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mm137

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  1. http://i.imgur.com/GGkUiR8.jpg Anybody else seen this?
  2. Go to the Beth launcher. You will have to make an account/install it if you haven't already. In the launcher, go to enter code. The key needs to be entered in lower case, why they give it to you in uppercase is beyond me. The codes still work, just downloaded this evening. Not that it did me any f'ing good to do so. They changed the facegen nif file format, and all my custom Racemenu created head meshes are porked. Unless Beth releases a nif converter tool, or I can figure out how to do one myself, my mods won't be coming to SSE. Wtf, I can't believe all I had to do this whole time was re-type the code in lower case. This is the most "Bethesda, amirite" thing I've ever seen. :wallbash:
  3. I know this is a feature of F-HUD (f4), but I can't seem to turn it off. I've installed, uninstalled, re-installed carefully, according to the directions on the page and in the read me. But, no matter what, the potions and bombs won't refill. This is with only F-HuD installed, or with other mods after using Script Merger. Any ideas? I'm pretty new to Witcher 3 modding but this is the only problem I have encountered.
  4. -Duplicate the vanilla clothing as many times as you have variants. -Create new Armor Add Ons for each, and material swaps for each Armor Add On. -Add the new duplicates the the same leveled lists as vanilla.
  5. LL - Leveled List - generic category LLI - Leveled inventory LLD - Death items LLM - misc mods for weapons/armor LLW - Weapons LLC - containers, I think? et cetera...not sure about some of the rest. I think the naming system is just for easy identification - they all function pretty much the same way (dependent on flags, counts, chance and so on). For NPC spawn load outs, LLI is the default.
  6. Maybe so, but races have historically not worked anything like this. Since morrowind, new races have been some of the most popular mods, and easy enough to implement. This new system is bizarre and needlessly complicated, as far as I can tell.
  7. This is true, but it will still conflict with any other mod that adds new races, because it would have to edit the same Formlist. Unless you make copies of all the hairstyles and facial hair, and set them to work on your race only, which would be a nightmare during character generation.
  8. One of the main problems involving custom races is that the armor, clothing, hairstyles, tattoos, etc are all tied to specific races. Any newly created race will not be able to use them unless the author edits the entry for every single one, making compatibility a nightmare. Ghouls and synths (gen 2 and 3 only for most stuff) are already flagged to use them, but any new race would run into this problem. Why Bethesda did it this way is anybody's guess.
  9. Just updating this thread to say that I've figured out an efficient way to add new face paints and tattoos without editing the race records. Its FTST - Head Texture that allows one to add unique faces. It seems so simple now that I've figured it out, and yet it took me months of experiments. http://i.imgur.com/l8G9ue2.jpg Finally, a damn breakthrough.
  10. http://store.steampowered.com/app/490650/ This sounds great to me, and potentially opens up a lot of modding possibilities. I know it's the default mode in these forums to b&@*$ and moan at everything Bethesda says or does, but I liked Far Harbor and I think this will be a lot of fun.
  11. http://www.nexusmods.com/fallout4/mods/7510/? This has seven marble choices from the vanilla game
  12. This was an issue in Skyrim too. There was a workaround but I can't remember what it was. Something in SKSE maybe?
  13. Does it really help with load times? A couple of my mods have tons of meshes and textures.
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