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  2. Hallo Ich möchte einen Baumod mit mehreren Kategorien erstellen. Gibt es ein gutes Tutorial, das den Prozess Schritt für Schritt erklärt? Leider sind viele der Tutorials hier im Forum unter Tutorial nicht mehr aktiv. Der Modus, den ich mir vorstelle, sollte Häuser, Dekoration, Tapeten, Bilder enthalten. Ähnlich wie Homemaker, aber nicht so umfangreich. Ich möchte meine eigenen Netze und vorhandene Netze verwenden. Wenn ihr Links oder sehr gute Anleitungen habt, würde ich mich sehr freuen. Gerne auch per PN. Vielen Dank, Jan
  3. Thanks for the help. Pretty much deleted the DATA folder and replaced it with the old one. Plus a few other files on the main folder of Fallout 4 including the .exe files. Then got the manifest ID here in the forums that was modified so STEAM don't do crap about it. I am glad its working now. Hopefully once the mod guys get F4SE working again, I can re-install everything again.
  4. I've heard some fo4 f4se mods will need to be manually placed in the game folder under f4se and the relevant folders to work as they don't otherwise recognize GOG. I haven't actually tried this myself, but it's worth trying if you're wanting to use one of those mods.
  5. Formal Warning Issued - Gari76 Gari76 has received a formal warning for violating our community rules. Reason Multiple account abuse. Trolling in mod upload area and ImageShare, using an alternate account, proleaker441. https://help.nexusmods.com/article/27-moderation-policy Excerpt: "Users with multiple accounts may have one or all of their accounts suspended. In the event of alternative accounts being used to evade a ban or restrictions on a main account, all accounts belonging to the offending user are subject to suspension (i.e. a ban) and any (pending) unban appeals are forfeit." Reference Below are links to where the infractions took place (where relevant). Some links may point to hidden, deleted or restricted content that can only be accessed by moderators. https://forums.nexusmods.com/topic/13482227-proleaker441-banned/ https://moderation.nexusmods.com/cases/125473 Account Restrictions As part of the warning, Gari76 has been restricted from using the following features: Restrictions: [ This user cannot add videos to the Video Share for 14 days This user cannot endorse media for 14 days This user cannot endorse mods for 14 days This user cannot download any file for 14 days This user cannot upload files for 14 days This user cannot upload images to the Image Share for 14 days This user cannot use file tools for 14 days This user cannot post comments on the sites or forums for 14 days]. Moderation History Warning issued by AltheaR. This user has now received a total of 0 formal warning(s).
  6. You can move the F4SE loader (..\Fallout 4\f4se_loader.exe) to another folder but note that it won't stop the engine from loading scripted F4SE dependent mods you that have active in your load order. Unfortunately, unless a mod have a built-in F4SE detection code which notifies the user about F4SE is missing (e.g. pop up messagebox), without opening and examining Papyrus scripts, one can only tell whether it relies on F4SE is by opening its mod page and checking the Requirements section.
  7. if you don't know how to modify your appmanifests, then the next easiest solution is to copy your entire FO4 directory/folder and then allow steam to update. It will change the appmanifest to show it's been updated and you can simply delete the new FO4 folder and rename the old folder back to the the original name. Then go and mark the appmanifest as read only. Voila. You have now got an updated appmanifest, but an old FO4 version.
  8. Account Banned - proleaker441 proleaker441 has been banned from Nexus Mods for violating our community rules. Reason Multiple account abuse. Trolling in mod upload area and ImageShare. Alternate account of Gari76. https://help.nexusmods.com/article/27-moderation-policy Excerpt: "Users with multiple accounts may have one or all of their accounts suspended. In the event of alternative accounts being used to evade a ban or restrictions on a main account, all accounts belonging to the offending user are subject to suspension (i.e. a ban) and any (pending) unban appeals are forfeit." Reference Below are links to where the infractions took place (where relevant). Some links may point to hidden, deleted or restricted content that can only be accessed by moderators. https://moderation.nexusmods.com/cases/125483 https://moderation.nexusmods.com/cases/125475 https://moderation.nexusmods.com/cases/125473 https://moderation.nexusmods.com/cases/125472 https://moderation.nexusmods.com/cases/125470 Moderation History Banned by AltheaR. This member received 0 formal warnings before they were banned.
  9. CTRL+F StageFlags no such text CTRL+F DlcDownloads no such text dunno what you did but neither of those are in my .ACF file.
  10. Changed editing message from 'To show that this post has been edited from the start' to 'To show that this story has been edited from the start'.
  11. That is because it is detecting F4SE loader and automatically using it to start the game. Vortex doesn't need to run with the game so you don't have to start the game using it. After all your files are set up simply close Vortex and start the game directly with Fallout4.exe.
