative when nsfw disabled Features Body dragging. Body placement. Multi-body dragging by using shackle chains and rope Body = both alive and dead Animal Mating and Breeding Animal lactation - for breeding, Brahmin can be milked while lactating. Milking also prolongs lactation duration by a few days. Max duration is a few months. Waiting causes pain snorts and moos because they're full of milk. That's based on reality. Max duration is based of that day. Tomorrow you can extend it further, but not today because today the max duration has been reached. I really hope you understand what I'm saying about the duration. It's basically a limit to cause them to actively milk to prolong, instead of being able to spam it to a years worth so they can stay away for a while and come back to a lactating brahmin. Also, when it births, it becomes lactating and at max duration. Now know what I mean by they can extend it? They wait a few days and come back and milk it a few times they basically reset its duration. Milking: can only get up to 3 milkings per day Other creatures, like goats, may have similar features. All mammals have lactation for breeding. Reptiles don't. Same for bugs. Milkability is a whole other story. Did you know some people milk horses and camels? As such other milkings are at the discretion of the mod creator. I'd probably have it require high intelligence for other animals, like radstags, but easy for Brahmin. Baby feeding may do the milking for you, using a milking count and extending the duration. When it reaches weaning stage it no longer feeds that way and thus the timer will clock down unless you milk the milkable creature. When the timer is up, they revert to thin nipple status and cannot be milked. NSFW: Sex. Has its own toggle that requires nsfw toggle to be on, and it automatically disabled when nsfw is toggled off Most of this was made because others like this sort of content. Common/Friendly: enabled by sex. Hostility requires further toggles. Rape: another toggle requiring sex. Allows you and raiders to rape. Raider and self may be split. NOTE: ALL VERSIONS OF RAPE BY AI ARE TO BE VERY RARE. Except maybe from raiding parties (raiders). Self Rapist: Allows you to rape. Requires either Raider Rapists OR Deathclaw/Gatorclaw Rapists to be toggled on. Raider Rapists: allows Raiders to try to rape people. Requires Sex toggled on. Deathclaw/Gatorclaw Rapers: Another chance at life, but you're gonna need allies to free you from them. Has its own toggle. Requires Sex toggled on. Separate from Rape. Does NOT require Rape toggled on. WARNING: This part gets a bit detailed. Skip if you don't want details or are squeamish, or your folks or roommates who don't like this stuff are reading over your shoulder. They hold you for longer, giving allies a chance to shoot and stun them. They deal less damage with this grab type. Opposite genders have higher chance to do this grab. They'll sniff a bit, then rip an armor piece, then chances release or rape attempt Rape attempt: they will first rip off each armor piece one by one, which must be retrieved from the ground. They they will greatly damage your underarmor until it has no durability left. You will need to repair it. They they will either damage or try to remove your underwear, which may also damage it. If the Male uses his Penis to do so, minimal damage will occur to your underwear, if any. If you are not the target and you see the penis, you can shoot it for insane damage with stun. You can cripple it as well, with enough damage. If you cripple the penis, that one will be disabled from prolonged grabs. Naked Rape Attempts: Setting: Anal chance modifier. Normally lower than mouth. Chance male will do: 10% or less. Increased to 50%+ if they've already done so. Greater vs females. Chance Female will do it no more than 5%. Up to 40%(vs females) or 75%(vs males) if they've already done it. Why gender-based differences? One reason: pheromones. Male claw vs female target: Will rape May pet their body Rarely will go anal or mouth. Infuriated may strangle, or penile strangle. Tortures them. Male claw vs Male target: Try normal rape attempts, lightly damaging target's groin area. May get enraged and either release, or strike target's groin then release. May try a different approach. Penile Play: moves, grabs, and pets the target's groin, causing the target further embarassment and humiliation. Target may flee when released instead of retrieving gear and continuing to fight. Deals little to no groin damage. Anal. Mouth. May strangle or penile strangle. Tortures them. Male Claw vs any: torture shred eat torturously pick to pieces torture penile - uses penis to torture target torturously pick to pieces penile - uses penis to pick them to pieces, slicing them up and removing their organs using his penis Penile Strangle = uses their grabby penis to strangle the target Female claw vs female target Opens cloaca towards them. Eventually notices no penis, and then enrages. Pets their body. Tortures them. Female claw vs Male target Opens cloaca towards them. If they erect penis the claw will get closer and have sex, or at least try to anyways. No erection? Eventual enragement, followed by either release or groin attack then release, or torture. Any claw vs any: torture eat pet pick to pieces At any time, with low chance, claw may decide they want to keep their target as a plaything and will pick them up and run away, carrying them to a cave. With this may also add a deathclaw/gatorclaw specific way of containing prisoners. Companions: Friendly Deathclaw/Gatorclaw Chance. Higher luck, better chance of neutral claws. Within those a chance (increase with better luck) that there are some friendly ones. From those likewise for recruit-able ones. Make sure the settlement knows it's a friendly. From those likewise for Companion-capable ones. From those likewise for becoming one of detailed design, with a name, personality, likes and dislikes, etc. With nsfw and sex, may be able to have more likeable humanoid bestiality from them instead of violent rape. That one might also require Claw Rape, but what if you don't want rapers? Best to let that be reduced (less restricted) so ya don't gotta risk that. Other Builds and Tools for capturing, moving, containing, torturing, or executing creatures and foes. Ok works on everything. Gonna try against one who's got Plot Armor? SOL. Provides for every bit of insanity some people like, while also having the ability to disable such parts. That means sex and bestialities. Mostly sex. The only real bestiality is Deathclaw/Gatorclaw. Unless the mod creator adds others. Preferably has better contact points, and better joints than base game, as moving things around can be a bit wonky. As well as such contact points slightly modifying any relevant animations to make them look more realistic and hopefully with better flow. May also cause restriction animations to be relevant as well as alternate outcomes for character's (player and/or NPC) failed attempts. - If I make this mod, it'll be a huge one. One where about 50% if locked behind settings toggles. One that reskins most of the game and adds a few extra features and functionality, with a few extra items as well, and my first 10000 attempts will be fails. I've never made a character blueprint like that ever, let alone attempted to mod a game. It's gonna be many years before I figure out how to use the kit, and blender, and unity, probably decades before I figure out unreal engine. I'm slow at learning tech ok. I have yet to get the PC version, and I'm not allowed to buy it atm. "Inflation" and all that ruining prices for my already penny-pincher family. TMI Maybe I should delete this. Is this even up to standards with what we're allowed to post? Please reply to that part first and foremost, then everything else. It's not too long, is it?
