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bwins95

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About bwins95

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    Final Fantasy 7

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  1. What I'm looking for is as if the scrapall console command was used, but spared the work benches.
  2. One mod I've been wanting for a long time is to have sanctuary pre-scrapped. everything in sanctuary that can be scrapped is scrapped except for the workbenches and special book.
  3. In response to post #43619975. It's not released yet. Read the last paragraph of the main post.
  4. Protectrons glow now. sometime in the future I'll add more robots. http://www.nexusmods.com/fallout4/mods/19468/?
  5. Anyone know how to add a glow map to an item that uses an Lgrad.dds for the color of an item? In nuka world the big, paneled nuka cola bottles, bottle and cappy, and the lollipops in kiddie kingdom all use Lgrad to give the item different colors without using a material swap.
  6. I've made a glowing nuka world mod. http://www.nexusmods.com/fallout4/mods/18097
  7. What about triggering an explosion with a script. sticking a script in an enchantment that is placed in a blank explosion. Something like this. this is written from memory, so it's really, really rough if AAAAfragGrenade_Modular.haskeyword(weapontypecryogrenade) == 1 AAAAfragGrenade_Modular.placeatme(cryoGrenadeExplosion) end
  8. I know about that and I've used it before. I'm trying to set the explosion with one weapon mod and the trigger with another.
  9. Does anyone know of a way to change a projectiles explosion or explosion trigger based on Keywords? I'm working on a modular grenade mod. I've got the fuses part done by setting the projectiles explosion trigger, but now I want to add elemental opens, but I can't find any way to add an element to the explosion.
  10. Any idea? I put the script into the script fragment section of a terminal entry, fill the properties and click compile and it says "AttachMod is not a function or does not exist"
  11. I'm trying to make my elemental harpoons mod more convenient. I want to make it so the harpoon mods can be changed anywhere instead of only at a weapon bench. when I found the attachmod in the wiki I thought of using a terminal. The problem is when I try to compile the script in the terminal it says AttachMod is not a function or does not exist What am I doing wrong? Weapon DLC03_HarpoonGun ObjectMod DLC03_mod_HarpoonGun_Mag_Flaming DLC03_HarpoonGun.AttachMod(DLC03_mod_HarpoonGun_Mag_Flaming)
  12. Comics Got Back-CGB 2.0 does not effect glow maps. it only replaces the texture. it doesn't touch the mesh or material.
  13. Have you see this one. another Ceaseless glowing signs mod. Looks good in the screen shots. http://www.nexusmods.com/fallout4/mods/13063
  14. I had chems redux installed. I thought I uninstalled that a long time ago.
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