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  1. Im requesting subway tunnel objects for the mod Subway Runner Revised. 1 TUNNELS The base game does not have Y or X subway train linking nor proper C curved subway train tracks. (for exterior there are such tracks). For dead end train tracks some kind of loops would be super nice. If people look closer all the interior subway tunnel architecture is for monorail (exterior) trains, either im missing something or its not fully finished in vanilla too (integration of exterior to interior tunnels). 2 PLATFORMS Platforms are side platforms its difficult to create island platforms. 3 ENTRANCE For the TransitStation01 there is collision for the door entrance (lower level) - player char cannot access from one to the other side. If anyone would jump on the train let me know if would greatly appreaciate the help since creating proper tunnel archtiecture would be king for this game, i loved it in FO3.
  2. As someone pretty darn new to modding, I've taken what I consider a 'shotgun' blast approach to it. More or less, getting my feet wet by just trying to do a little of everything. Some stuff I did okay at, a lot I just outright crashed and burned at. (To be expected ofc.) Now that I've gotten farther into my journey and some minor experience in using a lot of the tools, I want to go back to some of my first failures and re-try. The biggest being a custom backpack. It uses Qwibqwibmods Canvas Backpack as a base which I have added regular static meshes onto to give it a more unique look. (Throwing hatchet, bedroll, pickaxe, trooper helm, etc.) It was a pain in the ass for a good bit since I really learn best by just doing and failing but I slowly made progress till I hit a wall. I managed to get it into blender and added weight to the static meshes, linked a bunch of stuff that felt like it needed linked to things? A lot of the work done was me clicking random things, figuring out what it does and deciding if it was necessary or not. (Probs not the best solution but, I did find a lot of functions lol) I got the new backpack to show up when adding it into the GECK as a equippable. By itself, everything showed up in the render window the backpack, pickaxe, hatchet, bedroll, as a single item. The problem that got me to drop the mod was equipping it to a NPC, the backpack still showed up but all the additional pieces that I added did not. I couldn't quite get it fixed and chalked it up to inexperience. Now I would like to revisit this and hoped someone here could give a basic run-down of what functions are needed to make statics into equippable items? I would greatly appreciate it. EDIT: I should mention that I still have the .blend file for the backpack at the exact point I stopped. If someone needs it so they can look over Ill happily make a link for it. I can also export it to .nif if need be so you can see what happens on the other end.
  3. I have -2363p static in influence and i cant find where in the mods it happens. HELP!
  4. What i'm wanting to do is when a player walks through a triggerbox, an audio plays of rocks falling and several boulders that are disabled (I believe this is how it's done) appear to block the way out. Can this be accomplish this way and if so, how? I'm sure you can simply connect the audio to a trigger, but how do I have the second work?
  5. Hi all! So, I'm working on a mod that adds verious themed items to the workshop (nothing new under the sun), and have created a static collection for a small table. I was wondering how I would turn that collection into one static item? Thanks - Witchy ^-^
  6. Is a SCOL technically the same as a PreCombined Cell?
  7. I am learning the creation kit and this is my first attempt at ever making a mod. I want to add a car that has interaction options similar to power armor. Button 1: interaction, button 2: inventory. My basic idea is that if you put a single fusion core in the cars inventory, then use the interaction button, the car will start and rumble. But, if you put two fusion cores in the car's inventory, then use the interaction button, it will explode. Do I need to add a script for that or is there an attribute I could edit into the static object to make it work?
  8. Hello and I hope this day finds you well . When making a static collection the nif goes into the SCOL folder . I make a my folder in meshes to put the nif's in but it is extra steps to repath all the statics to that folder , how by default from start have the nif's go into my folder . Is it even necessary to do so . Looking at other peeps mods I see that they have there own folder . I have looked in the forums some and the webs but may have overlooked the info Also redirecting the static nif from the SCOL to my folder is ok but what of redirecting the same nif to the static collection that the static relys on for its mesh seem like both static colletion and static should point to the same path. Staying with the SCOL folder seems easy.>>> Update , when converting the ESP to ESL haveing to move and back up folders and delete others just to change file path , NOPE I will just continue to use the SCOL default setup as it has no prblem. also the missing texture thing when converting . Thankyou indeed .
