Jump to content

Deleted18269929User

Account closed
  • Posts

    16
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

  1. if anyone has experience with blender and feels up the challenge this piece of art would look great in fallout: given the somewhat simple design it has lots of room for customization and artistic liberty. Edit: i did find this shotgun on the Steam Workshop for Left 4 dead 2 which if you get the author's permission might make it easier to simply port it over. https://steamcommunity.com/sharedfiles/filedetails/?id=855874210&searchtext=broom Thank you.
  2. unfortunately despite my attempts to hide items, selecting an area and deleting objects unfortunately also deletes hidden items which sucks. Update: manually deleted everything that wasn't needed that wasn't too bad. however... there seems to be an issue with the creation kit and i have looked in several places for reference to the issue and have come across some answers but it doesn't quite make sense. some world objects like the "redrocketall 01" appear just fine (redrocketall 01 is essentially all the pieces of the redrocket station put together and can easily be placed in the world space - for the uninformed) however i have found some variations as well that interest me... like the "redrocketall 02" 3, 4, and so on and so forth however this is where the issues arrive. each of these .nifs are red triangles with an exclamation point. from looking on online resources i have discovered that people are saying that this means the resource it is looking to grab does not appear in the location it specifies. i would assume that they are in the BA5 file "meshes" that can be found in the data file, that's where i typically find stuff of that caliber.
  3. thank you, ill try this. Update: there are no layers containing quest lines or objects, this makes it significantly harder. also... when hiding objects a large selection and deletion also deletes hidden objects. well crap. guess the only way to do this is the hard way.
  4. Long story short im trying to flatten sanctuary out and transform the neighborhood entirely. of course this means i have to delete the street, homes, and garbage. the only problem with this is manually the only way i can imagine would take centuries to hand pick and delete every item as not to completely undermine my goal. what im trying to do is prevent myself from deleting the quests centered in sanctuary hills whilst clearing out the neighborhood, a few problems are standing in the way though... the quests seem to be connected to several objects (i.e cods-worth's search locations during the neighborhood search and the bloat-flies he kills) - the overall issue with this is that there may or may not be certain things that are required to remain that could accidentally get deleted and sniffing each one out is rather difficult and i seem to be missing things here and there on each attempt. what im asking is if there is any way to say grab cods-worth in the creation kit and select everything he is attached to (i.e Quests) and move them while i demolish the neighborhood. this is an extremely complex task when it comes to the task given by sturges to fix the neighborhood up considering it requires more than just the workbench by the looks of it. id be more than willing to establish new borders and points where npcs need to spawn, i just need to get past the wiring so to speak.
  5. not quite sure the best way to phrase it, iv'e searched it with a few variations on the title but everything i've found isn't quite what my issue is. the best i can describe it is this... im working within the sanctuary world space, iv'e cleared all the buildings from the area and im fully prepared to begin working on the world space... however, when i go into the architecture section under 'static' i seem to be missing some categories (possibly) but more notably missing structures all together. for example. under the 'vault' category i only see "vault 111 exit" i would assume there would be more vault pieces there as they definitely exist. im on the verge of two questions. A. does the creation kit only load the world objects (static objects and things) of the cells that are visible? or B. is something wrong internally and needs to be reworked? nvm, figured out there were under "interiors"
  6. i think the problem is that while the mojave was rather desolate the commonwealth has life entrenched in every crevice - mirelurks and radroaches festering in the underground side by side with ghouls, raiders gawking from the windows of the concrete jungle, etc.
  7. Hello! Ill start by saying that the purpose of this post is to better shape around the mod "sim settlements" - not in an official capacity but in a sort of unrelated one... what i mean by that is, Sanctuary has several plots... several standing homes, some collapsed ones that can be scrapped and a very appreciated amount of open space that i take advantage of to the best of my abilities. while sanctuary as it stands is good, it could be better - especially later down the road when the settlement starts to expand at roughly 14 - 18 people. as you can well imagine by this point that's alot of space to be occupied, of which i can easily find places to squeeze people in comfortably, however there are spaces where i could do so better and even have some room to breath. I'm not very good with the creation kit, I've tried a few times and im still picking up bits and pieces and experimenting with it from time to time. However... if someone were to be able to swap out Some of the standing buildings I've indicated by the "Red X's" down below with the collapsed models i could scrap i would appreciate this very much. thank you. Images: (unfortunatly i couldnt quite attatch them to this post so ive uploaded them instead) https://imgur.com/gallery/0GdJt
