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OLD - SCR Locked Thread (Do Not Use)


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Guest user29
Posted

The ghost armor needs to be redone anyways to match the new bodies.

Posted

Very minor addon for SCR, contains entries for Samantha's first stage outfit.

 

Itemlist:

SexoutSSamantha1P0B3

SexoutSSamantha1P1B3

SexoutSSamantha1P2B3

 

I'll be including assets in the maternity clothes pack, although I may put a patch file up with just these in for now.

 

This is only of use for Halstrom.

 

I have some ideas for the ghost outfit ;) I'll do those once I've done Samantha and the Mantis suit.

Guest user29
Posted

actually for the ghost armor' date=' i thought you used brokencrashes nexus one that is found in the maternity thread

 

http://newvegas.nexusmods.com/mods/41657

[/quote']

 

This is the one.

 

and make sure evil's update doesn't get overlooked. I need it as soon as it's up.

Posted

Actually, no. It's not. The Ghost Variants mod stores its meshes in "meshes/armor/Ghost Variants". The Ghost Armor Conversion FNV Revamp mod stores its meshes in "meshes/armor/ghostarmor". SCR is looking for the Ghost meshes in "meshes/armor/ghostarmor". I had the Ghost Variants mod before SCR supported it, and got a ! from my vendor. Installing FNV Revamp's meshes and textures fixed it.

Guest user29
Posted

I think that's part of the problem. The meshes I converted were from the one Paladuin linked to. However whoever added it to SCR thought it was from the other one.

Posted

Hmm, The SCR prompts you to turn off several esps if you have them on. One of which is I believe Vegaschokers. As a result Vault-Tech APFI Skin suit becomes a big red Exclamation point ( missing Texture ). would that be a problem on my end? I figured just in case it wasn't that I would let you guys know ...Granted I got it from sexoutstore >.> but figured it got it's calls from SCR so ..ya.

Posted

you have to turn off the esps, but it's important to keep their meshes and textures, so don't completely uninstall the mods, just uncheck the esps and you should be fine.

Posted

All I did was turn off the .esp for the stuff, I did not remove any textures / meshes. I can read the SCR pop ups pretty clearly :P

 

when the ESP is checked on there is no red Exclamation point and when it is checked off there is. In short SCR is probably looking for the texture in the wrong place .... or Sexoutstore.... :s

Posted

That makes no sense. Unchecking the .esp does not remove meshes. What you are saying is happening is what happens when a mesh is removed.

Posted

All I did was turn off the .esp for the stuff' date=' I did not remove any textures / meshes. I can read the SCR pop ups pretty clearly :P

 

when the ESP is checked on there is no red Exclamation point and when it is checked off there is. In short SCR is probably looking for the texture in the wrong place .... or Sexoutstore.... :s

[/quote']

 

 

I don't think that means what you think it means.

Posted

I assure you. The original Mod esp clicked on ( that is ALL I did was turn it off by clicking the box by the ESP ) the collar / suit works just fine. When clicked off per SCR instructions it does not.

 

As I am not sure which mod, this one or Sexout Store is responsible for the item being in game I am not sure which thread to report in.

 

as for " I don't think that means what you think it means" ...

 

Let's see, ESP tells the game what texture / meshes to use for each item it adds to the game yes? you generally choose which texture / mesh when you make the item in Nifscope / Geck i.e "link" it to a particular mesh / texture in a particular folder? kind of like building a website and setting images... the game needs to know where the stuff is located.

 

Then that is compiled in to the ESP. What "I mean" is that someone has the collar pointing to the wrong location ( or not at all ). in either SCR or Sexoutstore ...

 

However, I am new to modding and could be entirely wrong and just making myself look like an idiot as usual. soo .. if what I mean is something different please let me know :P

Posted

Another set of armours to be merged with SCR. The set in this post: http://www.loverslab.com/showthread.php?tid=3455&pid=211994#pid211994 still need merging too, I didn't include them in this patch in case you'd already merged them.

 

Adds the rest of Sam's clothing, mostly dummy entries at the moment.

 

Again, this is only of use to Halstrom. I noticed 5 downloads of the last one, so I'm assuming there are 4 very confused people wondering why it does nothing.

Guest user29
Posted

Another set of armours to be merged with SCR. The set in this post: http://www.loverslab.com/showthread.php?tid=3455&pid=211994#pid211994 still need merging too' date=' I didn't include them in this patch in case you'd already merged them.

