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zorak912

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  1. Is there a way to transfer the physics and collision system of that mannequin to another mesh that doesn't have those properties? meshes/setdressing/TreeNoose01_HangingMannequin.nif when i replace the mannequin with any other object using nifscope, it stays motionless in the air, only the noose reacts to collisions. This question might sound like someone who has never used a 3D design program in their life and the reality is not far off so keep that in mind.
  2. I want to know if there is any way that a mesh of a static tree reacts to the wind since the trees I am using do not (Pine Forest Redone). I am not a user of editing programs such as blender, but if I find a tutorial that explains how to do this, I would like to try it.
  3. I am having problems with fo4edit when copying references to another plugin, new or not.The problem is that the information in the references that I copy just disappears. The following images are just to illustrate what I say This is before copying to a new plugin and this is after i copy it As you see the information is no longer there and it is not possible to edit it.
  4. I am experimenting with the ck for the first time and there are things I do not understand. My idea is to make my own flora mod, nothing fancy and only for testing, just some vines around the trees. Doing it manually for each tree in the game would take me years and I would go crazy, that's why I thought of using another mod that adds trees on top of the vanilla trees, Misty Pines and replacing the pine models with a mesh made of vines that fits in the trees. Simply doing that when loading the game everything seemed to be going well and the trees now had vines in them but as I was walking the trees stopped having vines. I realized that only the trees that load at the beginning of the game save have vines if I advance to another cell they no longer have them unless I save and load. my question is, why exactly does this happen and is there any way to remedy it. I also hope you understood what I meant, I am not good with English or programming.
  5. When I load a plugin that has custom assets they show only as a red triangle, I can only see them when I unpack the mesh. The weird thing is that they are displayed correctly in game, what could this be? I tried adding the line [Archive] bInvalidateOlderFiles = 1 SResourceArchiveList = in creationkit.ini but it gives me a fatal error and crashes.
  6. Basically I want to replace the full-auto and semi-auto weapons of raiders and other factions with other vanilla and custom guns to give a more wild west vibe to the Commonwealth (eventually also the clothes) The problem is that I don't know where to start, I only saw the leveled list in fo4edit and it is kinda a mess for me. Maybe there is a good tutorial or some mod that does something similar to use it as a framework?
  7. I'm looking for a mod that lowers the chance of npc using automatic and semi-automatic weapons, I don't know if it will exist already.
  8. I am looking for a mod that activates and deactivates the effect of Targeting HUD (power armor mod) by pressing a key and without the need for a power armor of course. Is there something like that?
  9. Something is happening to my game that is very strange. Apparently the esl and esp flaged esl plugins take them simply as esp reaching the plugin limit earlier than it should. I currently have 189 .esp plugins (not esl) and the game no longer starts (black screen for a few seconds and then closes to the desktop). I disable any plugin at random, regardless of whether it is esl or not and the game works again.By the way I use Nexus Mod Manager 0.71.2 (github version), well ... it works how it works, but I still use it because it is with the mod manager that I feel more comfortable.
  10. I would like to add custom weapons to the level list in my game. I have followed this old tutorial (https://www.youtube.com/watch?v=TVO2Dt3xv4Q) and it is very simple but not very explanatory. For example, it does not explain how to add non-vanilla ammunition, the npc 's that spawn with these weapons simply lack ammunition. I also don't know how to randomize the mods and attachments of the weapons, just spawning the basic weapon. I would rather avoid using the scripting software (Injection Toolbox) since it makes me somewhat complicated to use and make merged patch is the easiest thing in the world, it is not a problem. I would like to continue using FO4edit which is where I feel kinda comfortable
  11. I'm mashing up for peronal use different armor and clothes mods to replace the ugliest vanilla ones. The problem is when the clothes I want to use to replace have physics, that is, it's a cape or a dress or something like that, when I try it in-game everything is broken, clothes, body or even crashes. I searched for tutorials on youtube but only found it for boob physics and that's easier I think.Btw I use cbbe (no physics) and in the title I wanted to say Outfit Studio no bodyslide..
  12. A short time ago I found a mod in Nexus that did exactly that, the problem is that I can not find it anymore and I do not remember its name, it was just a retexture for the landscape.
  13. I think we all know how works the zoom with scopes in Fallout 4 and I do not think anything like the Red Orchestra 2 system would be compatible with the Bethesda engine. note the distortion and zoom only in lens. But what if a more rudimentary system would be implemented? There are transparent materials in Fallout 4 that generate distortions and even slight magnifying effects, such as the chemical flask of the Acid Soaker. I know, the effect is subtle and can not see much through the liquid, but my point is that someone with enough skills can modify these resources or create their own and do good loocking scopes or implement it in See Through Scopes. I'm not saying 8X scopes but yes small reflex sight, maybe for pipe weapons or custom rustic ones and probably would not be very practical but I think it would be nice.
  14. What is the file that I must edit if I intend to improve the bullet imact effect in the water (particles, meshes, texctures...)? I do not know much about editing software but I'm willing to try to avoid having to see the ridiculous effect of Bethesda. Even so, I do not have much hope because talented authors of mods already tried it without much success in my opinion.
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