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Hi, I’m Krystin — Kry — YourHonorTheyNeededToSuffer. Nothing is built yet. This is the plan. I’m making an expansion-scale crossover that feels like it grew out of Pelican Town’s soil: a hero college on the edge of town, cozy first, feral second, fully playable. What this is Stardust Institute adds a living campus to Stardew Valley. Twelve romanceable, college‑aged Class 1‑A students. Five teachers. Four roaming villains who cause trouble without wrecking saves. The Farmer stays quirkless. Power comes from Titles — Hero, Villain, Civilian — and from support gear you earn by doing things, not by breaking balance. Day loops stay Stardew. Nights get weird. Why I’m serious I’m self‑taught and proud of it. I’ve coded for years. I built ArchiveMate, a 24,854‑line Discord bot, by hand. It parses AO3 links, generates embeds, stores searchable metadata, and keeps multi‑server fandom spaces sane. It’s my magnum opus so far. I write longform on AO3: ~2,937,611 words, 51,305 hits, 1,951 kudos, 1,167 bookmarks, 524 comment threads, 108 user subs, 271 work subs. I run Smash Reads: Explosive Book Club and DM UA Next Gen, a home‑brewed D&D campaign with custom Roll20 sheets and assets I built myself. I’ve been learning pixel art, sprite work, and animation for two weeks and I’m obsessed. I finish what I start. The vibe (you can hear Bakugou yelling already) Cozy mornings. Parsnips. Class at noon. Hawks heckles you from a balcony. Evening training. Open‑mic nights with Jirō. Late‑night mines run where a villain pops a dramatic monologue and then drops a reward chest because this is Pelican Town and we clean up after ourselves. Plus Ultra, but wholesome. The plan This is the build path. No hand‑waving. We ship in clean slices. Tech stack • Stardew 1.6 / SMAPI 4.x as the base. • Content Patcher for data and maps. • Json Assets for rings, hats, boots, and props. • SpaceCore as a shared lib. • GMCM for toggles and options. • Expanded Preconditions Utility for event gating. • Mail Framework Mod for letters and rewards. • Farm Type Manager for night/mines encounters that don’t break maps. • Tiled for map authoring. CP patches inject everything. Use 1.6 native shop data. Repo layout /StardustInstitute /[SMAPI]StardustInstitute.Core — C# mod: title system, CP tokens, hooks, GMCM /[CP]StardustInstitute.Base — campus maps, warps, base shops, map patches /[CP]StardustInstitute.Events — events, Special Orders, festival injections /[JA]StardustInstitute.Items — JA items and gear /[MFM]StardustInstitute.Mail — letters and rewards /[CP]Stardust_NPC_ — one pack per NPC: dialogue, schedules, portraits, sprites /_art — portrait and sprite specs, palettes, style bible Content specs • Portraits: 64×64, vanilla‑friendly palette, 8–12 emotions to start. • Sprites: 16×32, light walk frames, seasonal outfits later. • Hagakure: invisible world sprite gag with shoes/scarf hints; normal portraits. • Dialogue cadence: seasonals, festivals, marriage, schedule lines. • Heart events: 2, 4, 6, 8, 10 hearts. Confession at 10 with item unlock. • Titles token: {{Stardust.Title}} and helpers like {{Stardust.IsHero}}, {{Stardust.IsVillain}}. • Title flips via Special Orders, choices, and tiny prank chains. • Shops and scenes shift with Title and hearts. Quirks — design, balance, and implementation (the real plan) Philosophy: quirks are flavorful constraints and small powers, not save‑breaking abilities. Canon students get canon‑coded quirks; townies get "everyday" micro‑quirks (cute, safe, loreful). The Farmer stays quirkless to keep the story grounded and the code sane—your power fantasy is Titles + support gear. How quirks show up in gameplay • Buffs: We use Stardew’s native Buff system (1.6) for timed, stack‑safe bonuses. Think +1 Speed for 5m, +Luck at night, tiny Defense when raining. No custom VFX engines. • Support gear: Quirk‑adjacent rings/boots/hats via Json Assets. Gear grants small stats or conditional procs; earned through events or Special Orders. • Events & gags: Short CP/Events scenes that demonstrate the quirk (e.g., Kaminari frying a lamppost; Todoroki’s cold side frosting a puddle tile art). Purely cosmetic map tiles swap in/out with CP tokens. Implementation stack • Data: Each NPC gets quirkId, quirkTags (e.g., elemental, support, mobility), and a list of buff recipes { when, duration, effect }. • Tokens: Core exposes {{Stardust.QuirkActive:<Name>}}, {{Stardust.TimeOfDay}}, and reads weather/season to let CP branch dialogue and tiles. • Triggers: – Dialogue triggers (keyword choices), – Event steps (successful prompt → grant timed buff), – FTM encounter hooks (night/mine nodes give a short quirk demo + reward). • Safety: Buff magnitudes are Stardew‑small; most < +2. Durations short (2–10 in‑game minutes). Hard caps prevent stacking exploits. Townie micro‑quirks (examples) • Evelyn – Green Thumb: watering flowers in view grants the player a tiny +Luck for 3m (flavor only). • Clint – Warm Hands: near Clint at the furnace in winter → brief +1 Mining. • Gus – Hospitality: eating at Saloon grants a mild +Energy regen for the walk home. (These are map- or schedule‑conditioned, not global.) Canon student quirks (MVP behavior) • Bakugou – Explosion: training event → short Adrenaline buff (+Atk/+Knockback); gear = Blast Gauntlets ring. • Midoriya – Analysis: after battle talk → Insight buff (+Luck/+Defense); gear = Analysis Notebook hat. • Todoroki – Half‑Cold Half‑Hot: weather‑aware micro‑shifts: hot days → slight -Energy drain; cold days → slight +Defense; gear band toggles the edge cases. • Kaminari – Electrification: night mine node → Overcharge (+Glow/+Magnetism) with