  9. Premise: Remove the invisible walls (reduce the size of the collision boxes for static objects) so that arrows don't deflect off of an invisible barrier--four feet off the visible ground. I think it's a little ridiculous that this hasn't been done yet. Standing up on a cliff, nothing around me. The ground literally falls away, and there's nothing sticking up. Line up my long distance shot that I know will be a one-hit kill. Fire. Nope--the game engine says, "F you and your ridiculous, unnecessary need to have your arrows go where you want them. What, are you stupid?" It's time to make this a reality. Really, really fed up with arrows deflecting off invisible walls, getting stuck in mid-air around railings, (especially when said railings are ankle high--seriously, wtf?!). Skyrim has been out how long? And this has yet to be addressed? Come on, seriously? And so you know what in the Nine I'm talking about: http://oi63.tinypic.com/nqsj9z.jpg That shiss is getting really frelling old. I've had shots where the damned arrow is at least a meter off the ground, and stuck. Bethesda, wtf did you do to the collision boxes? Make them as big as the damned mountains I can't shoot off of? Please, please, pleeeeeeeeeze make this mod a reality. I'd do it myself, but I have no idea how, and I'm sick of dealing with these unnecessarily large collision/hit boxes around static objects. There is absolutely no reason the above should be happening, at all. I have nothing to offer, so here is some nerd porn in trade: If this isn't enough, let me know. I'll find more. lol Seriously, I'm half-tempted to offer up a membership just to have this mod made because I'm so frickin' sick of hitting invisible barriers, alerting the peasants that I then have to kill with a sword because they got too nosy for their own good about what that noise was. Edit: I know this mod exists for Fallout 4, and I can't remember the name of it. It allowed your rifle shots to go through railings, fencing, gaps between clutter, etc.
  10. Hello everyone. I am seeking advice and help on how to add a static item into the game to be used with my mod. I am currently laughing not from joy or happiness but from stress, to prevent me from pulling my hair out :pinch:. I am following a tutorial by Elianora , which is explaining how to mash meshes on static items in Outfit Studio. However, when I load the meshes I want to put together (L1_Shack_Single_PlankLng04_Brkn & DinerDoorSingle01) I see that there is no texture loaded; I locate and add the proper textures and get the objects in place. At this point I am thinking it is complete and move on to her next step (not sure if I really have to). I extract the Nif and open it in NifSkope, this is where I get confused. The objects have no texture and are all grey. So my question is, when I save the final product in OS, does it not save the textures related? If not how can I keep those textures associated with the right objects? My second road block is adding a static item from scratch into an esp that has no static items in it. In the tutorial she already has pre-made items in there that she can duplicate and make the changes. How does one add a brand new item into the esp using FO4Edit? I tried for a while and could not figure it out, every time my wife talks to me I am so aggravated I catch my self acting like Marcy Long. Any help on these matters would be a blessing from Talos. Thank you in advance. Tutorial I am following:
  11. Hi, This is my first attempt at adding large static objects to the Skyrim world, and I'm having mixed results. :confused: I've added a well and a roof, both slightly embedded in the terrain to simulate being covered over in some sort of rockslide as pictured in the imgur link below. The problem is, the well appears to have collision, but the roof does not--characters can walk through it as though it was not there, as seen in these screenshots: http://imgur.com/a/OKQbX However that same roof does have collision where it is used in Jorrvaskr in Whiterun: if I use tcl to toggle off collision, run "above" Jorrvaskr, and turn collision back on, I don't fall through the roof, rather I land on top of it. I don't know enough about landscape editing to even know what the problem is, then, much less how to fix it so that my half-buried roof will have proper collision. Help, please?
