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Found 22 results

  1. Screenshots Thank you to anyone who has helped me with little tings in the past and for checking it out! Download
  2. Hi! Sorry if this isn't the right place for this. I thought it looked the most appropriate. The request: I'm making a smallish player-home style mod. Would there be anyone out there willing to test it? About the mod: The mod is called "Little Markarth House" but it is not actually a house. My idea was to publish a mod that some other modder could mod further, if they felt like it. Kind of like a game; "Mod My Mod" or something. :smile: That means that there isn't much there, but I would like it to be clean and without holes. (I left a boiled cream treat for you on a rock as a 'thank you'. I also left a tiny chuckle on the left wall.) The mod is added here as an attachment, You can find the house within Markarth, opposite the Silverblood Inn. The cell's ID is DM_LMH. If you think you might want to see the mod but you don't feel comfortable downloading it here, I can also send it to you via email.
  3. Hey guys i just started to make some quest mods and i don't know if they work well. Can some of you test it please ? And of course if you find some errors we shall disscus them . Ty in advance . link : https://www.nexusmods.com/newvegas/mods/82194?tab=description
  4. Hello there! I'm working over expansion of my follower mod (here it is). And I faced the issue, that it is very hard to test and debug it in game. For example, now I'm adding to 1 follower some reactions when it is in caves and dungeons. When I test conditions I need to change plugin in CK, save it, launch game, load save, take follower, teleport to cave and wait... no WAIT AND PRAY that dummy will say the line I wanted. But I have plans to add more voicelines that will play in different situatuions. And I have feeling, that I'm doing something wrong. Is there any more fast way to force NPC react in way I wanted to? For example, dunno, how Interpreter console in Visual Studio works. Or Unit Testing. I checked forum with "debug" and "debug npc" requests. I found some interesting articles, but they not cover my issue. Thanks for you attention.
  5. Hi I am new to the Creation Kit and have a question How do you safely test the mod you are creating? Would eg. adding something to Sanctuary mess up my settlement / save game(s)? So far I have heard of having two Fo4 installs. One for the mod development and one for the regular gaming sessions. Is starting a new game a way to go? if I make sure to disable the mod when playing regular game. Thank you in advance for pointers and advice
  6. Hi guys, I have created a unique player home set inside a small cave near Riverwood and I am looking for around 2-3 people who might be interested in being testers to take a look at the mod for me, and then fill out a really short survey about the mod after testing it. I'm studying Games Art & Design at uni right now and this mod and the survey are a major assignment this semester. :smile: Thanks in advance to anyone who helps. The mod can be downloaded from my dropbox here The mod, a README, my survey w/consent form, and images showing the location of the cave are all included in the file. You can send the survey back to me here via my inbox. The mod is called Weasel's Wormhole and it will be released on PC/Xbone/PS4 in a few weeks time. Weasel's Wormhole features a new cave system with a player home built inside and contains all the player home essentials. Thanks guys! Some pics by AmaekilShath
  7. New to modding and having trouble with this. As stated above, objects that I place in the GECK do not appear in the game. In GECK: http://i.imgur.com/v7tp1e7.png In Game: http://i.imgur.com/l1XmnLm.jpg No idea what to do and would like some help. Please?
  8. Hi! Just a quick tip here. It works less well if you have a lot of mods with dependancies on other mods, but it still stands. 1. You game crashes. If your game crashes or has other bugs and you don't know what causes it, you can of course disable all mods and add them one by one, but there is a faster way (if you have checked with all checking software out there). 2. Does the game crash without any mods, on a clean save? First, disable everything and see if the crashes are gone. Test with a new save. If they are not gone, you might have to reinstall the game. 3. Is the culprit mod in the first half of your load order? If the bug is gone without mods, activate the first half of your mods, all at once (take note of dependancies here), and test. If the bug did not return, you know it is somewhere in the second half. Only half as many mods to check. If the bug DID return, you know it is in the first half, and can leave the second half alone. 4. Now test the quarters, etc. Now devide the mods that you still have to test in half again, and test those. 5. I still can't find it!!! If you don't find the mod that causes the crash in this way, but it returns once you have everything activated, then it's a bit more difficult. It will be caused because two mods are incompatible... Try activating the first quarter together with the third quarter, the first with the fourth, the second with the third and the second with the fourth. The bug should pop up at one of these possibilities. Then you can start narrowing it down again.
