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Fuguss

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  1. So, I could create a settlement where the workbench itself isn't actually in it or protected at all and my resources still be completely safe? Don't want to pull a "Clash of Clans" where they can raid my resources from an unprotected workbench. The one thing I was worried about. While I know they will target and destroy plants and generators and stuff, didn't know if they targeted the workbench.
  2. Do the attackers target the workbench itself when you are there or just attacking in general or otherwise? I am asking this because I try to make my settlements no bigger than really needed (Not really creative when it comes to making them but at the same time feel like importing a settlement directly without cost is too "cheaty" for me) and when it comes to Sanctuary, I would like to have it centered near the start of the bridge instead of just where the workbench is like normal. And I am wondering if I moved the settlement to that area and left the workbench alone, would the raiders actually be able to target and steal from it, forcing me to leave it protected, or can I just move my operations there and ignore the workbench itself without consequence? Would love a version of settlement import managers where you import a settlement plan and instead of just building it, it would have a ghost of the stuff only visible in workshop mode but you still have to actually build it yourself using your materials to do so while also still meeting the requirements to do so, good middle-ground. But that doesn't exist and would probably be hell to actually build if anyone tried. Just wanting to know if I actually need to defend the workbench or I can make a settlement that doesn't need to.
  3. Was wanting to put some site suggestions down for maybe a future site update. 1) On the tab where it shows your download history, allow you to sort it by game instead of all of them put together as a jumble. 2) Have the ability where you can make a specific mod as part of your load order for a game. Not the mod on the page, just something beside the Track and Endorse mod. That way, if you come back to a game after years, you can still pull up your load order you had back in the day and compare it or just reinstall it. Thank you for the site. I swear it feels like I play around with the mods more than I do the games.
  4. Is there a max file size to BSA files where Skyrim will mess up? I am asking because I am trying to keep them under 2GB if I could but one of them looks like I will break 3GB if I stick with the retail file structure like I am trying to.
  5. Nevermind, I didn't realize that Archive2 was the FO4 version and the Skyrim SE version was just Archive. Now just need to read up on the recommended settings while experimenting with the outputs. Edit: Instead using an app named BSArch which seems to be doing I hope, the Archive one just didn't want to preserve the directory structure no matter what I did,
  6. I am attempting to convert the Project Clarity mod from loose files into actual BSAs that I can use a mod organizer to replace the retail BSA's without needing an ESP or anything. I am using the files from Cleaned Skyrim where Project Clarity got his files to fill in the textures he didn't do. I have so far finished the "Skyrim - Textures0.bsa" and have it file per file accurate to the original. But if I try and compress it with the Archive2 program, it gives me a ba2 extension instead. If this works, I plan on trying to give it back to IconicDeath for his page. But need to figure out how to compress it to the proper file format. Thank you in advance for any help on this, much appreciated.
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