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Everything posted by Khtugg
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Hi People, I recently reinstalled Fallout 4 because it was getting unstable. I'm using Vortex and switched to a profile with no mods enabled before the delete. I then reinstalled all the mods I wanted in but I have hit a snag: When ever I generate a physics enabled CBBE body nif the breasts are deformed, as if being pulled wildly in different directions. I have tried reinstalling CBBE and Bodyslide and Outfit Studio, also deleting the Tools folder but to no avail. About a day after the reinstall I discovered that I forgot to make the change to the Fallout4Prefs.Ini file. I did the alteration but no change in the nifs. What do you suggest I do? Uninstall all mods properly, as opposed to switching to a modless profile, delete and reinstall and then restart the modding process? If you happen to have a hunch as to what the problem is then please share insight. Should you need more to go on then say the word; I can provide more info. Thanks for reading
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Greetings Vault Girls and PIP-Boys, My question for this week: Does mods that alters hit scan shots from instant hit to have travel time affect stealth in any way? I assume sound is instantaneous(Correct me if I'm wrong,ok?), so if a shot is fired from an unsuppressed weapon, under the spell of a tracer/Bullet travel time mod, will the foe be alerted before the round hits home and thus nullifying sneak damage? Thanks for reading. Edit: Whoops, it seems like my avatar is explicit on the fora! I had cropped it so that one can only see naked Shantae on the main Nexus site, but here you see a lot more! :sweat: Let me know if it's against the rules and I'll alter it right away, check?
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Hi all, I'm finding the clouds/fog when flying in the vertibirds to be too obscuring, I want to be able to see what I'm flying over. I'm using True Storms and have opened the plugin in FO4Edit but I can't recognise any data regarding vertibird flight. When the thing is landing the clouding is removed and I want this to be applied to the entire flight. If any of you know what properties and/or textures I should alter to achieve my goal then please tell me, alright? Thanks for reading
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I changed Graphics card, FO4 CTD, Vortex reinstall?
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Hi again, I got it working, it seems my card and Fallout 4's 'weapon debris' graphical setting don't play nice with each other and turning said option off did the trick. Still, if someone could confirm if Vortex can save a profile and enable the mods from that onto a freshly installed Fallout 4 that would be splendid. Kind regards, Khtugg- 1 reply
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- ctd
- graphics card
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Hi all, I changed my graphics card yesterday and things are great with my games save for fallout 4. It seems when I get to a point on the map that triggers cell loading the game CTD. I once had to abandon a playthrough after a driver update so perhaps I should reinstall the game? Which leads to my 2nd question: Can Vortex utilise profiles so that when I have reinstalled Fallout 4 I just select that profile and then I'm good to go? If yes how do I do it? Kind regards, Khtugg
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Hi all, Cells respawn most everywhere with new enemies and loot and junk, and I wish that the vehicles did the same. I don't like that they are merely one time hazards, plus they look better pre-exploded I reckon. Being an autist or more precisely an asberger I find myself reloading a save again and again in order to prevent a vehicle from exploding and that's not fun! :wallbash: So, do you think it's possible make the explosive cars and trucks around the Commonwealth respawn? I use FO4edit and can wield the Creation Kit to a lesser degree but so far I have not been able to turn on respawn for them… I would be happy if anyone could assist me or perhaps point in a direction for me to begin :smile: Thanks for reading.
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Do the new Creation Club armour paint jobs break the AWKCR mod, or do they play nice together? I quite fancy one of them but the weapon paint jobs broke AWKCR back when they rolled out. Thanks for reading.
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- creation club
- materials
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Greetings Vault Girls and PIP-Boys, I love MaikCG's mcgFemaleWalk, but it and DeadPool2099's Caravan Shotgun and Wattz laser gun does not play well together. Using FO4Edit I fixed a problem FemaleWalk had with the vanilla Institute laser gun(weapon held pointing upwards in 3rd person), and that problem has gone away for the Caravan shotgun as well but now there's another problem: Player Character can't run in 3rd person. She can sprint but will walk as soon as sprint button is released. When she goes from "readied" to "relaxed" she does walk that swaying hips way so that's something. I'm at an impasse. I don't know how to proceed, MaikCG have been silent for a while and I'm unsure if DeadPool2099 or one of it's collaborators have the time to listen and advice. Help me, Vault Girls and PIP-Boys, you're my only hope! I'll gladly provide more info should you need it. Thanks for reading.