optional funny "brain‑fog" cosmetic debuff on overuse. • Iida – Engine: dash emote at 10h event; boots grant +Speed within safe bounds. • Jirō – Earphone Jack: evening Resonance buff at jams (+Luck/+Speed); gear = Amp Wristband. Player Titles interplay Titles modify thresholds and text, not raw quirk power. Example: Hero title unlocks extra training scenes; Villain title unlocks mischief chains; Civilian title keeps cozy routes. Shops and mail rotate stock with Title. Balance & accessibility GMCM sliders: Quirk Intensity (Off / Light / Standard), Encounter Frequency, Visual FX (On/Off). Defaults are Light + Friendly. All effects are reversible and time‑limited. Save safety first. Performance rules No per‑tick scanning. We hang buffs on event steps, dialogue choices, daily start/end hooks, and FTM triggers. Tile swaps are CP‑token gated and unload when off‑screen. Profiling happens every milestone. • Portraits: 64×64, vanilla‑friendly palette, 8–12 emotions to start. • Sprites: 16×32, light walk frames, seasonal outfits later. • Hagakure: invisible world sprite gag with shoes/scarf hints; normal portraits. • Dialogue cadence: seasonals, festivals, marriage, schedule lines. • Heart events: 2, 4, 6, 8, 10 hearts. Confession at 10 with item unlock. • Titles token: {{Stardust.Title}} and helpers like {{Stardust.IsHero}}, {{Stardust.IsVillain}}. • Title flips via Special Orders, choices, and tiny prank chains. • Shops and scenes shift with Title and hearts. Roster Students: Bakugou, Midoriya, Todoroki, Kaminari, Iida, Tokoyami, Ashido, Uraraka, Yaoyorozu, Hagakure, Kyōka Jirō, plus one more slot held for balance testing that locks to Jirō for v0.1. Teachers: Aizawa, Present Mic, Toshinori, Nezu, Hawks. Roamers: Tomura, Himiko, Dabi, All For One. Gear mapping (MVP feel) • Bakugou — Blast Gauntlets ring: small Atk/Knockback, short Adrenaline buff from training. • Midoriya — Analysis Notebook hat: Luck/Defense bump, flavor popups for enemy hints. • Todoroki — Thermoregulator band: tiny stat shifts on hot/cold days. • Kaminari — Overcharge clip: Glow/Magnet, cosmetic brain‑fog if stacked too high. • Iida — Engine greaves: Speed bump, dash emote cutscene at 10h. • Tokoyami — Shadow cloak: Defense at night. • Ashido — Acid‑proof gloves: faster mining. • Uraraka — Weightless charm: lower stamina drain. • Yaoyorozu — Creator’s satchel: occasional bonus craft yield via mail perk. • Hagakure — Surprise sash: stealthy interaction gags. • Jirō — Amp wristband: small magnetism and an evening Resonance buff. Map placement Campus entrance sits on the Pelican edge for v0.1 to keep dependencies low. Later, GMCM can move the entrance near East Scarp or Ridgeside. Interiors ship minimal first, expand with milestones. Event philosophy Short, flavorful, safe. Events respect day flow and save integrity. Nothing permanent gets bricked. Villain encounters arrive via FTM in specific spots at night or deep in mines and end with a neat bow and a lootbox because this town recycles drama. Milestones M0 — Skeleton • Create repo. • Implement Core tokens and GMCM. • Campus shell in Tiled. • Pelican warp and base shop with 1.6 shop data. • Items pack with two rings and one hat. M1 — Vertical slice: Bakugou • Portrait set and sprite. • Spring schedule, base dialogue. • 2h and 4h events. • Special Order unlocks Blast Gauntlets. • Festival flavor lines. • QA: pathing, token sanity, Title flip. M2 — Template + Midoriya • Clone NPC pack template. • Add one teacher with minimal route. • First villain encounter in mines. M3 — Jirō + Systems polish • Jirō full pass with music nights. • Resonance buff wiring. • Campus commons polish. M4 — Roster and festivals • Expand remaining students. • Add more Special Orders and festival routes. M5 — Entrances + compat • GMCM entrance toggles. • Light compat passes for popular location mods. QA and packaging Test clean on a fresh save with only deps. Zip packs independently. README covers load order and deps. Include GMCM screenshots and a troubleshooting section that tells players how to post SMAPI logs without crying. What I want Collaborators. Pixel artists. Portrait painters. Writers who live for banter and event beats. SMAPI/CP/JA coders. Playtesters who like breaking things kindly and writing good repro steps. Modders who want to learn together. This project is big and absolutely doable if we move in slices. Open questions I want to solve together How far can we push event density without stutter. Where Titles should influence festivals. How many romance arcs ship in v0.1 without drowning. Best visual balance between MHA style and Stardew tone. Whether villains get relationship meters or stay as encounter flags. The heart‑event cadence that feels right inside a Stardew day. Final yell I love Stardew. I love MHA. I want Bakugou yelling about watering schedules while Haley pretends not to hear him. I want Jirō running open‑mic nights at the Saloon. I want the mines to sparkle with villain drama that ends with a tidy chest and a polite “good night.” I want a crossover that plays like it belongs here. If this makes your brain light up, come build it with me. I’ll bring the code and the spreadsheets. You bring your weird, your art, your words, your tests. We’ll make Pelican Town go Plus Ultra and still be home when the day ends. — Krystin / Kry / YourHonorTheyNeededToSuffer
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If you cast a fireball at an object, the script detect that and adds a spell for fx and/or fx effect on the object. I need the best method. Add a flame cloak spell to simulate burning. Then, the texture changes depending on the damage. Then leaves an ash pile, too round.
