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Edit: solved it. The issue was immersive creatures.

 

I have been trying to get a mod that changes what the draugr look like to work with MCN, and I can't. The Draugr that spawn in the game just look like normal, no matter what I do. The thing is, when I spawn a draugr with console commands (player.placeatme 000387C0), it spawns the correct, modded version. I looked at the base ID of the draugrs in game, and they're different from the ones you find online. instead of 000387C0-000387C9, they look like FF001317. Here is a video of what I mean,

Is there any way to get the two mods working together (the draugr mod I am using is beautiful drauger, there is a link to a working version here)

 

Posted
1 hour ago, godwhatamIdoingwithmylife said:

they look like FF001317

ff are just extra copies of a base actors that got generated by the game (eg random enemy spawns points).

you need to look at the worn armors that the base actors are using....also you may need to edit the aroused armors in mnc (or make new ones)

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

Posted
On 1/18/2022 at 8:42 PM, MadMansGun said:

ff are just extra copies of a base actors that got generated by the game (eg random enemy spawns points).

you need to look at the worn armors that the base actors are using....also you may need to edit the aroused armors in mnc (or make new ones)

https://www.loverslab.com/files/file/2418-how-to-dick-with-nifskope-creature-framework-integration-guide/

 

I am a bit confused by what you mean. Are you saying that the draugr that I want and the ones that are spawning are the same base actor just wearing different armor? I don't think that's the case. Also, if they are the same base actor, why when I use commands to spawn them (like in the video I posted with this) do they spawn as the two different types?

Posted
13 hours ago, godwhatamIdoingwithmylife said:

I am a bit confused by what you mean. Are you saying that the draugr that I want and the ones that are spawning are the same base actor just wearing different armor? I don't think that's the case. Also, if they are the same base actor, why when I use commands to spawn them (like in the video I posted with this) do they spawn as the two different types?

Madmansguns is correct here. Those FF numbers are generated by leveled lists (those LCHARs). The numbers only excist in your savegame and each time you encounter a "creature spawn" (by other words: A leveled actor spawn that holds a LCHAR list as template) one FF value for that actor is generated.

 

That is also why you get different results when you try to spawn the same FF value. I don't know exactly why this happens, but seems like the game is trying to go back inside the leveled list and find this actor, and then the outcome of the number is randomized again. This is exactly what a leveled lists do, randomize. Nothing useful comes out of spawning FF values. Use the page up/down in console commands to find the real base values instead.

Posted
14 hours ago, Thor2000 said:

Madmansguns is correct here. Those FF numbers are generated by leveled lists (those LCHARs). The numbers only excist in your savegame and each time you encounter a "creature spawn" (by other words: A leveled actor spawn that holds a LCHAR list as template) one FF value for that actor is generated.

 

That is also why you get different results when you try to spawn the same FF value. I don't know exactly why this happens, but seems like the game is trying to go back inside the leveled list and find this actor, and then the outcome of the number is randomized again. This is exactly what a leveled lists do, randomize. Nothing useful comes out of spawning FF values. Use the page up/down in console commands to find the real base values instead.

I did what you said and found another ID starting with 2D. It spawned the unmoded draugr (the normal one that spawns, not the one I want), so I guess that is the base ID that the game is using? Do you have any idea on what I could do to fix this and get the mod working?

Posted
11 hours ago, godwhatamIdoingwithmylife said:

I did what you said and found another ID starting with 2D. It spawned the unmoded draugr (the normal one that spawns, not the one I want), so I guess that is the base ID that the game is using? Do you have any idea on what I could do to fix this and get the mod working?

Well by just looking inside the esp of that mod it looks like it should work out of the box. Not all draugrs in the game will be replaced. Only LvlDraugrAmbushBossfemale and LvlDraugrAmbushwarlockfemale. This means that 2 out of 49 different leveled draugr characters has been replaced by these new ones. In other words, low probability to encounter them.

 

So considering the above, did you play enough to actually see these few addons spawn? I bet they are pretty rare.

 

The mod is bit different set up than I'm used to. Instead of altering leveled list to implement draugrs, it modifies all LvL actors instead and adds a "traits" tab which it picks up from the new template record this mod provides.

 

I'd think I would just try play with, keep the esp at the bottom and see if they show up. Also visit a new fungeon you haven't visited at least for 31 days.

Posted
8 hours ago, Thor2000 said:

Well by just looking inside the esp of that mod it looks like it should work out of the box. Not all draugrs in the game will be replaced. Only LvlDraugrAmbushBossfemale and LvlDraugrAmbushwarlockfemale. This means that 2 out of 49 different leveled draugr characters has been replaced by these new ones. In other words, low probability to encounter them.

 

So considering the above, did you play enough to actually see these few addons spawn? I bet they are pretty rare.

 

The mod is bit different set up than I'm used to. Instead of altering leveled list to implement draugrs, it modifies all LvL actors instead and adds a "traits" tab which it picks up from the new template record this mod provides.

 

I'd think I would just try play with, keep the esp at the bottom and see if they show up. Also visit a new fungeon you haven't visited at least for 31 days.

I did see the modded draugr spawn once. The thing that is weird though is if I play without MNC, and just the draugr mod, every draugr in the game is replaced, not just a few of them. Any idea why or how to make it work like that with MNC?

Posted
14 hours ago, godwhatamIdoingwithmylife said:

I did see the modded draugr spawn once. The thing that is weird though is if I play without MNC, and just the draugr mod, every draugr in the game is replaced, not just a few of them. Any idea why or how to make it work like that with MNC?

No? Doesn't look like MNC touches draugrs at all.

 

But is that aroused integration setting in creatureframework on? Do the draugrs you all run around in erect state? It could be CF that swaps the meshes if this setting is on.

Posted
9 hours ago, Thor2000 said:

No? Doesn't look like MNC touches draugrs at all.

 

But is that aroused integration setting in creatureframework on? Do the draugrs you all run around in erect state? It could be CF that swaps the meshes if this setting is on.

Ok, so after a ton of testing i figured it (sort of) out. First, the reason this was so hard is that as I was testing, disabling MNC actually made some draugr work correctly, and it happened so that they were the ones I saw first, so I assumed it made all draugr work. But as it turns out, MNC isn't the main mod causing this. I only now, after looking through all my mods, realized I had a creature retexture mod (better shaped creatures) active, and unsurprisingly that was what was causing it. It's odd, as when I spawn them via the console using the 2D ID, they still spawn as the wrong type of draugr, but all the draugr that spawn natrully in the game work. The ones that I already spawned with the old model are headless and t-posing, but everyone that spawns after deactivating the mods works. Thank you for all the help.

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