  12. Can someone create a mod that makes the items you place at your homes not to be in the floor after you visit your house again?a mod that makes the items where you placed them
  13. Hey guys, I had a playthrough with 130+ mods installed with no problems, except when I saw the fire barrel in Hangman's Alley, it was static with no animation, and from there on out every fire barrel is static with no animation. I have tried uninstalling every mod and deleting Fallout 4 and reinstalling. EVEN WITH a brand new install with completely vanilla game, the fire barrels just wont animate anymore. Please does anyone know what might be causing this. PS I had previously used nvidiaprofile inspector to cap my fps at 74 for my 144hz monitor. I also had shadowboost and enboost installed. I have since removed the fallout 4 Nvidia profile and both shadowboost and enboost before I reinstalled to a new hard drive. Thanks, this is my save that "started" the broken fire barrels.. please help! http://imgur.com/a/yy4jv I've posted this on the general forum as well.
  14. So I'm wondering Is it possible to add a visible reload effect when reloading the drops the used / old magazine from the weapon after reloading, and makes a sound when doing so? Think of when reloading the Tommy gun or others, you hear the drum magazine clatter to the ground. I'm wondering, will this be possible? Will it be possible to add sfx to the mag drop as well, or just the reloading sound of the weapons? Thanks!
  15. Hi there! I just had a simple question that I'm hoping some of you folks can get it straight. I just began work on a row house player home mod, and i wanted to make it look all cluttered with items. Only problem, most of those items are miscellaneous, movable items which can make for a big mess. I've seen many player home mods that use static versions of these objects to decorate the place. I'm not completely sure how they did it, but if i had to guess, it looks as if they converted every single model to static, which sounds beyond tedious to me. If that is what must be done, then so be it, but I was just wondering if there may be an easier way to do it. One thing i did try; I had grouped all of these pieces and put them into a loading screen static collection. Unfortunately, even though they were a static collection, the whole piece simply fell to the floor when i tested the physics. Could there possibly be a way to do this? Once again, if anyone has any insight into any of this, it would be greatly appreciated. Thanks! :happy:
  16. What could be going on? Surely I am not the only person this is affecting.
  17. Is there any mod for workshop mod out that delivers fitting types (concrete / wood / whatever) with EVERY size? (32 x 256, 32 x 128, 32 x 32) of floor / roof / etc? Is there a technical limitation? Wasteland Workshop for example delivers 128 x 128 floor tiles, but no 32 x 128 or 32 x 32. Many workshop mods deliver pretty "new" content like homemaker. But there is always something lacking. Either there are holes, or it looks stupid (or navmesh gapes). Sure you can scale it down via console. But because you cannot separate scale down X and Y scale, you have to place a bunch of them, and cause performance problems. For people who didn't know: 1 standard floor tile / wall has a size of 256 x 256 units.
  18. I've fiddling around with the Dragon Age Toolset and I'm trying to add my own custom static model to be used as a tile (such as a floor or a wall) I've exported a mesh in the correct file format and put it in the override folder. However, it does not appear in the pallette window. I know I am definitely missing something, but there are no tutorials on adding a static model. Can somebody help? It's driving me crazy.
  19. Hi everyone. Lately I have been trying to properly add a collision mesh to a simple tower I made, for no avail. Most tutorials are pretty outdated and many tools no longer available. I make my models as clean as possible in 3dsmax 2018 and export them to nifs using this plugin. They show in NifSkope_2_0_2017-12-27-x64 with no problems. I managed to get hold on NifToolSuite 1.2.2.978 and ChunkMerge 1.0.0.1, and after properly setting them up and picking the target nif, collision nif and collision template (with all the steps from the niftools wiki), both just crash soon as I hit the proceed button. My question for those in the know: What is the proper way of doing this for SSE? Which tools should be used? Any hint will be greatly appreciated.
