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flecked

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  1. I think you could also remove the model filename from misty pine tree static records. That should in theory remove them without any errors.
  2. That's certainly true for custom material swaps applied via the Model Data window of base object, but not for swaps applied to a reference via the Material Swap pull down of the Extras tab. Swaps applied to a ref via the Extras tab remain intact after precombines are generated. If you need to generate things that have a custom swap applied to the base object, you can set those items to Initially Disabled prior to generating. Anything set to Initially Disabled is ignored. Then remove the Initially Disabled flag after generating. Using a new layer for the items to be temporarily disabled and the Batch Action window are great time savers when doing this. I didn't think it was possible to use material swaps on refs that are in precombine meshes. When doing it in Xedit, the precombines get broken.
  3. There's four different models for bramble. Two of them look correct when I use a white texture on them. But the other two look brown when I use the same white texture. All of the models settings look identical and use the same material file. Is there something I'm missing? I'm stumped on this one. After further testings, it also seems to happen with some grass models, a white grass texture will look brown on the model. https://imgur.com/aUkFGT8 Image shows a grass model with the issue
  4. You're better off just using a mod that doesn't break them. There's really no easy way to fix it unfortunately.
  5. I have a custom noise texture that I'm trying to use and it seems to work only sometimes. If I load say icepick overhaul and then load the noise texture after icepick, it works. But if I just load the noise texture but itself, it does not work. Any ideas, it's very odd that I can't seem to use the noise texture just by itself. EDIT: I figured out what I was doing wrong, I was not using winter LOD terrain textures along with the noise texture.
  6. That looks like mist and not the 'fake fog', but I could be wrong. ENB has settings to remove the fake fog if that's what you want.
  7. Try the 'building placement fix' file from the Scrap Everything modpage. It may fix your issue.
  8. Im not sure how to upload attachments, but just click on the awnings in nifscope and press 'ctrl-delete' on that trishape.
  9. The paint.net dds plugin should be able to open those textures. Also you have to change the extension to .dds2
  10. Modern Firearms is now at version 2.6, check their webpage/discord.
  11. Removing ITMs from mods could remove intentional ITMs used to restore stuff to vanilla.
  12. FlaconOil Project Valius Texture pack Langley's workshop Luxor's Textures
  13. I know my grass but I don't know my meshes. In theory that looks fine if you just replaced the texture. I don't know, did you edit the mesh?
  14. It was a bug with looksmenu, should be fixed in the latest version.
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