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Hallgarth

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    You gonna ask me that?

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  1. Usually, this is connected to a missing master that another mod needs. It could be that "Better Vampires NPC" requires "Better Vampires" above it in the load order (if they're connected mods)
  2. Parts of the map are for a future full province release. The large tower to the south is the Imperial City and not yet finished (As far as I'm aware). I can't speak for the team but I think the map markers outside the playable area are probably there because they didn't want to remove things they had already implemented.
  3. Only for the memory patch, which SE doesn't need.
  4. This is normal as far as I'm aware. The effect is just more pronounced than it was in oldrim.
  5. Hair Tint SkyrimShaderType located in the nif under BSLightingShaderProperty. Not sure that hair colour change will work if the hair is part of the clothing and not a headpart, though.
  6. I don't know if this is even possible, but the ships appear to be modular, so I thought it would be interesting to make some kind of ship mechanic mod, where you can buy upgrades from a terminal such as increased storage capacity, change pieces out to make the ship look better etc. Again, I don't know if this is possible but I think it would be cool if it were. I don't at all know how modding works with NMS or else I would attempt this myself.
  7. * isn't the end of the prefixes, it's to mark the name of the default item. For instance, you could put naming instances after the * and it would add them after the item name.
  8. As what's been said. In the past, I've attempted making my own custom followers for other games, but to do it properly is literally months, maybe even years of your life dedicated to it. For most people, me included, the time requirements just aren't worth it. With the ones I have played, my only gripe is that it's too easy to get the custom companions to follow you. On a side-note to this topic, I think there should be a new category. One for Vanilla Companions and one for New Companions, because I have spent quite some time sifting through vanilla companions that have altered looks/genders looking for custom/new ones.
  9. The vanilla .44 magnum receiver mesh is offset to the right slightly, but is central in game. Maybe you could do the same and offset the receiver .nif and it's attach points for barrels/sights etc. That's the only thing I can think of to correct it.
  10. I think the idea would have been that if the vault had been finished, then those areas would have been sealed off, probably with concrete or something. Also, bethesda are known to mess up when it comes to position and location. Galaxy News Radio from F3 comes to mind, where the rear exit was nowhere near the rest of the building.
  11. Since it seems people can make their own animations, I was wondering if someone in the know would be willing to make a separate standalone double-action revolver animation. While disabling the bolt action on a revolver does make it a double action in a way, the hammer doesn't behave like a double-action hammer and instead just flops back into the primed position. I ask mainly because I have a revolver mod that I'd like to make a full double-action, but don't have the means to make animations. Thanks and I understand if no one has the time.
  12. Okay, thanks. I'll give that a shot. Problem now is testing that it works.
  13. Okay so I've found a tutorial on how to make a specific named legendary gun, but how do I make it so a custom gun has a chance of spawning a random legendary version of it? This is frustrating me because I can't seem to find information on how to do this anywhere. If anyone knows of any tutorials or anything please let me know. Thanks.
  14. I'll be honest, when I first read the title the first thing that popped into my head was a Preston Garvey-like NPC saying. "Another settlement needs some milk. I'll mark the location on your map."
  15. Isn't that just a texture mod that hasn't got the awful compression? I don't think that actually changes the head mesh.
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