  20. Hello all, I just started another mod, first in quite awhile, and have run into an issue I've not run into before. I've had success in the past with creating custom containers from models of static objects, but, for some reason, when I tried this time around, I have not been able to interact with the containers in game. It's like the GECK doesn't recognize the model as a container and continues to treat it as a static object. Is there some important step that I have completely forgotten? Thanks in advance, - NNG
  21. Hello, I require the help of a more or less advanced papyrus scripter about a specific script I had in mind. Nothing very complicated in my belief. To make it clear: -I am currently working on a house mod that makes us of a lot of custom meshes and skins. There are a few spaces for mannequins, racks, bookshelves etc... All the classic customization objects you find in about every single home mod. I wish, however, to push that player customizing aspect a wee-bit further. In my attempt to make a script using the various guides the wiki provides as well as youtuber's videos, I have unfortunately miserably failed (to the point I managed to make one of my cells crash CK upon loading. That's called Critical Failure in older RPGs, right?) That is why I require your help and guidance for this. -The script I had in mind is an activator, let's say it is a button, that upon pressing, pops out a menu (I managed to script that far flawlessly), allowing the player to choose, let's say, Static A, Static B, or Static C (etc...). For the sake of vulgarizing, let's say they are Hold shields of Whiterun, Solitude and Windhelm, allowing the player to choose their allegiance and display it at home. -Upon the PC choosing, for example, Static A, the pre-placed static A in a specific location and set to INITIALLY DISABLED in the cell will appear, while automatically "telling" Static B and C to be set to disabled, thus only showing Static A. Same thing upon the PC choosing Static B in the menu. A and C will be disabled and B will be switched to enabled. etc... As you may have guessed, I have a very clear idea of the kind of script I need, but alas do not have the knowledge (nor the patience, truth be told) to finalize it. How should I link the statics to the activator? By Parenting? Linked ref? What script lines should I type in? Thank you sincerely in advance for any help you could provide. As a teaser, here's a pic of the mod I'm working on.
  22. Hello all! I am a new to Skyrim modding and modding in general. In my mod, I was trying to disable the flame that appears in the CandleHornWall01 object for a Inn I am creating. I simply want to have the candle down on a table as if being worked on. This would look better if the fire did not appear. I've tried to use the "Turn Off Fire" checkbox in the reference editor, but it doesn't seem to work. Is there a step I am missing? What would be the best approach to accomplish this task? Thanks! CSCGUY
  23. So my problem has been here for a while, but after countless searches I havent found any solution. Its a weird problem, because I dont think it is necessarily revolves around Skyrim. ..But being the noob I am with computers, I need help. The problem is: I start Skyrim, play for a while (maybe 5-10min), the sound starts gradually becoming static and like its blowing up my speakers, and it keeps becoming worse and worse until it eventually vanishes. So after a while, there will be no sound. Now, I tested this a bit, and one time I was also listening to a song in the background; funny part: The song also became static with the skyrim sound, and it seems like all of the sounds on my pc become like this, as if it is a problem with my computer, you know? But this only happens when I play skyrim, so they must be connected? Usually when this happens and the sound is completely gone, I would TAB out to the desktop or something, wait for a bit, and the sound woul gradually be coming back, still static, and then it would become normal again. Then as I TAB back into skyrim, it would happen again. So its only when Im playing skyrim, and tabbing out seems to clear it up, but I want to be able to play skyrim with sound. I have no idea what could be the cause, if its skyrim, if its my pc, or if something is just no compatible with each other. Please help. Tell me what to write if you want to know any more details. Intel® Core i7-4810MQ CPU @ 2.80GHz 12GB RAM 64 BIT
  24. Hey guys, for some reason a handful of statics in the creation kit are invisible for me. Invisible meaning, that their textures are not rendered, while the shadow e.g. is (have a look at the attached screenshot, it shows a couple of stairs, but as I said, only the shadow is visible). Also, if I attempt to modifiy the item, and choose "Edit" next to the model path - giving me the "Model Data" window - the model is correctly rendered in the preview window. And if I start Skyrim, with the just created plugin activated, the model is also completely visible in the game itself. At first I thought this would simply be a texture issue, but the fact that the creation kit's model preview and the game itself can correctly resolve the texture I have really no idea, why the render window of the creation kit refuses to do so. I tried googling the issue, but I didn't really find anything, because of the overwhelming amount of texture issues of other nature in the search. Does anyone have an idea that could help? Regards, Malz
  25. Hello everyone, today i got a problem with the GECK, while i'm making some corridors and rooms in my vault mod, look at the screenshots, can someone of you fix that up? http://image.noelshack.com/fichiers/2016/36/1473351166-screenshot71.png http://image.noelshack.com/fichiers/2016/36/1473351169-screenshot72.png http://image.noelshack.com/fichiers/2016/36/1473351176-screenshot73.png http://image.noelshack.com/fichiers/2016/36/1473351176-screenshot77.png
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