  9. Hi there. Right now I'm working on a 'Multiple adoption' friendly home in Karthwasten called Greenclaws cottage. I'm looking for testers to help iron out bugs and suggest improvements. If you're interested please message me. Also I am having some trouble getting the adopted children who go live in the house to play outside. They just stand there blankly staring at me when I tell them to go. So any help fixing this problem would be appreciated https://orig00.deviantart.net/41fb/f/2018/206/f/3/screenshot2_by_okida-dci9dnz.bmp https://orig00.deviantart.net/f0e1/f/2018/206/1/7/screenshot8_by_okida-dci9dl6.bmp https://orig00.deviantart.net/e09e/f/2018/206/7/7/screenshot7_by_okida-dci9dlo.bmp (I'd embed images but the forum no like me doing it)
  10. So, I have encountered a few issues in my game that I can't nail down a cause too. For example, Proventus isn't allowing me to purchase Breezehome after completing "Bleak Falls Barrow", or I can't purchase anything from merchants in Solitude. I have been trying to do my due diligence and figure out what mods are causing my issues by removing a few mods and then using either coc commands from the main menu or "Alternate Start" to start a new game in a certain area. In regards to the Breezehome bug, I then use the console to complete the Bleak Falls Barrow quest and give myself 10,000 gold. After still not being able to purchase the house or buy/sell in Solitude after several removals of suspect mods, I finally launched Skyrim normally (I'm using Mod Organizer so launching through steam activates zero mods) and did the same thing as before only to find that the same issues persisted. I then deleted local content and re-downloaded all the Skyrim files only to still find the issues there. Therefore, my question is this: What is the proper way to test via the console both quest-related and other bugs so that I can accurately tell whether a bug has been fixed? I get the feeling that testing through the console may be producing glitches that are causing more problems than are being fixed by removing mods because I'm getting some of these issues even in vanilla Skyrim. At the same time, I don't want to have to spend 30 minutes doing all the necessary quests/traveling to get to where some of the bugs are happening only to have to start over with a different mod set if it's not fixed. Any information would be much appreciated.
  11. Hi, I have a serious pet peeve with the enb in-game menu. Whenever I move the mouse to move over the in-game menu items to edit the settings, the game camera moves as well and if I click on an item, the character will execute the attack action. This become a problem when youre testing the enb and someone is near you and you accidently hit them and now have to reload or if you want to see a specific section on how the enb affects the game world, the camera is now pointed in the wrong direction. Is there a way to avoid these stupid issues? Thanks Wolvy
  12. Hey all! It's been a long wile since I've made an attempt at modding, the last being my menu re-placer. But recently I was watching a video by gopher showcasing the Familiar Faces mod. In the video he suggested that it was possible to share not only just the presets of your character (a trend that a lot of people opt to do) but rather let other people download your entire character into their own game and not only be able to play them themselves but can actually import them into their current playthrough as a follower! Ever since oblivion I've wanted a mod like this since I role play multiple characters that are often siblings or husband and wife but due to the lack of game mechanics having them both in the same world space has been impossible... until now. Now I can play as one sibling while the other is right by my side adventuring with me! The best part about this is you can tweak exactly what aspects of your other characters have like skill points health stamina and magika and they even level with you! Now I'm sure most of you know what that mod is but going back to my reference to gophers video, my thread has two parts to it. One: While it is easy to go into the files in your data folder and just drag, drop and zip the files FF uses to save your characters I am more concerned about compatibility of uploading followers that I've made with a unique set of race menu based mods. So basically I am starting to see if anyone has some insight as to what will need to be "required" and what doesn't have to downloaded if someone opts not to use a particular mod. And Two: After I get the concept down on paper of what will be needed (hopefully after much participation from you all! >_<) I will create the first stage of the mod and I will ask for alpha testers to see what aspects of the "required" files can be left out and the mod will still work. I.E. if someone does not use CBBE and uses UNP instead will they just default to the new body? or will there be complications that will make CBBE a required file of the mod in order to work. Stuff of that nature, nothing hard just checking compatibilities. Of course, any and all who contribute to this process will receive a spot on the Credits list which I will list FIRST on the mod page not last like a lot of people do. So you are probably wondering, what the hell is this guy going on about! What is he trying to actually accomplish here? That is a valid point I do tend to ramble quite a bit without really explaining much. This mod aims to add my two newest playthrough characters Fiona and Forlaith who are siblings, into anyone's playthroughs as followers or they can play as the characters themselves if they so choose thanks to the awesomeness that is the Familiar Faces mod which will simply add my two characters appearance and ability into the game. The best part about this is if they are sick of