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Synpathy

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  1. Hi, That last paragraph helped a lot. I found reloading the creation kit helped it work eventually. It doesn't work a lot of the time but I only needed it to work once :) Trailer now has acoustic space. Thanks a lot kind sir.
  2. Does anyone else have the problem? Click button > click in render window > nothing shows. I'm trying to create an acoustic space for a trailer in an exterior cell but I don't know if it's broken or I am missing something else I have to do to make the primitive visible in the render window?
  3. It's navmeshed, they travel with me but dismissing them to the location they just stand there =/ I had a settlement for exterior and another settlement for interior. But as you said I can have the two areas (interior and exterior settlement) linked via portal? I just need to set up portals and they will wander between the two areas after I dismiss them to the settlement (exterior)? ok cool I'll try that, I'm going to check out your mod (on the Nexus?) and see if I can figure out how you did the portals, hope you don't mind! Thanks a lot for the help. EDIT: do you mean the yellow xmarkerheading load door 'Door Marker' ? I have those =/ But in theory there is some way to get the AI to treat the interior cell as part of the exterior settlement? and travel between the two as part of sandboxing after being dismissed there? EDIT EDIT: I'll try adding a new settlement to the interior again as you say, it should work, it's just me doing something wrong. Thanks for taking the time to help though! really appreciate it.
  4. Hi guys. Thanks for this guide, it's hard to find but one of the most important and useful guides on the net for Fallout 4 modding. I think I am not doing something correct though as I can't get an interior cell to work as a settlement, when I dismiss companions there they just stand still *sigh*, tried a few times. Is there some special step missing from this guide to make it work with interiors? Any help will be greatly appreciated as everyone keeps asking for this feature and I am totally lost! =/ If it helps explain what I am trying to do it's for this mod> http://www.nexusmods.com/fallout4/mods/17575/? Thanks guys :)
  5. Key '2' is used to resize primitives or right click > edit and change the values under primitive tab 'bounds' if you want to be accurate. Not sure if your asking or pointing out that people may not know. Just in case that info is here now =]
  6. Thanks for the great guide. Seems I had a problem following it though as I'm really out of my comfort zone on this. Just wondered if anyone can point out which part of the guide is responsible for sending companions to the settlement? In my game I can select to dismiss them to the place but they just stand still? If anyone can help nail the issue down I'd really appreciate it! Thanks everyone. :cool:
  7. Thanks for this answer as well from me, I've been hunting this for days now!
  8. Hi everyone, I'm new to modding so this is probably gonna be stupid ...but I have to ask, i'm stumped totally... I've added a rebreather to a part of a mod i'm working on. It is the same as the ingame original, although it won't give the same water breathing effect to the person wearing it. Any ideas where I need to look to fix the problem? I'm only using the original models/scripts etc.. I know I've missed something to make it work, some quick ideas of what it may be would be great so I can get it fixed. Thanks all! Just FYI it uses all the standard scripts and models, Original Script below> scn VMS15RebreatherScript int iEquipped begin OnEquip player player.AddSpell VMS15WaterBreathingActual set iEquipped to 1 end ;begin onUnequip player ; player.RemoveSpell VMS15WaterBreathingActual ;end begin GameMode if iEquipped == 1 && Player.GetEquipped VMS15Rebreather == 0 player.RemoveSpell VMS15WaterBreathingActual set iEquipped to 0 endif end
  9. Hi community guys and gals, I'm currently creating my second mod. All is fine, new npcs, beautiful surroundings, fun interactions.. i left the easy stuff to last as it can't go wrong. Well turns out one of the easiest things isn't working quite to plan. I can't get my xmarkerheadings to link =/ Honestly, i've read tutorials, i understand how easy it should be >> nice navmesh > Place an NPC > link to a marker > drop a new marker in > link the two markers together and so on to create a patrol. My NPC links to the marker fine, displays the little yellow arrow, but the two markers will not link. ive even ran some simple two marker tests and they won't link. I should mention that the mod is half submerged in water / half dry land.. so if anyone with experience can say thats whats causing the issue i'd like to know. The linked 'patrol' markers are on the dry land, but as far as NV is concerned the cell is underwater i think. Hope i've explained well enough. Any ideas where to look for issues with the linking of xmarkers is greatly appreicated! Thanks a bunch all! Regards Synpathy
  10. Thanks so much guys. I got it sorted I think. Hopefully no more issues! My sincere regards Synpathy
  11. In the directory where you installed NV you will find a file called 'FalloutNVLauncher.exe'. click on that, view the nice little pop up on screen, select 'data files' option, up pops the list of mods, put a check mark on the box next to the mod you want to use. then click play to play.
  12. Thanks for taking the time to check and the ideas guys. I've tried opening it in fnvedit, its giving a fatal error:> Fatal: <Exception: FormID [00160C43] in file FalloutNV.esm refers to master file FalloutNV.esm which has not been assigned a global load order> So until I fix this error I cant see me being able to clean up the master lists. I am complete noob at all this. Synpathy p.s. The house is located between 188 and Boulder city station. I really should have mentioned that earlier. sorry!
  13. Hi community people =] I'm new to modding, really new, i created a player home mod based in a partially collapsed tunnel. I've been using it for a few weeks without issue so I thought to share it. Turns out I think I made a very fundemental mistake early on in the process. Forgetting to disable the caravan pack in GECK. This is my first mod ever, I thought i'd screw something up. Sigh. Anyways, after uploading people had issues straight away, the mod is crashing. Its either a conflict, im checking that out, or mostly likely, cause i left the caravan pack enabled. If there is any helpful person about with the caravan pack pre-order dlc from steam who has a couple of minutes to see if the mod runs on their machine i would be really thankful and ofcourse give credit where its due once i get the mod back working fully. http://img269.imageshack.us/img269/5602/exterior1.jpg Thanks so much! The original file is attached to this msg. Synpathy
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