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ShinKungFuMan

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  1. One thing to bring up about this: equipping armor on Dogmeat will 'dispel' the transdogrifier. Make sure to unequip and reequip it to fix this effect (it's most noticeable on the shiba and dane settings, as Dogmeat will go back to his default size)
  2. Current update that's up for JM should fix this: turns out the Endurance resistance boost was breaking things. Not 100% sure why, but removed.
  3. That should work. Looking at the effect itself it's a script that creates and explosion all its own, so a short-timed enchantment on the target should fire it.
  4. UUFrost, have you tried taking the pieces to a power armor station and adding a mod to them? That may automatically correct the name for you...however in the event it doesn't, try this: Open it up in the CK, and go to Instance Naming Rules. You'll want to make a duplicate of dn_PowerArmor (something like dn_PowerArmorH). Now go into the armor files themselves (sort by Form ID and you should have them right at the top, all 6 pieces). Open these and you'll see a dropdown tab that says dn_PowerArmor. Just change this to the duplicate Instance Naming Ruleset you made. I've got a fix/rebalance on here too that fixes that as well, but either route should get you covered. In either case you *have* to take the pieces to an armor station and apply a different mod to them so it resets their name properly.
  5. The more likely result is if CC dies, you get nothing at all. They're not going to make new huge DLC content because this late in the game that's unheard of. Heck even the voice actors for Nate and Nora aren't under contract any more from what we've had dropped through the grapevine. The only two companies I can think of that did did support their game in a huge capacity well after release are Blizzard (who keep fundamentally changing their games every other year) and Gearbox with Borderlands 2 (which involved them skimming the funds from another game to do so). Most companies won't devote that much time to a single title because they've already moved onto the next big thing and you've seen Beth has a lot of games already in that oven and more stuff unannounced. You kill this, they shrug consider it a good try and just leave you with a modding community that's winding down.
  6. Hm, let's see, should we go with the major overhaul mod on BethNet here, or the fixes to their Hellfire and Gauss Rifle here and here, not to mention quite a few other things. Oh and I've got my own Pipboy recolor mod sitting on my hard drive Chuck using Automatron's palettes. Should be out soon on BethNet, keep an eye out. But please, tell me how you're not mad while claiming they're screwing us mod authors in the butt and trying to pull me into a mod pissing contest. I'm sure that'll fix things.
  7. So tell them they're overpriced in a calm manner alongside other people. This "the sky is falling!" attitude isn't going to fix that nor are the folks trying to get into people's faces and accuse them. If the prices don't change modders will just offer their own stuff til they realize it's badly priced especially when it comes to pipboy skins and 'Onyx' power armor paint. That's how a free market works. People will buy the things that are worth it and the market has to adjust to that demand or die.
  8. Chucksteel, how exactly did you or anyone else in the community get 'bent over'? We kinda all knew it was going to be a mess with some bad releases. At worst it can be ignored, at best it gives people new things to tinker with or take ideas from and do better.
  9. Running into a weird problem: when I set a weapon to use custom additive subgraph data, the weapon animation plays properly, even the bash animation plays properly, but the bash kill animation does not for the player. The target goes through their part of the animation (without dying) and the sounds for the impact play. The animations' havok files aren't the issue themselves, as replacing an existing animation with them allows things to play properly if I point the weapon to the replace animation set. Generating metadata didn't fix it either, nor does putting the animation in one of the existing DLC subgraphs. What am I doing wrong?
  10. The check should actually be to target the player, type is WornHasKeyword and the keyword in question is VaultSuitKeyword. Marcy's check there is actually pretty bad because it ONLY checks for the Vault 111 suit, and there's even two versions of that you can get coming right out of the Vault :\
  11. Side note, I'm still downloading but someone might dig through and see if any textures that aren't in the base game slipped through. I doubt it, but a simple BA2 dump into a temp folder should do the trick.
  12. Some screenshots with the new texture pack are up here: http://imgur.com/a/rwWeA Not my shots, though to be honest...I don't see a huge difference?
  13. One thing that's a pain in the butt when it comes to modding? Armorsmith being a required mod for so many clothing mods on console. I don't understand this one: it's for the armorsmith workbench, but that crafting bench is actually included in AWKCR by itself, and that base master doesn't completely overhaul the armor system. To my knowledge AWKCR was supposed to be the standard framework, and yet it now has this massive chaser just so folks can use some (admittedly very nicely done) armor mods. In effect, And on the modding end because it's becoming a standard for players due to this, various changes to armor and whatnot become overridden. Sorry if I rambled a bit there, it can just be frustrating when you've been asked for the 50th time why so-and-so didn't work because of it or why so-and-so isn't just like that.
  14. Trying to brainstorm this here, because I know it should be possible just not sure on the how. I'm trying to recreate the Tri-Beam Laser Rifle barrel, and one of the key features was while each shot did their full damage, the gun itself used 3 rounds per shot. It's pretty much a given this will need a script, which should be able to run off a weapon enchantment, but I'm still a little rough on some parts of papyrus scripting too. Has anyone looked into this themselves?
  15. Well doing it right, you can actually send them to only settlements you need to clear out: Outpost Zimona, Starlight Drive-In, Murkwater Construction, Kingsport Lighthouse, Sunshine Tidings Co-Op, Croup Manor, Coastal Cottage, Hangman's Alley, Red Rocket Truck Stop and Taffington Boathouse are all settlements that need to be cleared out or are available for the getgo, so there are plenty of possible places to send the raiders to without attacking a single settler, and you only need 3 unless you want that loot chest. The only downside is you still need one vassal settlement, but that too can easily be remedied by having one human settler stick around and a platoon of robots to watch over it from Automatron. Use Tier 3 Intimidate on that settler to drag and move them to another settlement afterward and you'll be a good guy without a single slave.
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