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TravelFreely

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  1. This is what the coursers look when they spawn with the furniture in the courser template (and yes, the furniture has the unique frame meshes, but still show the AtomCat variant in-game regardless): http://i.imgur.com/KuwNSBI.jpg This is what the coursers look when I force them to enter a frame straight from the unique frames mod: http://i.imgur.com/nMaEOfe.jpg And this is what it looks when I force a BoS Knight to enter the spawned courser furniture: http://i.imgur.com/NlzTcu4.jpg And how the BoS Knights look straight from the spawn (they come vanilla with the BoS frame variant): http://i.imgur.com/wwnMFK8.jpg
  2. I've been trying to figure out how power armor frames (the actual armor, not the furniture) work on different NPCs, but it's been a tough research so far. Basically, I want coursers to wear unique power armor frames. I already managed to give them unique institute power armor which is quite simple, my problem is with the power armor frame, which is also supposed to be unique. I'm using this mod for the frame: http://www.nexusmods.com/fallout4/mods/15399/? and it's working perfectly fine. The problem is, despite equipping the courser template with the unique furniture the coursers refuse to equip the unique furniture in-game. They equip all the unique PA pieces just as intended, but not the unique frame. I also noticed that the Brotherhood of Steel Knight units wear a unique power armor frame that's unique to the BoS (ArmorPoweredFrameBOS), and when you rename it from "Powered Armor Frame AtomCat" to a unique name and check their inventory in-game you'll see they equip the unique variant, not the actual AtomCat variant that's equipped by every other NPC. I checked the scripts and... nope. Same as every other power armor frame, yet BoS Knights always equip the BoS variant, even when you force them to enter an AtomCat variant. When I force them to enter the unique frame directly from the mod (crafted) they will equip the BoS variant for a second and then equip the mod variant right after. The same happens with my character except she equips the AtomCat variant instead for a second and then equips the mod variant. I've spent the whole day trying to figure this out. No success. :down:
  3. I always thought it looked really odd to have all that weight right on your feet, because no person would be able to carry that much weight with their bare feet and without any powered support, like the ones shown in those images. Now it makes sense. What a mess, Bethesda. I really hope someone fix it.
  4. I've been trying to change the biped object of a backpack model from the slot 58 to the slot 57. I've done that numerous times on Skyrim and FO3/NV but I'm absolutely unable to figure out how to do that on FO4 using the new Nifskope. I've tried this tutorial but it didn't work. What exactly do I have to change here? http://i.imgur.com/TUy6pv4.png
  5. I'm currently trying to import the Throatslicer model from Nuka World as a replacement for the Kremvh's Tooth mesh from the 'Just Holstered Weapons' mod, but the game crashes upon equipping it. Anyone got any idea on how to fix that?
  6. Is there a mod that completely flattens the Boston Airport area (removes the building, airplanes and essentially everything except NPCs)? I finished the BOS storyline a long time ago and I wanted to build an actual BOS base that doesn't look like that dirty raider hideout that is the Boston Airport.
  7. I said I never use potions, for anything, just pure enchanting. And I got it back to normal after removing USLEP anyway, would still be nice to know why USLEP gives you a +25% buff for enchanting, and I couldn't find anything at the changelog regarding that buff.
  8. Still searching. Couldn't find any animation mod to fix it.
  9. I think I just found the problem. I probably turned my character into a vampire before enchanting my old gear, so I could benefit from the Necromage perk. I also probably consumed an Enchanter's Elixir before doing that, even though I don't remember using it, and I got 32% spell cost reduction, instead of the 33% obtained during the tests. Here's the data I gathered: Vanilla game:Human character + no Enchanter's Elixir: 25% spell cost reductionHuman character + Enchanter's Elixir: 28% spell cost reduction Vampire character + no Enchanter's Elixir: 28% spell cost reductionVampire character + Enchanter's Elixir: 33% spell cost reduction Working perfectly fine with the vanilla game and getting the 25% Vampire + Necromage bonus just as intended. Unofficial Skyrim Legendary Edition Patch:Human character + no Enchanter's Elixir: 28% spell cost reductionHuman character + Enchanter's Elixir: 36% spell cost reduction Vampire character + no Enchanter's Elixir: 28% spell cost reductionVampire character + Enchanter's Elixir: 36% spell cost reduction Clearly broken. No bonus obtained for enchanting as a Vampire with the Necromage perk and getting a +25% bonus out of nowhere. I couldn't find any information about it on the change log here, so I'm keeping this unofficial patch uninstalled and I'll just load an old save, until I find an explanation on why this is happening.
  10. So I recently got back into Skyrim, downloaded some nice armor mods and decided to imbue that with some sick enchantments. All good, until I noticed my enchantments are not as strong as they previously were (figures how rusty I am lol). I'm roleplaying as a 100% pure mage build, so I use no potions at all, not even for Enchantments. So here's my enchanting stats: Lv.100 Enchanting,Ahzidal's Genius,Seeker of Sorcery,Grand Soul Gems.I'm currently getting 28% spell cost reduction with that configuration, but my old sets of clothing all have 32% spell cost reduction somehow. Keep in mind I never use potions, ever, so no elixirs involved. Am I missing something like a standing stone or is the 28% the right number? I'm also unaware if they changed something regarding enchantments. tl;dr: what's the maximum spell cost reduction you can achieve without any potions?
  11. All perfectly installed. I believe it may have something to do with the ENB version of the binaries I'm using. I was using the v0.305 as recommended, but this preset was last updated on March 2015. I also tried the same with older presets and got the same results, sometimes crashing. Some of the newest ENBs worked, but only partially. The only ENB that's fully working here is Bleak, so I just made my own modifications on it and it's all good. Still not sure why the newest ENBs won't work though.
  12. I'm very familiar with ENB (since FO3) and I've been using Somber Dreams on Skyrim for a while, and I'm certain I didn't miss anything regarding installation. Both AA and AF disabled on both Skyrim and GPU configuration. Today I reinstalled Skyrim on my new PC, and later I tried reinstalling ENB: I'm getting the ENB message as usual, and I'm fully able to edit the values. The main problem is that it's clearly not working as intended, for whatever reason I'm unable to figure. ENB disabled: http://i.imgur.com/qT9Aknv.png ENB enabled: http://i.imgur.com/qxzUaKk.png What it should look like: http://www.nexusmods.com/skyrim/mods/54362/? As you can see, all my texture mods or any mod that affects the graphics are disabled. The only mods I'm currently using are the HDT physics extension, Dual Sheath Redux, and my own armor mod. None of which affect ENB or graphic settings in any way. I never ran into this problem before. Any solution?
  13. I'm very familiar with model/texture modding but this one is giving me a headache. I've checked all files including material overlays but couldn't find anything related to this dark tint on the Sentinel/Paladin variants.
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