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quicksilverva

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About quicksilverva

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    Tonqax Opni the Cranky#3394
  • Country
    United States
  • Favourite Game
    FO3/FO4/SSE

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  1. Despite the yellow triangle there, I do have internet access. It has done that since I first installed this network card about 5 years ago. I have went in and cleared out the stored cookies, and that seemed to have helped, but the site still fails to load properly occasionally.
  2. Not sure if it's a site issue, or an issue on my end, but quite frequently whenever I go to a Nexus page or a mod page, I end up with this and have to refresh many times before it will load properly:
  3. Maybe nobody has an answer for you? If you haven't done it already, make a thread in the NMM section of the forums.
  4. Seeing as I am not a modeller in any way, shape, or form, I am here to humbly ask if someone would be interested in creating the Sig Sauer SP2022 handgun (preferably in black). It is my daily carry and is a damn good weapon to boot. It comes chambered in 9x19mm Parabellum, .40 S&W, or .357 SIG. For lore friendliness, the standard 10mm (predecessor to the .40 S&W) will work just fine. For additional information/details, please ask or visit SP2022
  5. Right. Anything that calls upon the deleted reference will not work as intended, as the called upon reference would not be used by the game. See attached Example 1 http://img.photobucket.com/albums/v727/quicksilverva/Example%201_zpsdxmvi6q7.jpg No data available to be used by game Precisely. Removing the deleted flag will have the same effect as well. See Example 2 http://img.photobucket.com/albums/v727/quicksilverva/Example%202_zps6wfptcct.jpg All data identical to master
  6. No worries mate. Doing it that way introduces what is called an ITM, or an Identical To Master record. While it is best practice to not have any ITM records in mods, they are essentially harmless. Please note that you could either leave the ITM in your mod, or you could go back at a later date and remove it. Either way works. Actually no. The game will only load one instance of that particular record in that particular spot as the ITM "overrides" the record in Fallout3.esm.
  7. Load your mod in FO3Edit, find the deleted references, and remove the the "Deleted" flag from them in your mod.
  8. Do FormLists that are edited via script treated the same as those edited manually? For Example: Mod 1 adds 6 forms to FormList A via script and Mod 2 adds 1 form to FormList A via script. In other words, will the scripted additions of Mod 2 overwrite those of Mod 1, or will the scripted additions be combined at run time?
  9. wtf? if he cant run the game the why he took the mod? The requirements for running SSE mirror those of Fallout 4 I believe. His rig may have been enough to handle Skyrim LE, just not enough for Skyrim SE. My computer was the same way. It could run Skyrim LE, but would have struggled to run Skyrim SE.
  10. Actually, that is not true. Skyrim mods, for the most part, will work in Skyrim Special Edition. However, mods specifically for Skyrim Special Edition will NOT work in Skyrim.
  11. Last I heard, Bethesda does not allow assets to be ported between games, and I believe Nexus draws on this too.
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