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- mcgfemalewalk
- maikcg
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Important note! I forgot to mention that I use the mod Laser Weapons 1st Person Reposition. This one renames some laser keywords which I then placed in MaikCG's mod. Yep.
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- mcgfemalewalk
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Greetings all, I luv MaikCG's animation mod MCGFEMALEWALK, but it does not play well with the Institute lasrifle nor with DeadPool2099's Wattz laser and Caravan shotgun. These weapons would be held so that their barrels would point upwards. Time to do something about that! Using FO4Edit I bodged together a patch and I have had limited succes. Firstly, the Institute lasrifle now works perfectly with 'FemaleWalk's swaying hips and is now held properly! Happy days! I've since looked at the Caravan shotgun and it's now held correctly but when Sole Survivor is "relaxed" she is forced into walk mode(but she uses the swaying hips animation). If she is readied, like if I aim or sprint for a moment, she will run until relax mode returns. In first person there is no problem. Thus I ask for assistance and advice! Should you need more info to go on I'll shall provide it. I'm glad I could figure out the vanilla Institute laser weapon myself but I'm clearly not up to scratch with the modded weapon. Please help! Thanks for reading.
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- mcgfemalewalk
- animations
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CC weapon paints & War Daddy's right handed hunting rifle
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Update: It works now. An update for a compatibility patch for the CC weapon skins and armor weapons keywords mod have been made available and things function fine now. Case closed. -
Good day all, I like Creation Club's weapon skin but noticed that the hunting rifle did not have access to the paint jobs and I thought it was because I use War Daddy's Right Handed Hunting Rifle mod. A couple of days ago I notice that the hunting rifles actually could use the paints, and the War Daddy mod still enabled. And then, today, I decided to LOOT my load order and now the hunting rifles are without dem sweet paints. I've had trouble moving about the plugins in Nexus Mod Manager for a while, but I'll try changing the load order somehow. And finally, could anyone please share info and methods to help me re-achieve my goal? Thanks for reading.
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Institute laser suddenly doing less damage?
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Ooops I think I did not factor in how gun mods rework a weapon! The damage values above are from pistols with the most.. err, "laser recievers" but at Overcharged the Institute laser comes up stronger. So, case closed I guess unless you guys think I missed something... again :) Thanks for reading. -
Hi all, I've hit upon an anomaly I can't figure out myself. The Institute laser is doing less damage than it should. I've modded it in my last several playthroughs to do a little more damage than the regular laser rifle. Currently I'm using alexananiev's Equilibrium - Weapons (Balance fixes). In Fo4Edit it's modded damage value is 26, up from 21 whilst the regular laser remains at 24. So it should do more damage than the regular laser, right? But the unmodded institute laser does less damage in my game now at 15 or 19 damage... I don't get it. Does the Institute laser's damage rise after a certain point in the game? I'm also using an armor keywords temporary patch related to the Creation Club weapon skins, when I modded that plugin's Institute laser damage value to 26 it's ingame damage rose to 19 as reported earlier. What did I miss? If you could share any insight to this I'd appreciate it much. Thanks for reading.
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Hi all, I'm loving CROSS' Strigidae Courser outfit and would like to have a companion weapon for the armour/outfit. So if you got any suggestion, wether the weapon is vanilla, DLC, or moddded in: please share ideas :smile: I have the Break Action Laser, also by CROSS, but I can't use DeadPool2099's Wattz laser as something in my setup/loadorder bungle up that mod(the different parts of the weapon appear "slided" away from each other in third person). So what weapon, ballistic, energy or something else would you recommend? Thanks for reading.
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F4SE reliant mods unupdated: safe to play?