  12. Don't know. The problem is that I didn't make this weapon. I don't know the nuances. I tried using cullBone with a different camera model to show/hide the flash grid. In the end it didn't work and I just animated the flash in sync with the havoc animation using auto loop sequences. I'll try your annotation. Also, it would be possible to hide and show the lights as Chuck suggested, using the NiBoolInterpolator (that is, if I show and hide the AddonNode bone on the visibility track in Dope Sheet)... But I don't know how the engine handles bsValueNode . In principle, you can try to make a camera - a weapon. Take exciting screenshots?
  13. Today
  14. Sounds like it may be asset based. If you have assets for NPCs that change appearance in any way those assets can overwrite the assets of npcs, especially if the NPCs are in an archive, because everyone should know, Loose files always overwrite archived files, regardless of where they are in your mod list. So if it isn't a problem of race records, which will or can affect only a single sex or race or vampire, then it is one of several issues. 1: out of order assets and esps. 2: Assets from a mod overwriting assets needed for the NPC faces. 3: Loose assets vs archived NPCs, (which is actually the same as 2) or 4: sometimes it is that a mod created in Skyrim LE hasn't had the head assets imported from the creation kit for SE. If I was going to make a guess, it would be an asset overwrite somewhere, unless of course you got your town overhauls from LE If the problem isn't asset order, but Loose vs archive, the answer then is to archive the offending assets. It will also work the other way around, but SE works best with everything in archives. It seems contradictive, but the game actually retrieves and uses archived assets faster then it does for Loose.
  15. I just logged into steam again and tested to confirm this worked for me, I can open the launcher and click "Play" from my library and then change settings and close the launcher and then load the game through F4SE and it runs as expected. What I also did was delete the "downloading" and "temp" folders in the "steamapps" folder with the game's appmanifestID ("appmanifest_377160" minus quotes) since i accidentally opened steam first and it began trying to update. I then un read-only the appmanifest for a moment so I could edit it, opened the SteamDB link, and in the appmanifest file (I opened it in Notepad++ since it's Much cleaner it's meant for code) and I used control+F to search for each of the installed depot's numbers on the steamDB's page, then opened each link in a new tab to avoid refreshing the steam DB page constantly, then I went down to the line for the ManifestID (You can use control+F to find it) then I copied the long number for that and pasted it in the part in quotations beside "manifest" in that "installed depot" section of the file. It might be a little bit tedious, but do that for each installed depot area's manifest number in the file and when steam checks that against it's databses it thinks the game has the newest versions of the base game and dlc. You Must make the appmanifest file read-only after this, and before doing this Backup the Original appmanifest file to restore it when you're ready to let steam update the game for the smoothest update process possible at the time. Sorry for the long post, the steamDB is probably a confusing part for a lot of people so i wanted to be a little more detailed there since there's a lot of entries on the steamDB page and it looks overwhelming (did to me too lol).
  16. via forge idk, but Proteus allows me to rename items after I've acquired them (by whichever means), fwiw.
  17. You only need F4SE for mods that explicitly require it. I majority of mods do not, but some popular ones do.
  18. They are not suggesting you use xEdit, they are just looking at the data entries with xEdit. Use the CK to assign a model of your choice to the male version of the armor object.
  19. I also have a GOG copy of the game, alas it does not register to run all of my mods so I stick with Steam.
  20. Don't worry Paarthurnax is protecting the drakefell ice sheet
  21. I ban Pachycephalosaurus for having a thick skull
  22. A: Well, they used to many millions of years ago but since they don't have fingers, they couldn't finger out the wax build-up. So, evolution took over. Q: Why don't birds have fingers?
  23. YES, SPOILER ALERT - SERIOUSLY, A DEFINITE SPOILER ALERT !!! A glyph of repulsion combined with a glyph of paralysis can turn a group of enemies into a cluster of sitting ducks. A Rogue might actually be able to detect that a glyph of paralysis is a -magical- trap; and it can be disabled as one. Upon my quest on finding Jarvia, I'm in the Carta hideout where a group of casteless are waiting centered around a paralysis glyph. My Rogue stealths in a disables it. She backs up a bit and targets a dwarf with a scattershot. As she draws back on her bowstring, Wynne casts a repulsion qlyph on the obfuscated rogue, so she may be safeguarded from melee attacks once stealth is broken. Now, oddly enough, the paralysis glyph was disabled and dissolved into nothingness; Wynne's repulsion glyph touches the rim of where magical trap used to be -and, it triggers a paralysis explosion. What??? In my line of logic, that should not have been possible. Disabling the glyph, my party members can no longer suffer its constraining effects; and yet, the combined effect can still be triggered. So, is that a bug, an oversight, or the limitations of the game or how these enemy glyphs -the ones that are already in place when you stumble across them (they are not cast by an enemy mage during battle)- are implemented?
  24. A: an Enderman brings the blocks of rain to the upper atmosphere. Q: why do birds not have ears?
  25. A: To confuse all the people who adopted centigrade/Celsius many years later. Q: How does rain get into the clouds?
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