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neoanselmo

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  1. This happens to me in some settlements. I noticed that the materials of this textures appeared as swaped. Does anyone know how to fix it? I leave a screenshot attached. Thanks!
  2. I know that regenerating the precombines and the previs this is solved, but is it the only option or is there some other way to do it? I am creating a cleaning mod and I think it would be better not to regenerate the precombines (to make it more compatible with other mods), except in more complicated places like Bunker Hill and the Hangman's Alley.
  3. Thanks Arthmoor for the quick reply. In that case can I load UFO4P later to keep its fixes? Are they added automatically or should I overwrite them with XEdit?
  4. I have a doubt. When I create a mod I load all the masterfiles, but I want to know if it is necessary to also load the UFO4 or not. The created mod overwrites the UFO4P causing the bugs fixed by it to be left without effect? For example, I am making a mod to repair houses and in Croup Manor the bug that NPCs cannot climb the stairs persists. My mod overwrites the navmesh of UFO4P with the original version (Fallout4.esp)?
  5. Hi everyone! I am creating a mod and I ran into the same error you guys mention. in my case the problem was this error: MASTERFILE: !!!!!! Cell DLC01LairExt (0000E017) does not own combined data but current combined extra differs from ESM data (ESM: 28, Curr: 29). Restoring ESM data. This happened because when creating the previs in the CK it affected that cell and since it is shared with the Automatron DLC, it generates conflict, it looks for the precombines and does not find them or something like that. I solved it by removing that entry from my mod with FO4Edit. I no longer got the error message in CK after that and the mod works perfectly. Hope it helps you!
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