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Hi, I was just thinking - I have a mod that burns bodies (and makes them disappear)...it's: https://www.nexusmods.com/skyrimspecialedition/mods/10614 So I'm wondering if the same could be done for wooden furniture? Fire spells could be used to burn furniture - which would either delete it completely after a few seconds of burning, or could turn the furniture into an ash pile if that's even possible...that way if you burn a container like a barrel / chest, you can still loot the items from the ash pile. For quitting factions - I was thinking...what if you start a playthrough as a member of the Dark Brotherhood but then decide you want to join the Thieves' Guild instead? I mean, there's nothing wrong with doing both...but from a roleplay perspective, it makes sense to 'quit' one guild to join another. It could be done by adding dialogue options to "quit" at a certain point in each factions questline: "This guild isn't for me." (or something similar). That dialogue option could "Fail" the questline at that point. Kind of like what happens if you 'break the rules' of the guilds.
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An idea I was wondering if it's possible to make, There are quite a few physical objects in the game. instead of just kicking and stomping on them just pick up all those empty beer bottles, trashbags and other junk you find around the city and throw it around. Sure it wouldn't be too useful, but interactivity is always fun, it was one of the major positive of the HL games, I think it would bring more fun in CP too.
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Ragged Flagon - Invisible Walls, Floor, Objects, and NPCs
Guest posted a topic in Skyrim's Skyrim SE
It's been a reoccurring issue that whenever I go into the Ragged Flagon (not including the Ratway or Cistern), that I'm encountering invisible walls, meshes, objects, and NPCs. Collision is enabled on all (if not most) of the invisible objects, and NPCs appear visable when entering out of the zone of invisible objects. I don't know what is causing this issue. I've tried disabling certain mods affecting the cell in the past. The invisible meshes don't always appear, but when they do, they constantly appear every time I enter. I've checked SSEEdit, and here's the list of plugins affecting the cell 00016BCF: [05] Unofficial Skyrim Special Edition Patch.esp [FE 004] Landscape and Water Fixes.esp [09] LegacyoftheDragonborn.esm [18] EnhancedLightsandFX.esp [FE 00A] ELFX Shadows.esp [23] AI Overhau.esp [3F] SkyrimSewers.esp [54] MilkSSE.esp [FE 05E] ELFX Shadows - USSEP patch.esp [70] ThievesGuildLadder.esp [71] Sneak Tools.esp [bC] Alternate Star - Live Another Life.esp [FE 006] ELFX - Hardcore.espDo I need to disable one or two of these plugins, or do I need to do some cleaning in SSEEdit? I've auto cleaned the rest of my mods that needed cleaning according to Loot (via Mod Organizer 2). -
Running a challenging survival modded FO4, I've encountered a very irritating bug/problem which gives random objects very low res textures making them very blurry which is very distracting. I had this problem before and used enb's shadow boost to fix the issue, but obviously with the creation club update being a plague to our mods, that no longer works. I have already tried adding the "iTextureUpgradeDistance1" ect tweaks and mipmap tweak to my ini's but to no avail. I am NOT using the official HD texture pack. Also it isn't a texture issue directly related to those that have it, as one time the texture can be fine, then the next time I load it up it will have it. Is there a way to stop these horrible low res textures occurring? here are some examples: https://imgur.com/a/tSay4 Thanks in advance for any help. EDIT: Incase anyone needs it, I fixed it by changing the video memory in enblocal.ini by lowering it from 10gb to 4gb.