 

Adds the rest of Sam's clothing, mostly dummy entries at the moment.

 

Again, this is only of use to Halstrom. I noticed 5 downloads of the last one, so I'm assuming there are 4 very confused people wondering why it does nothing.

[/quote']

 

As soon as hal's added those I'll be able to use them.

Guest user29
Posted

Hooray. Just need evil to finish the meshes now.

Guest user29
Posted

No rush, I can't release my mod until I get that pregnancy variable.

Posted

Meshes are done, just going to do a few tests, make sure they don't crash everything.

 

Ugh, great. Half my models are invisible in game. My geck has gone really weird (can't rotate previews) and I have no idea what the cause is. Good times :D

Guest user29
Posted

That's why you gotta test them as you make them and not all at the end :P

Posted

I don't know, I'd probably find having to start the game up 24 times to be more annoying than finding a problem, find a fix and just batch updating everything at once.

Posted
However' date=' I am new to modding and could be entirely wrong and just making myself look like an idiot as usual. soo .. if what I mean is something different please let me know :P[/quote']You are entirely wrong. As mentioned earlier, the ! only appears when a mesh is missing. As in not in the correct place or not present at all in the data folder. Also as mentioned before, deactivating the .esp does not move meshes. The original plugins are not connected to Sexout in any way so they can't be modifying the records.
I assure you. The original Mod esp clicked on ( that is ALL I did was turn it off by clicking the box by the ESP ) the collar / suit works just fine. When clicked off per SCR instructions it does not.
So again' date=' what you are saying is happening is not possible. It would require the .esp you are deactivating to be altering the path SCR is looking for the mesh, which it can not possibly be doing as none of the original plugins are linked to Sexout in any fashion.

 

I don't know how this is so common, by the way, but the ! doesn't have anything at all to do with textures. It is a missing mesh ONLY.

Let's see' date=' ESP tells the game what texture / meshes to use for each item it adds to the game yes? you generally choose which texture / mesh when you make the item in Nifscope / Geck i.e "link" it to a particular mesh / texture in a particular folder? kind of like building a website and setting images... the game needs to know where the stuff is located.

 

Then that is compiled in to the ESP. What "I mean" is that someone has the collar pointing to the wrong location ( or not at all ).[/quote']The only thing the .esp tells the game to look for under normal circumstances is the mesh. The mesh includes the texture paths within itself. The only exception is a Texture Set, which would not cause a ! so it is irrelevant.

As I am not sure which mod' date=' this one or Sexout Store is responsible for the item being in game I am not sure which thread to report in.[/quote']And just what do I have to do to this to make people see it?
PLEASE READ THIS BEFORE REPORTING ISSUES

This plugin takes the items contained within SCR and creates a location and vendors for them to be sold. None of the items for sale are actually present within the SexoutStore plugin. In other words' date=' problems with the cell or the vendors (not selling things they should, for example) should be reported in this thread. Problems with the items themselves (such as missing/incorrect/broken/old textures/meshes/stats) need to be reported to the SexoutCommonResources thread as I am simply referencing the records within there and can't fix any errors that may be occurring.

Posted

Well then the impossible is going on in my FOMM.

 

I have screenshots of exactly what I am doing. I am toggling the Box next to Vegaschokers.esp on and off to get this issue. On = no issue and OFF = Issue.

 

I don't know what else to say ...

 

I read your please read this before reporting issues but I am not excluding SexoutStore as the possible culprit because I did use THAT mod to acquire it . I DID post here and not there for a reason though.

 

You seem fairly angry and I feel that This whole thing should just be dropped. I will fix this problem on my own and you can go back to creating wonderful things for me to break again. I am sorry for the trouble this has caused you.

 

 

 

Later Days

Nefim

Posted

Okay, I've figured out the problem. I was downloading VegasChokers to double-check the IDs to help me point out a couple things about how the item records work.

 

Then I noticed: There were no loose files. Vegas Chokers holds its textures and meshes in a .bsa. BSAs aren't loaded unless they are A) told to by the .ini, or B) a plugin of the same name is loaded. So when VegasChokers.esp is unloaded, the game completely ignores the files in VegasChokers.bsa, causing the !.

 

Use FOMM to extract the contents of the .bsa to your data folder and you should be able to have the .esp unchecked with no problems.

 

Meanwhile, Halstrom will hopefully see this. Something needs to change in the OP regarding Vegas Chokers.

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