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Thanks for the info, Ethreon :) -
Hi people, It's been a couple of days since F4SE was updated and I have three F4SE reliant mods in my loadorder that have not been updated yet: Auto Gamepad Switch, HUD Plus Plus & Vertibird Jump. Is it safe to play the game with these mods unupdated? In regard to savegame stability and such? Obviously I could not utilise the benefits these mods provide until they are updated but would I be gambling with my save's health if I play? I've been keen to try out the Strigidae Courser suit for the last 36 hours but hesitant to play because of the status of the 3 mods I mentioned. Any clarification would be appreciated :smile: Thanks for reading.
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Nexus Mod Manager stopped allowing me to change loadorder
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Thanks for the info! -
Hi all, For at least a week I have been unable to change the load order. I can't click and drag the plugins and and the arrows that allows moving a plugin up or down are greyed out and can't be clicked. My version of NMM is the newest it claims when updating. Please post advice and such if you think it could help, I'd appreciate it greatly! Thanks for reading. Edit: I can tell you that LOOT works but otherwise I have to install and reinstall mods in order to affect the load order... which is a real bummer, let me tell you that!
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Good day people, When I get a new, that is to say, non vanilla or modded in weapon with new ammo types I like to add an ammo tag, in accordance with VIS(Valdacil's Item Sorting) so that said ammo sorts up nicely with an "ammo" icon. I like using Creation Club's BFG(with War Daddy's animations) and I want to add that ammo tag to it's argent energy cells but how does one mod a Creation Club... creation? Any assistance would be appreciated. Thanks for reading.
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- creation club
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Wattz Laser Gun: 3rdperson pistol gripped mesh problem
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
It seems the "Wattz Laser Gun" mod and the "Laser weapons 1st person reposition" mod by akir4 and Wardaddy does not play optimally with each other as the anomaly disappears when I disable the latter's plugin. Case closed.- 1 reply
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- wattz laser gun
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Hi all, I like DeadPool2099's Wattz Laser Gun mod very much, but I've hit a snag of sorts: When I have one of the weapons kitted out with one of the pistol grip in the grips/stocks category and I'm in third person the gun's different meshes(barrel, receiver, sights and the reload bits) appear missmatched, apart and the different bits barely touch each other resulting in the gun looking very awkward. I shall provide some pictures of the oddity. The same gun appears as it should be doing if I am wearing a suit of power armour but returns to odd mode when exiting. I have no clues as to what could be causing this, if I would hazard a guess then maybe it's to do with the Unique Player Redux mod I'm using but even if true I would not know how to proceed and I'm grasping in the dark... I have mentioned this to DeadPool2099 and resultantly the patch notes mention fixing the issue but -Avast!- unfortunately my problem persists. If any of you people have got any ideas for me to try out then please share, I would greatly appreciate it! Thanks for reading. Edit: I'd rather not be pushy and annoy DeadPool2099 all the time so I thought I'd ask for help here as well! Edit02: One more thing, the pistols I craft from the mod also uses the vanilla 10mm pistol's reload animation. In third person that is, first person looks fine and dandy.
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- wattz laser gun
- player race
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Boston Airport ferry vertibird missing, need help!
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
the update for Vertibird Faction Paint Schemes did it! I can now board the Prydwen without fast travel or use of signal grenades. Case closed it would seem. Take care, people.- 7 replies
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- prydwen
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Boston Airport ferry vertibird missing, need help!
Khtugg replied to Khtugg's topic in Fallout 4's Discussion
Thanks for chiming in, guys! As of writing it's still missing, but one of my mods, Vertibird Faction Paint schemes, just updated claiming to fix a or some "missing vertibird" so fingers crossed that might do the trick. When I'm playing I always do a couple BoS quests before entering Diamond City. Danse's Arc-Jet mission and the first quest Rhys provides as it's always at the College Square, Halen's first quest if it's nearish and The Lost Patrol. I do have a mod that changes the Prydwen, A Sensible Prydwen Overhaul, but it only changes one of the interior cells, is it called the main deck? Adds improved sleeping quarters, with an area for squires, adds changing rooms with lockers and showers. In my earlier uses of this mod the vertibird was not missing. And I agree, SharraShimada, BOS-Airfield-Officers can have those days :laugh:- 7 replies
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- prydwen
- boston airport
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