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So basically my issue is that when I walk into my settlement (Not fast travel) the objects in the settlement don't load in right away. I'm not talking about the low res textures that are a problem in the game but like whole objects will fade back into existence after a little while (And grass won't load in at all unless a save and then load said save). I'm assuming it's either an issue with my hardware (My game not being installed on an SSD) or engine limitations with the game not being able to load in large settlements without a loading screen. Either way I'd really appreciate someone offering some advice on how I can fix this issue because it annoys me like crazy. PC Specs Windows 7 Professional 64Bit i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz 16384MB RAM DDR3 NVIDIA GeForce GTX 980 4095 VRAM OS installed on SSHD Game installed on a HDD Load Order (Yes I'm aware it's large): Fallout4.esm=1DLCRobot.esm=1DLCworkshop01.esm=1DLCCoast.esm=1DLCworkshop02.esm=1DLCworkshop03.esm=1DLCNukaWorld.esm=1Homemaker.esm=1Snap'n Build.esm=1SettlementKeywords.esm=1EthreonMasterPlan.esp=1Unofficial Fallout 4 Patch.esp=1FFO.esm=1Pip-Boy Flashlight.esp=1Craftable Armor Size.esp=1Craftable Armor Size - Fix Material Requirements.esp=1Lever Action Reload Fix.esp=1VisibleCompanionAffinity.esp=1soakerfix.esp=1CutWeaponModsRestored-GOTY.esp=1Scrounger DLC Fix.esp=1Free_the_Beards_NW.esp=1Decal Stain Remover REDUX - All DLC.esp=1Protected Arena Combatant.esp=1ModdableRobotSettlers.esp=1UncappedSettlementSurplus.esp=1Better Settlement Defence.esp=1CleanSoup.esp=1Expanded Railway Rifle Mods.esp=1SA-SyringerAmmoOverhaul.esp=1HomePlateWorkshopSettlement.esp=1ImmersiveDrumlinDiner.esp=1Far Harbor Bridge.esp=1CombatZoneRestored.esp=1FlaconOil HD ReTexture_Performance Pack_Part_1.esp=1FlaconOil HD ReTexture_Performance Pack_Part_2.esp=1Langleys HD Textures Workshop.esp=1Brotherhood of Steel Kit.esp=1HDCreaturesRework2K.esp=1HD Creatures Rework - Far Harbor.esp=1HD Creatures Rework - Nuka-World.esp=1MaterialSwapFixes-Combined.esp=1MK_ComponentsRedone.esp=1detailedferalghouls2K.esp=1MMP4APA-blue.esp=1Consistent Power Armor Overhaul.esp=1Brotherhood Power Armor Overhaul.esp=1InstitWeapPosit.esp=1Better Cooking Stations.esp=1LoreFriendlySurvivalChems.esp=1LooksMenu.esp=1LooksMenu Customization Compendium.esp=1AzarPonytailHairstyles.esp=1Lots More Facial Hair.esp=1Mama Murphy the real.esp=1Edit_Hancock.esp=1MatsCustomCompanions1.4.esp=1Subtle Face Tweaks - Piper.esp=1EveryonesBestFriend.esp=1EPO_LowHDR.esp=1Vivid Weathers - FO4.esp=1Vivid Weathers - FO4 - Far Harbor.esp=1Vivid Weathers - Nuka World.esp=1Vivid Weathers - Natural Bright.esp=1Vivid Waters.esp=1FFO.esp=1FFO_Vivid_Weather_Patch.esp=1EvilViking13_PatchworkSanctuaryBridge.esp=1My_Minutemen.esp=1WattzLaserGun.esp=19mmPistol.esp=1SigSauer127.esp=1DPAssaultCarbine.esp=1DPAssaultCarbineNukaWorld.esp=1Survivalist GoBags-Chem Station.esp=1EnclaveX02.esp=145autoPistol.esp=1Hellfirenew.esp=1ChinaLakeandHolorifle.esp=1Tesla X01.esp=1CROSS_BreakActionLaser.esp=1Trapper Helmet.esp=1DOOMDesertEagle.esp=1GreaseGunSMG.esp=1pipeshotty.esp=1R91AssaultRifle.esp=1ClassicSniper.esp=1M2045MagnumRevolverRifle.esp=1HuntingShotgun.esp=1Makeshift-Anti Materiel Rifle.esp=1Mauser.esp=1Plasma Cycler.esp=1ABundleofTape.esp=1HeavyGunnerArmor.esp=1K9TacticalHarness.esp=1DX Commonwealth Shorts.esp=1BodrakeShockCollar.esp=1Live Action Handy.esp=1Automatron Protectrons Expanded.esp=1Nuka World Bot Fixes.esp=1RobotFactionPaint.esp=13in1.esp=1Crimsomrider's Likable Strong.esp=1Fr4nssonsLightTweaks.esp=1extendedLightsWS - No shadows.esp=1Faded Glory - Improved Lighting.esp=1SPTFIRE-PERFORMANCE.esp=1SPTFIRE-NUKA.esp=1ODSC.esp=1PowerArmorVoice1.esp=1Reverb and Ambiance Overhaul.esp=1BetterStores.esp=1BS-ExtraCustomProps.esp=1BS-FarHarborExpansion.esp=1ButcherMeatRack.esp=1Campsite.esp=1Canopies.esp=1Eli_PlantPots.esp=1CraftableWorkingWaterPipes.esp=1CREAtiveClutter.esp=1CWSS Redux.esp=1dinoshelf.esp=1g2m_Workshop_Nexus.esp=1ManufacturingExtended.esp=1DLC items to manufacturing.esp=1Northland Diggers New.esp=1EvilViking13_MinutemenMorale.esp=1NukaVimRack.esp=1RealTroughs.esp=1Sandbag Fortifications - Version 2C.esp=1Crimsomrider's Slavery Mod.esp=1Farm.esp=1Farm_CP_NorthlandDiggers.esp=1SnapBeds.esp=1Thematic and Practical.esp=1Thematic and Practical - DLC.esp=1cartman1975_warehouse.esp=1BusySettlers.esp=1EvilViking13_WastelandWalls.esp=1Crimsomrider's Unique Furniture.esp=1WWP - PC.esp=1Arena Rugs.esp=1TD_DLC01Workshop_Addons.esp=1VanillaExtensions.esp=1LanternBottles.esp=1CastleInTheSky.esp=1CabinInTheWoods.esp=1ExoticWorkshopCreatures.esp=1OCDecorator.esp=1OCDecoratorDLC.esp=1OCDispenser.esp=1GruffyddsSignsAndPosters.esp=1SignsOfTheTimesCategorized.esp=1SettlementMenuManager.esp=1Colored Workshop Lights.esp=1X-Mas_Strands.esp=1Wall Oil