having them around they can simply go back into the hall of heroes and remove them from their world. Also if they want to make them enemy players where they will attack on sight they can do that as well! This opens up a whole new dynamic for follower mods since doing so is way easier as it handles the scripts and everything for you and you don't have to edit the new followers face in the CK you simply boot up your own game, make your character, get as little or as far as you'd like into the game and then save your characters files, zip it then upload to the Nexus! Its dirt easy and it also cuts back on .esps in your load order since the characters you download are simple loose files, you just drag and drop or let NMM do it point is no .esps! Now here's is where I get into the main reason for this thread. While it is easy enough to just drag and drop files it usually starts to get a little wonky around compatibilities and these followers have a lot of mods that I used to make them appear the way that they are. So here is a list of what I think is "required" in order to make them look as intended as well as required in order to not crash. This is the list that, hopefully, the alpha testers will go through and test to see what is truly required and what is optional. All armor will be compatible because I will save them in vanilla either clothing or armor haven't decided which yet. Also I have a list of recommended mods to add to these to better the experience. Now with all the important parts out of the way hows bout a little back story into the mod? :smile: This back story was not created by me, it was written by my Girlfriend who is also an advent Elder Scrolls lover and she is also a writer and loves writing fan fiction. So I asked her to write me a lore background for this when I told her I wanted to create a mod and this is what she came up with! It's a little sappy but I hope you all enjoy it just the same! (I put a spoiler on it because its lengthy and I want to make the first post as compact as possible :tongue:) The girls skills: Fiona Takes after her mother and is a skilled archer and is well attuned to the art of shadow and subterfuge, striking from the shadows with daggers. She is also well acquainted to the animals of Nirn (if people use particular mods) all but the strongest of creatures will call her friend. Forlaith is more like her father, she excels in the art of combat and is skilled in heavy armor and uses one handed weapons as well as a shield. At a young age she realized that she had a knack for magic as well and she practices the schools of Destruction and Alteration. (I will also post pictures of them soon I just did a fresh re-install of Skyrim but I have their presets backed-up) In conclusion this is a great opportunity to allow people who aren't as skilled in the CK to share their work with the community. So I hope you all join me in getting this up and running and start bringing our characters to the entirety of the Skyrim Universe!
  13. Looks like I have to ask for help again! I am trying to have a dead deer and a dead sheep spawn next to each other. In an exterior cell. I have given them both unique IDs and zeroed out EVERYTHING as far as stats and AI go. There is no PC Offset Level checked, and the creatures are set to level 1. The WIERD part...... If I test with a level 6 character, everything is fine....animals appear where they are supposed to and positioned exeactly as in the CS.. But If if test with a higher level character, the animals either appear alive/or dead, although standing and not moving. Or... they spawn away from their CS editor locations, or not at all. At least I can't find them , maybe they fell through the world. I don't understand why the player level makes a difference. ...... I am using Beta Testing Charecters by LHammonds. Really need help here. I've read all on the CS site. Been working on this for a week and the mod for 2 years.....and I'm almost ready to turn it over to the testing guild. This is like the last thing. Please....... Help meeeeeee! OC3
  14. This is a ship player home mod called Northern Cardinal, with a quest, fast travel system and crew system. Since its my first proper mod and its rather complex for my standard, in order to avoid major issue, I figure I'd better have it tested before the initial release. I post some pics of the mod a while ago on reddit, link: http://redd.it/24bg7g There are many changes such then, however the location are basically the same. Where to start: http://i.imgur.com/L3SaMSe.jpg A merchant named Marcian is in the building shown in the pic (new dock area, under the Solitude arch), he will start the quest. The quest it pretty straightforward (and boring perhaps), around 30min of gameplay, difficulty feedback is needed here. Main Features: After completing the quest and getting the ship, you can talk to the aforementioned merchant for ship upgrades. After purchasing the lower deck for crew, you can recruit yoru crew, up to 9 slots. There are three ways to recruit your crew: 1. Simply take your follower on the ship, talk to them about joining the crew, when you dismiss them, they will stay on the ship. 2. For followers who are not in the vanilla follower system (Serana, Interesting NPCs, other mod followers), there is a crew journal available in the captains cabin, give it to the follower and the dialogue option will be available. 