Jump to content

DigiFu

Premium Member
  • Posts

    23
  • Joined

  • Last visited

Nexus Mods Profile

About DigiFu

Profile Fields

  • Country
    United States

DigiFu's Achievements

Apprentice

Apprentice (3/14)

  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In
  • First Post

Recent Badges

0

Reputation

  1. FO4 continues to be my most heavily played game because of settlement building (passed 3000 hours last week). GTA V is one game that never seems to die for me as I can log on and do random dumb fun stuff for about an hour than quit and repeat, for 7-8 years going now heh.
  2. https://streamable.com/3n5bm Here's a video clip showing exactly what happens. This is only happening with Skyrim SE. Fallout 4 has worked just fine.
  3. I'm having a problem with Skyrim SE (Fallout 4 works fine). When I click on Edit individual files I get a message saying that Mods aren't sorted and the only two options I have is Cancel or Save. Saving just deploys as is. I've already tried sorting it once and it's still giving me the same message. Anyone run into this before and know a fix?
  4. I've disabled all mods and I still get CTD once the game loads (doesnt make it to the intro video or menu screen). Exclusions have been set on my AV and I've deleted .ini files from My Games/Fallout 4 folder. Also had Steam re-verify integrity. I'm going to back up my mods and saves and try to re-install from scratch...
  5. Hi all, This might be a simple issue that I'm just not understanding. I made changes to an existing dungeon by adding another room and stairwell. Everything shows up fine in the renderer window on the Creation Kit. However when I get to it in game, the room and stairwell doesn't show up until I actually walk onto it and when that happens the original dungeon vanishes until I walk back onto it. Beds / furniture / etc doesn't seem to be entirely affected for the new room (not 100% because I do see pieces missing as well). Googling this I've read that other people have had this issue and it had something to do with roommarkers and they deleted them all in order to get the new room to show up but I don't think that's an ideal fix. I tried dragging a new roommarker as well in the Creation Kit but it doesn't show up in the renderer window (even tho it is listed as an object in the cell window) but doesn't appear to do anything (maybe I have to set the coordinates on that thing to match up with the new room??). Any help would be appreciated. Thanks! EDIT: Nevermind. I forgot about the Creation Kit wiki and I guess I didn't Google hard enough. Read up on this and got this resolved. http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals
  6. I know the topic is a month old but wanted to share my experiences. Have you looked at the home mods from Ld50365? I'm also in a similar boat where I wanted a large estate for almost all, if not all of the vanilla followers I've come across in my campaign and his work, from what I've seen so far, has been the only one that could accommodate that. I've used Silverstead (enough beds for almost 50+ followers) and Blackthorn (an actual town, fewer beds, but could handle 30+ followers).
  7. Bumping this thread because I am having similar issues with followers not dual wielding their favorite weapon types. The above solution worked but this resets as soon as they switch to ranged. Would be nice if we can customize their preferred weapon styles.
  8. Hi all, I just can't for the life of me figure out what the issue is. I've created a new mod and a new item and it autoassigns the formID of the item to begin with 01 which I can not figure out how to change. If I load up NMM the updates.esm always take 01 and my mod can only go as high as 02. I think this is whats preventing me from getting the item into the game because when I do player.AddItem it kicks back with an error about ObjectID not found. Any tips to get this working? EDIT: Sorry I mean plugins and not mods.
  9. Why not? Even though Fallout 3 on its own was pretty good, the mods do help provide a breath of fresh air to the game.
  10. The description states that you get a bonus to crit chance as if you had 5 extra points of Luck. Is it saying that it takes that bonus and then adds it on top of what you already have with your Luck score? Or it takes the total of your base Luck score and Finesse together (say you had a 5 and you get Finesse and the game sees it now as 10)? So if you had a base Luck higher than 5 then you get dimisnhing returns because the max value of a stat you can base calculations off of is always 10?
×
×
  • Create New...