Lamps.esp=1Settlement_Markers.esp=1AkaInvisibleFurniture.esp=1woodysWastelandStuff.esp=1WorkshopRearranged.esp=1WorkshopRearranged_SnB_Patch.esp=1WorkshopRearranged_ButcherMeatRack_Patch.esp=1WorkshopRearranged_Campsite_Patch.esp=1Companion Fall Damage Immunity.esp=1Companion Infinite Ammo and Unbreakable Power Armour.esp=1Stm_DiamondCityExpansion.esp=1Settler Sandbox Overhaul.esp=1AutomatronCountyCrossingFix.esp=1def_inv_scrap_en.esp=1Campsite-Full-Sleep.esp=1Immersive Water Bottle Recycling.esp=1WorthwhileEyebots.esp=1salvagebeacons.esp=1Journey.esp=1ufd.HardcoreAutoSave.esp=1Realistic Survival Damage.esp=1DeadlyPredators.esp=1DeadlyMirelurks.esp=1DeadlierDeathclaws.esp=1DarkerNights.esp=1DarkerNightsDetection.esp=1MergedPatch.esp=1 If any more information is needed that I haven't provided, I'll be happy to oblige. Thanks for any help you can provide :smile:
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Hi there, I can't find a furniture mod again. It's focus was makeshift objects, like tables, beds and couches made of junk items (eg combined tires, concrete blocks and old wooden planks). All objects were exceptional high quality art, eg from a design student with harmonious enb pictures, on a similar level of Elianora's or fadingsignal's work - at least that's been my imagination at a nightly mod-browsing session. Maybe it's been an Sim Settlement addon/resources. Thanks in advance!
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So I have just reinstalled the game, installed all the mods that I needed and after starting a new game I saw this. https://ibb.co/dM4wHG https://ibb.co/bKJOxG The screen is blurry, all the objects have strange shadows around them. What can it be? It's not an ENB or any mods that change lightning (I use ELFX and CoT). I quess it may be something wrong with .ini files, but I can't figure out what to do.
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I'm making a city mod that changes land, objects and trees. I've made land LOD with oscape and objects TES5LODGen, and it works fine for me. My question is; which LOD files do i include to the public mod? For example, i don't want to overwrite entire Tamriel terrain for everyone that will use my mod, since i only make changes to Solitude area. To be more specific, terrain files come with Tamriel.4.[coordinates].btr, Tamriel.8.[coordinates].btr, Tamriel.16.[coordinates].btr and Tamriel.32.[coordinates].btr. Are those simply LOD files of different quality? I noticed Tamriel.4. has coordinates that are divisible by 4, Tamriel.8. by 8, and so on. Do i have to include files for every Tamriel.nuber. or just 4? Higher the number, higher the quadrants, so Tamriel.32. are one sixteenth of the whole Skyrim. Same with object files, except i don't have Tamriel.32.[coordinates].bto for those, only 4, 8 and 16. For trees, i only have Tamriel.4.[coordinates].btt. Any help with the question and other advice on how to best implement LOD for a public release is appreciated!
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For example, When i load up a esp file, i find some stuff on a shelf, When i delete them from the list, save the esp, start the game, the objects are gone. BUT when i exit the game, start up the GECK and load up the esp, the movable objects that i deleted is back and i have to remove them again.. Why is this? Cheers.
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Hello Everyone.. is the first time that i do this so.. i'm sorry if i do something wrong ;-; Well i've trying to play Skyrim Special Edition but is a kind impossible with the problem that i have... the reason i'm start this topic it's cause i'm having an problem with LOD on Ladscape, Trees, Rocks and other Objects, my draw distance it's alredy on maximum and still rendering things up- close, i don't know what do anymore i alredy try some mods like, Terrain LOD Redone, SSE Lod Generator but nothing seems to work, i don't have any graphics mods or textures that change anything i don't thing this should happend this might be an error or something like that.. if someone could help me i will be very thankful, here my system specs.. processor: AMD A6-7400K -2CPU - 4GPU 3.9Ghz graphics card: Radeon R5 2GB VRAM Memory Ram: Kingstom 8GB 1600Mhz HD 500gb
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I'm working on making The Castle Tunnels an interior settlement like Home Plate is, but I've run into an issue with certain objects not being scrappable. I'm new to modding, so I might have missed something obvious but I can't see it. I followed this tutorial - https://community.bethesda.net/thread/11633?start=0&tstart=0 - to create a functioning workshop in the interior and went through the script to ensure a player couldn't use the workshop without first beating Sarge (that was pretty much default). How can I allow these objects to be scrapped in workshop mode? You can find screencaps to show what I mean and the .esp here - https://www.dropbox.com/sh/a55a99otgzrad6c/AADq9wr5PhMVcFs0LLiAswixa?dl=0.
