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  1. Go to this link here ... https://help.nexusmods.com/article/116-how-do-i-request-all-my-files-to-be-deleted-july-august-2021 Scroll to the bottom of that page and copy the template part of the text and paste it into an email to [email protected] Before you send the email you will need to replace the ... Link to my user profile: https://www.nexusmods.com/users/123456 part with your user ID numbers. The instructions for finding those numbers are found at the very bottom section of that page. Here's a link to the page for that ... https://www.nexusmods.com/ I appreciate the effort but that's already been done. I emailed them. Waited around for a response. They said they'd delete my mods. They deleted a handful. Probably going to give me the run around about how the creator and the uploader were different people. The creator chose not to have a profile on Nexus and gave me full control of uploading, maintaining and updating the mods. I did just that. I've been dealing with this for days and I've got better things I could be doing than devoting any energy to this. Not to mention, out of curiosity I checked my file history to see what's been getting deleted. If I click on endorse for one of my mods that's been "DELETED - DELETED" it says this mod is hidden. So is Nexus even deleting anything? Is that just a canned response? Could be. Who knows? They're liars and they're pricks. Whatever answer they have in response is worthless. I'm so done with it. It appears that if you only have Administrative Control over a mod, and are not the actual author, you have no say over whether the mod gets deleted or not. I am basing this off of the fact that those mods do not (any longer) count towards your unique download total to be a recognized MA, or any DP, unless the original author sets it up to share the DP with you. And if the mod author isn't an actual account but just a string? Whatever, I'm putting in a request to close my account, they can keep what ever they still have their greasy little rat paws on. I just wanted them to abide by their own words that they put down. I should have known it was too big of an ask to expect them to honor their own agreement.
  2. Go to this link here ... https://help.nexusmods.com/article/116-how-do-i-request-all-my-files-to-be-deleted-july-august-2021 Scroll to the bottom of that page and copy the template part of the text and paste it into an email to [email protected] Before you send the email you will need to replace the ... Link to my user profile: https://www.nexusmods.com/users/123456 part with your user ID numbers. The instructions for finding those numbers are found at the very bottom section of that page. Here's a link to the page for that ... https://www.nexusmods.com/ I appreciate the effort but that's already been done. I emailed them. Waited around for a response. They said they'd delete my mods. They deleted a handful. Probably going to give me the run around about how the creator and the uploader were different people. The creator chose not to have a profile on Nexus and gave me full control of uploading, maintaining and updating the mods. I did just that. I've been dealing with this for days and I've got better things I could be doing than devoting any energy to this. Not to mention, out of curiosity I checked my file history to see what's been getting deleted. If I click on endorse for one of my mods that's been "DELETED - DELETED" it says this mod is hidden. So is Nexus even deleting anything? Is that just a canned response? Could be. Who knows? They're liars and they're pricks. Whatever answer they have in response is worthless. I'm so done with it.
  3. I may have not been a superstar on the Fallout 4 mod scene by any stretch but I had uploaded many mods over the years. They can be found at: https://www.moddb.com/mods/0000074210/downloads/0000074210-mod-collection I boycotted Nexus back in October. Now I know I made the right decision. Bye Felicia.
  4. I managed to solve this issue luckily almost right away by changing one thing in my Fallout4Prefs.ini: borderless=1 It was previously 0. Even thought I'm playing full screen, that apparently did the trick.
  5. I have a screenshot from my Fallout 4 which I just spent hours ensuring had no mod conflicts despite my prodigious load order. Somehow I came out with a strange UI bug. Click Link to See Image As you can see from the screenshot, in the lower right corner the survival icon is off of the shaded square by about half. When I took the screenshot the little message that said "ScreenShot0.png has been captured" or whatnot that too was off of the shaded box by a little bit. Does anybody know what is causing that or what I can adjust to fix that? I'd post my load order but I have so many personal mods and they have all been tweaked to holy Hell trying to make sure everything worked simpatico. Any help would be appreciated! Thanks!
  6. Maybe something didn't get packed into the ba2, some scripts. They'd be hanging around your machine and unavailable to other people. Kinda the "is it plugged in?" question for quest mods.
  7. Type: Spell Then give it the name StimpakSpell, or the name of the spell if you gave it something different, but it has to match what's in your script. That will create the property but it actually is created with no actual 'value' so after you create it click on it and select Edit Value and pick your spell.
  8. No it seems to be going off of the human skeleton but there are arm portions where in the segments section you have to swap out human parts for ghoul parts in the arm slots. But everything else is just copied over from the ghoul reference nif.
  9. I don't understand how to do that? I am in the properties window now, what to do there?If you already saved the script with the property in it it should appear in the properties window undefined.Select it and click edit value and then using the drop down list select your spell. If it isn't in your script yet and doesn't exist then click add new property, select spell and then find and select it.
  10. SOLVED! NVM If you are having a similar problem I believe the solution was to clear all the bone weights, save it without any, then re-copy the bone weights.
  11. I was hoping someone who has had experience creating clothing/armor for a non-human NPC could help me out with an issue I'm having. I created a mod where you end a quest with a withered feral ghoul companion. I wanted to work on creating clothing for him. My test project was the tuxedo and formal hat. The hat is fine. I think I could make more hats and glasses no problem but the tuxedo isn't cooperating. There are lots of pieces of in-game clothing for ghouls, scraps of cloth, shirts, dresses and feral reaver armor but none seem to offer any insights, at least to me. Here's my working nif in Outfit Studio: I copied the bone weights from the reference nif and deleted it before exporting. I've tried with and without the body and neither seem to work. What I end up with in-game is this: Any insights into what is going on here would be greatly appreciated. Thanks guys.
  12. Have you tried giving them ammo? I created a Mr Gutsy companion and he won't use his gun unless he has at least a solitary round of .45 ammo on him, like settlers or other npcs. Could never find a way to fix it but it might be your problem.
  13. 1) Create a Spell "StimpakSpell" with all of the same effects and durations as the stimpak "potion." 2) Create a magic effect: fire and forget, contact, script Create a new script on the magic effect: Spell Property StimpakSpell Auto Const Event OnHit(akTarget, akCaster) If akTarget.HasSpell(StimpakSpell) == 0 akTarget.AddSpell(StimpakSpell) Else akTarget.RemoveSpell(StimpakSpell) akTarget.AddSpell(StimpakSpell) EndIf EndEvent Make sure you define the property of the script in the Creation Kit and point it to the right place for the stimpak spell. 3) Create an enchantment: give it your script magic effect. 4) Create your pistol. Give it your enchantment. Set it to non-hostile and 1 dmg. (I think you need at least 1 damage or it registers as "resisted" and won't take effect.) 5) For a little flavor maybe create a new ammo type, Stim Rounds, or something like that and then create a new constructible object so you can craft them somewhere. Make sure you define the property of the script in the Creation Kit and point it to the right place for the stimpak spell. If it isn't sufficient to bring a character out of bleedout, add something like: akTarget.SetNoBleedOutRecovery(false) Utility.Wait(15) akTarget.SetNoBleedOutRecovery(true) to the end of your script.
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