  8. Before you say "Git gud" and "learn to play/etc" take a moment to analyze the situation as i have... Grenades - they're great in theory, in most games they have appeared in they have been used primarily with strategy and with elements of surprise. its not secret fallout 4 can capture both of those - keyword "CAN". but it has not. here is the issue... when a grenade is in the hands of the player they can dynamically lead the enemy out of cover by throwing one in his or her vicinity, if the enemy refuses to move they will die. this is obvious and it often times is a necessity. however i have noticed a phenomenon that EVERYONE who has ever played this mound of potential has noticed. grenades coming inwards are incredibly op (as in the game is no longer playable in a single player scenario) and in the thousands. a more detailed note. when a grenade comes in ones first instinct is to flee the area - this is not possible for several reasons which no-one dare try to mod. 1.) if you are caught ANYWHERE. and i mean ANYWHERE... in the radius you will die instantaneously unless you are in power armor. 2.) the fuse is so short that by the time a red indicator has flashed across your screen it has already proceeded to be half way through exploding. 3.) the grenades roll and bounce horrendously, 9 times out of 10 if the player is running away the grenade has already made it to the point of which they are fleeing to. How to fix this. 1.) Remove grenades entirely from the list of weapons available to the enemy and to lootable containers ensuring that neither the player nor the enemy has assess to them OR 2.) Scale the blast radius damage to - like the Molotov - harm instead of kill. i.e damage 1/4 or 1/3 OR 3.) increase the fuse time (LIKE EVERY OTHER GAME WITH GRENADES) to allow for the player to have a fighting chance at surviving. --- A GOOD PLACE TO START? http://www.nexusmods.com/fallout4/mods/12085/? this mod allows you to remove molotovs, yet there is no mod to remove grenades... hardly sounds like a difficult job to bridge the gap for anyone who knows how to edit in the creation kit.
  9. Just a Request on somthing i havent quite been able to find, going to vent on it or anything if it isnt made... ive been looking to acquire a sort of style with which i see in many hair mods but are just shy of the point. im trying to capture a sort of "Marie Kanker" look. ive found a few that have come close, and though i admire the work it was just a tad shy of the goal. Example: --- Thank you.
  10. some may agree with me, others might not. when using enbs, i like to go for something that isn't always "colorful" or "realistic"... i tend to stray more to the bleak, gothic, noir sense of ENBs ,just a preference really... what i notice is the one thing that an enb doesn't seem to change in its effects is the colors of the skill menu. if there was a way to perhaps change it, this might open up some doors to opertunites with which another tier of customization would be possible. take for example the "noir enb", its black and white with an artistic touch of red, what if you could take the star map behind it and alter it to fit the overall feel of the enb? something like this perhaps?. image: http://imgur.com/gallery/tyrnu
  11. Hello! in looking for a mod to integrate a small "tab" or "fork" into the character menu with which i can acsess quests. Why?: i find that quests belongs with items, magic, levels, and the map. it just seems like it should go together like some kind of utility, i.e viewing what you should be doing and then coordinating that action on a map. Bethesda obviously thought quests and things like maps dont belong together and made it the mildly irritating task of separating them in an entirely different menu assigned to an entirely different key for whatever sake. i find it second nature and entirely justified that expecting to get the basis of what im doing i should look in a place where all these things can be addressed in a rather quick and method. of course i could assign a key to view quests exclusively but if assigned every tiny menu such as inventory, map, magic, skills, ect to keys i think you'll find it to be over zealous on the matter and much more painstaking to have to remember all those keys and look back in some sort of menu (AGAIN?!) to refresh yourself... point in case having a small sort of "fork" for which i can quickly navigate to on a sort of universal selection wheel that Bethesda obviously intended to be useful would do some justice to its neglect. What it should look like (Concept): http://imgur.com/gallery/RZSBE Thank you.
  12. The edit might be hidden in .esp file. Load your mods in TES5Edit to view .esp content. Besides that the npc data is already in your save, so even after removing one of your old mods the issue may remain. To get rid of it from save, you would need to remove the mod and do console command disable/enable trick and make a new save. i went into the file through TES5EDIT and deleted her NPC data, needless to say i think it worked, she is no longer grey faced. i couldn't have come to this conclusion without you guys, thank you.
  13. trying this ... EDIT: followed a set of directions to clean the master files, problem is still existent. That's not what he ment. You have to merge all mods editing NPC with the face bug into one .esp using TES5Edit. If you have for example two mods alterning appearance or a mix of face and stats/skills/behaviour edits, it will create grey face bug. After resolving the conflict you might need to > save the game > open the console with ~ key > click npc > type disable and press enter > type enable and press enter. Guide:Merging_Plugins from what i can tell in my mod manager i really don't have any mods editing faces, bodies ect... which is strange. the "main" file is the issue, anytime its active the gray face bug is activated, however in theory if the idea is that 2 mods are conflicting than why hasn't any of my other mods been able to remove the bug like removing the "main" file has....?
  14. trying this ... EDIT: followed a set of directions to clean the master files, problem is still existent. Correct me if im wrong... but with TES5EDIT i dont need to manually run mods through the creation kit but instead i can select one mod at a time in TES5EDIT (whilist selecting everything in the load order) and apply "filters for cleaning" (one at a time) , "remove identical master files" and then its good to go?
×
×
  • Create New...