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Hello everyone, have an issue that's driving me nuts and I cannot for the life of me figure out what is wrong, so any help is appreciated. I'm making a mod that adds a workbench to both the interior and exterior of Fizztop Grille (I know there are mods for this, but I'm doing something a bit different), and for some reason the scrap mods or my own created scrap recipes don't work on almost all of the objects found inside/outside Fizztop Grille. Even things that the vanilla game lets you pick up and scrap won't actually be highlighted. Is anyone able to explain what's the situation here? I'm taking a guess, that it may be something to do with the fact that the interior wasn't designed for the workshop mode.
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Okay, so I'm a bit of a noob with the creation kit, but I have been getting better. Well today I decided I would try to remove all bloody bones and bodies on spikes. It all goes well until I go to delete bonebloodyhumanleg and bonebloodyhumanskull. Attempting to delete either two results in an intimidating forms window to pop up. The one with the leg bone mentions Hjerim (I never go there) but the bloody skull entry triggers a lot more warning about forms. When I first tested this, I was at Falkreath Watchtower, and despite a form entry for that location when I removed it, everything went fine. I only ran into trouble when I attempted deleting blood puddles from the database. Then my game crashed as soon as I swung my axe at a bandit. Reloaded, successfully killed 4 bandits, then it crashed upon attacking a 5th. Okay so I shouldn't have removed the blood puddles :P So I removed my plugin and figured I should post here and ask what should I do when faced with the form warnings. With anything really :D
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I'm experiencing a strange behavior with objects. This happens from time to time, i searched around and could not find anything about it. I guess it's related to physics, but i use bLockFramerate=1 (so framerate is locked to 60) and tried with iVsyncpresentintervall=0 and 1 (made no difference) and i don't experience any other physics related stuff. it's like suddenly objects/stuff/things/npcs get pulled slowly in one direction at one spot. only happened in citys. https://youtu.be/WnzxDt5CDmo modlist: Has anyone seen anything similar and knows what this could be?
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I've been working on changing a few things about this one mod, Glowing Items: https://www.nexusmods.com/fallout3/mods/18231?tab=description I don't have any game-breaking problems with it aside from the game crashing when I use too many effect shaders on too many objects at once (containers in particular). So, I'm looking into how to paint more specific sets of objects rather than blanket form types; that's armor, weapons, ammo, ingestibles, etc. To clarify, I use V2 (the plugin) of this mod. There's a form type referenced in the mod's scripts which I'm having trouble identifying (used in the context of arguments for GetFirstRef or GetFirstRefInCell in FOSE-enabled scripts). According to geckwiki.com, type id 29 is attributed to the form type "Ingredients," and I have yet to find a list of specific items which belong to this type in Fallout 3 (Oblivion likely having plenty). Is this form type just unused? Lacking a definitive answer, I'm hesitant to remove it from the scripts. There's another oddity concerning form types in Fallout 3's systems. There appears to be an "Armor" type as well as a "Clothing" type, but I'm to understand that all Fallout 3's clothing counts as an armor reference. Given that these two similar type ids exist, which one pertains to all the possible wearable items? Or do both types refer to them all? It's somewhat obvious to me that this form type system and its oddities are hold-overs from Oblivion, but I'd like to sort out what is and isn't used in Fallout 3. I'd like to make this interesting and useful mod more efficient as a result. Using the replacer version is likely easier, but I have other mods which use meshes I'd rather keep and which Glowing Items V1 would replace. The plugin version's use of effect shaders handily fixes that problem for me. Thanks in advance for any advice.
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Some of you may have seen me in mod requests asking for a mod that prevents settlers from using power armor. Instead of waiting for someone by chance to make it, I've decided to attempt building the mod myself. https://forums.nexusmods.com/index.php?/topic/4470945-prevent-settlers-from-using-power-armor/ (That's my post) Anyway. I went ahead and repurchased Fallout 4 for PC so that I may mod it myself. I've made a water mod (everyone should make one, really), and now I'm working on my original request. Unfortunately, I can't quite figure out where to begin. Sure, the Creation Kit's interface is nearly identical to the interface I used for modding Oblivion, but I have no experience modding AI behavior in this, although I do have a bit of experience in AI programming. Anyone have any clue where I could start?
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In Game World Editor I'm sure every PC player of both Fallout 3 and Fallout: NV has at some point trialed or played with either wasteland defense or RTS and although both great modifications with a ton of features it can be a little 'overbearing'. I would like to see some of the features of these modifications brought into a small 'World Editor' modification allowing for the player to remove and build items in a creative manner that isn't reliant on the gathering of materials or building of a town. The modification would ideally have the following features: 'Remove Gun' - A gun that when aimed and fired at an object in the Fallout world would be disabled or deleted. 'Copy Gun' - A gun that when aimed and fired at an object it copies the object allowing for placement by the user. 'Placement Tool' - A tool that allows the player to place objects that have been stored by using the copy gun. My understanding of G.E.C.K and modding as a whole isn't great but seeing as both RTS and Wasteland Defence can include features like this as well as a bunch of other cool stuff that it should be fairly simple to use the mods to 'cut' these parts out and into a new modification. This mod would allow the player full building/destroying control over the wasteland and I know that I would love a modification like such, especially if the controls were either simple or preferably controller supported. The modification could also be expanded to include features like resource gathering as a hardcore mode which then allows players to build and destroy but in a realistic manner. In a sense the modification i'm proposing is a very dumbed down and simple version of WD/RTS. Let me know if its possible or if you have any thoughts or suggestions on the idea!
