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g2mXagent

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  1. This is the best tutorial I think, the original link is not available, the author may have deleted. This is the backup I uploaded Fallout 4 Creation Kit Tutorial - How to make a settlement by Ray https://we.tl/t-qrTidMFT7V
  2. Is it possible to retain the navmesh on the model when putting this model in CK world scenes?
  3. I copied the material (BSEffectShaderProperty, NiAlphaProperty) from the original model onto my model and got different results: How to make it flicker?
  4. you need a "Base Texture" without alpha (alpha channel fill pure White), put it in your .BGEM -> Effect -> Base Texture that is my test: https://imgur.com/gallery/n9H4hsv
  5. I realized there was some issues with my solution ... now my question is How to load mod B before mod A?? ---------------------------------------------- i found the answer here: https://forums.nexusmods.com/index.php?/topic/4117210-how-do-i-change-the-load-order-in-fo4edit/
  6. Thank you! here is my solution: Copy as Override all records from Mod A into Mod B, let FO4Edit use Mod A as "master". open Mod B with CK, and "Set as Active File". modify any record from Mod B, the goal is to get CK to save B again. save Mod B. now, the unnecessary "master" is gone!
  7. because the "Armor" uses the "Armor Addon" of ESP A. :confused:
  8. How to merge ESP?? i know its an old question, but i didn't get the answer. when i copy a record from ESP A to ESP B, whether i use "copy as override into" or "copy as new record into", always pops up a "Confirm" dialog, it tells me that ESP A will be used as "master", YES or NO. if i choose NO, nothing will happen and the copy will terminate. if i choose YES, ESP A will be the "master" for ESP B and cannot be removed!
  9. In response to post #72146863. I totally agree!
  10. It is copied directly from the manual https://www.creationkit.com/fallout4/index.php?title=Arrays_(Papyrus) string[] myArray = new string[5] myArray[0] = "Hello" myArray[1] = "World" myArray[2] = "Hello" myArray[3] = "World" myArray[4] = "Again" Compile time error: xxx.psc(17,19): no viable alternative at input 'new' xxx.psc(18,8): no viable alternative at input '0' Why??
  11. How to adjust the detection distance of the enemy? How to make different enemies have different detection distances? change "AI package"? or "combat style"?
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