3. You can get blacksmith, mage and alchemist vendors to work on the ship by talking to them about working on the ship. There are new npcs near the docks if you dont want to use vanilla npcs. You can also appoint first mate, they are only for fast travel dialogue for now. Fast travel can also be done by activating the map in the front or steering the wheel. Other Features: To unlock the option to travel to Solstheim, talk to captain Gjalund in Windhelm docks. In the captains cabin, there is a ship model for you to change the banners and figurehead for the ship. And there's a crew book that you can view your crew list (requires SKSE). Activate the tallest mast to the crews nest. Rope ladder by the side of the ship to get out of the water quickly. If you are stuck during the quest or simply want to skip it, type in console "setstage 0shipquest 200" Compatibity: I'm not able to extensively test this one myself, here are some results: Not compatible with Solitude Docks District Minor incompatible with Expanded Towns and Cities and Better Docks, load this mod after them may solve the issue. Mods that modify areas around Solitude Docks District, outside Dawnstar Sanctuary, outside Windhelm near Hlaalu Farm are most likely to be incompatible. All the feedbacks and suggestions are welcomed, I'm also considering adding more quests and npcs, so ideas are welcomed as well. Download here (dont distribute it I guess): Dragonborn esp and bsa are required if you have Dragonborn dlc, if not just delete them. https://www.dropbox.com/s/lml89lb7a0bj5ep/NorthernCardinal.rar or http://www.mediafire.com/download/mknoe8i6yyyktks/NorthernCardinal.rar
  15. My mod Alien Resurrection Part 1 is almost ready for release, but it would be nice to get some other eyes on it before I push it out, so I'm looking for anyone who would like to do a bit of testing. As far as I can see the mod seems to be fully functional, but of course with multiple player character builds and quest paths it's hard to be sure that all possibilities have been covered. Alien Resurrection Part 1 is a very large, lore-friendly, story-based quest and exploration mod. Heavily dialogue-based (with over 4500 lines of dialogue) it includes 2 major new world spaces (one in D.C. and one in the Pitt) and 59 new interior cells, with multiple quests most of which can be completed in multiple ways. I have worked hard to produce the highest quality mod and it would be nice to ensure that there are no silly bugs and funnies before releasing it to the public. Naturally, credit will be given to anyone helping. Thanks.
  16. If anyone needs help testing mods, or would like some pictures takes in game, I am your mad. I play virtually all day, so i am always available. Just send me a message or mail me and i will help out all i can. Rob
  17. I have created default replacements for male Argonian horns. I would if the meshes could be tested for issues that don't show up in my game. If the meshes work well, I will create a female equivalent. The horns aren't entirely new or interesting, just small adjustments base game horns. The horns are sharpened and shaped to look more natural.
  18. I keep seeing videos where people are testing weapon and other items in an endless room with a grey floor with yellow grid lines on it, Does anyone know where to get this mod? From what I understand it is from a modding Discord room, but there are so many of them out there, I have no idea where to look for it, let alone what it is called. Thanks in advance.
  19. I am trying to create some randomly occurring conversations between Npcs, but I'm having some trouble getting them to actually occur. I am trying to troubleshoot this, but one issue I'm having is that random conversations occur so infrequently. Are there any tricks that can be used to encourage npcs to talk to each other? Thanks
  20. I plan to soon release a new medium/long length story mod for Fo4 and I'd welcome anyone willing to help test it before the official release. Aside from some level and audio polishing the mod is complete and working. I'm mainly looking for catching any odd bugs I missed or that might arise from people having different mods installed. If you'd be interested, please send me a private message and I can provide more details. Thanks.
  21. Hi I thought it might be a helpful idea to have one topic for every person that wants his/her mod tested. Maybe you are not sure wheter your mod works with other mods, or without? Or maybe you just hope to get some tips. If there is one topic in which people can ask or provide testing-service, it will be a bit more clear. I first of all would like to test mods for modders who want that. I intent on starting a youtube-channel on which I test mods and try to give feedback on the mods, maybe find some issues the mod-author wasn't aware of, those sort of things. As a modder who startet 1,5 year ago with modding, I myself can still use testers and people who give me tips for my mods. I know that it is easy to miss things in your own mod that other might see. It is good if those things are pointed out. So, if you are a modder and you want your mod tested, you can respond to this topic. If you want to test mods, you can do so too.
  22. HEARTHFIRE REQUIRED Hello, and thank you or reading this thread. I will try to keep this short and sweet. I need testers. I have been working on my new (unnamed) mod for a while now, and it is getting to the point where I need testers to help me ensure it is completely bug free on release day. No skills or experience is required, and all testers will be fully credited. If you are interested about the mod and want to learn more, you can message me on here, leave a comment below, or add me on steam (sambeevors, display name currently Bacon) and we can discuss. If you are still unsure, these screenshots below might give you a better insight into the mod I am working on. http://i.imgur.com/yaS29nZ.jpghttp://i.imgur.com/YU0IwGf.jpghttp://i.imgur.com/MUqzxOg.jpghttp://i.imgur.com/zoFScdx.jpghttp://i.imgur.com/alibcOM.jpghttp://i.imgur.com/PRQraTR.jpghttp://i.imgur.com/OYFUWPU.jpghttp://i.imgur.com/6pbEsEE.jpghttp://i.imgur.com/o5xpoJg.jpg Want more screenshots? Click here!
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