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- rts
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Hi guys, I've been running into a recurring situation where I am building something in my settlement and everything is fine but as soon as I load the save and start moving around the settlement I start bumping into invisible walls/structures/objects this is bothersome because it blocks paths both for me and the settlers and I've found no way of fixing it so far. I've tried to select the object using the console but it doesn't seem to find anything, I've also tried scraping structures and objects around the area but the invisible object remains in place no matter what I do. Mods I'm currently using that I think might be relevant: Armorsmith Extended v2.0 Better Generator (x3) v1.1.0 Higher Settlement Budget Homemaker 1.21 OCDecorator 1.02 Settlement Supplies Expanded 2.5 Snap'n Build Greenhouse Spring Cleaning Stackable Concrete Foundations Working Food Planters Any help would be appreciated, I can provide screenshots or more info if you guys need! Thanks in advance. EDIT: It seems the objects appear in front of the "Inroom doorways" from the Snap'n Build Greenhouse mod. I'm going to try and contact the modder to see what he has to say. EDIT 2: I had to update the mod from v1.35 to v1.4 as the problem seem to be fixed now. Problem solved I guess. ;)
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I am experimenting with creating a mod that has "clean" construction objects. That is objects that look neat and freshly constructed, not like it was just made out of barely usable scrap material. To make this happen, I need to know how to replace the meshes and/or textures of objects that already exist in the game. This is my test case: http://i637.photobucket.com/albums/uu100/zrowngctr/Fallout/Fallout4/CreationKit/F4_GECK_ObjectMenu01_zpsbphzyvsx.png I am attempting to transfer the mesh of PlayerHouse_Toilet01 to workshop_BathroomToiletBroken01. This is so that instead of crafting a broken toilet, you get an intact toilet. I also want to know how to change the name of the object. And there are other objects which will need modifying as well. In some cases, I just have to change the texture to one that already exists ingame. In the more extreme cases, I will have to export the mesh, remove the holes/defects, retexture it and put it back. Any help with how to do any of the above tasks will be greatly appreciated.
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The Problem: Fallout 4 is pretty. As with most pretty games nowadays, it can be challenging to visually filter out the difference between the static environment and interactable objects. I am referring to virtually everything: items on the ground (weapons, armor, and junk), containers that can be looted, buttons that can be pushed, doors that can be opened, etc. When you walk in a room, it is not obvious which items can be picked up and which items are part of the environment. Players can learn to spot the difference, but it results in a lot of very focused peering at the screen. Alternatively, many players default to a time-tested technique, when you just blindly walk a route around the room and wait for the "E) Item/Action" prompt to appear, indicating you can interact with something. Many players are probably employing one of these techniques without even knowing they are doing it. In short, this isn't fun. The Solution: I am looking for a mod that highlights every interactable object with a glow. Every bit of junk, every lootable item, every pushable button, etc. Just a glow so that, walking in a room, the stuff of interest is immediately identifiable. The Examples: There are several mods out there that already highlight living enemies and dead lootable corpses: https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1953267 https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/917481 https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/891148 Lootable corpses are a good example but are really only a tiny subset of the problem. Actually, in my opinion, enemies and dead corpses are much easier to find by default compared to all of the junk. The Details: A list of potential features for the mod, some of which I'd call the basic requirements and some of which I'd call the "nice to have" extras. Virtually everything that is interactable by pressing "E" emits a glow. Hotkey to toggle it on and off, menu (holotape?) to customize options Customize the glow colors, perhaps based on conditions - containers glow one color, buttons and doors glow a different color, lootable items glow a third color, junk glows a fourth color. Customize the intensity of the glow based on various conditions - tiny junk items on a shelf such as a fuse glow much more intensely than a larger piece of junk, like a shopping basket. Or, perhaps, change the intensity of the glow proportional to the value of the item, or the weight of the item, or the value:weight ratio of the item. Probably include the same types of options for glowing enemies and enemy corpses, for the sake of completeness, even though that's been done already in the other mods. Configurable conditions such as enemy level, enemy health, items on corpses, etc. Configurable whether or not the container/corpse stops glowing after you've looked at it, and configurable whether or not it stops glowing when it's been emptied / is already empty. Configurable distance for the glow effect, or perhaps configurable intensity based on distance - some players might want objects to glow at longer distances than other players, some players might want the glow only when very close, some players might want the glow to be even more intense at long distances to compensate. A button/hotkey to manually disable/mute the glow on a specific item / item you're looking at, and/or all instances/references of that item. In order for players to manually address any unforseen issues / exclude any undesirable glows.
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im sure that everyone has tried to work with the DLC to make certain objects. one of the things i have worked on is a meat grinder for the various cages within the dlc. one of the most frustating things i have run into is how f*#@ing massive the pieces of meat from the various creatures can be. especially humans. there is not a single piece of meat that f*#@ing massive on the human body. with the conveyors and such that i have found on the nexus i have been able to for the most part work around the issue of the giant pieces of meat from the various creatures. but again a one pound piece of meat should not look like it is the thigh of an elephant but it is simply descibed "Human meat". heck even if i could just get a machine to can the human meat into manageable pieces it would be great. im sure everyone has seen a one pound chunk of meat at a supermarket and know how small it is. if someone could make all the meat sizes make freaking sense i would be very grateful.
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Hey there! I'm wondering if it is possible to make (for example) a cabbage not havok when a player drops it. I know you can make a static cabbage that you can't move or interact with and i know you can make a moveable one that falls when you drop it out your inventory. My goal is to let the player collect 'trophies' that they can have floating round their house without falling or moving. Like when you use a static model object as a misc item you can interact with, it will just hang in the air when it's in the world.
