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Everything posted by Madcat221
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It seems that deleting vertices is counter-intuitive in BodySlide: you have to select (or "mask") the vertices you DON'T want to delete. Every time, I have to swath over the entire mesh before I can start selecting (or technically deselecting) the vertices I want to delete. And then, when I go to Shape menu -> Delete Vertices and OK it, it de-masks them all again, which means I need to swath over the entire mesh again for a second pass for anything I missed. Sooooo am I doing it wrong, or is it really that counterintuitive? If the former, how should I be doing it? Is there a way to select what I do want to delete instead of deselecting from what I don't want to delete?
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If Bethesda asked Nexus to remove a free mod would they?
Madcat221 replied to WhoCaresomg74's topic in Site Support
They shown a chinese stealth suit in Fallout4 as a premium mod. There are free chinese stealth suit mods on the Nexus that are better than that mod they shown. It's reasonable to assume this will cause conflict.; It certainly is not reasonable. Do companies with competing products insist their competitors remove their products? Stop making mountains out of molerat hills. -
ModAV, dagnabbit! Don't EVER use SetAV. You may have to do mental math to find out how much to add or subtract, but you don't break things like you do with SetAV.
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why does the graphic keep doing this ?
Madcat221 replied to splifsend's topic in Fallout 4's Discussion
There is some manner of bug in the game where the mipmaps get corrupted when loading sometimes. It's a game bug, not an imminent video card death indicator. -
You are forgetting a key component of the FOverse's style: Atom Punk. Factor that in, and energy weapons make perfect sense.
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What is Your Weapon Loadout For FO4?
Madcat221 replied to Fkemman11's topic in Fallout 4's Discussion
Melee: Shishkebab Wetwork: Silenced 10mm SMG semi-auto General shooting: A short-barrel laser rifle with a reflex sight (it has an incredibly tight hipfire grouping) Reaching out and touching someone: Gauss rifle Ohh we're in a s#@$storm now: Plasma rifle with my custom "carbine barrel" mod Goddammit stand still flying bug enemy: Wazer Wifle with auto barrel I have a number of really heavy weapons I keep stored in the Castle arsenal room for special occasions, as they're a tad too weighty to lug around normally. -
Whoever first busted out the nukes is completely irrelevant. All sides involved are culpable for making the situation degenerate to the point where nukes happened. And no one wins nuclear war either.
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Did you verify all files' integrity through Steam to make sure those are all in order?
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console command to complete forge an iron dagger?
Madcat221 replied to jbsheridan's topic in Skyrim's Skyrim LE
You should find out what mod is bugging out your game to make iron daggers unavailable for forging. Those are one of the most rudimentary craftables and should always be listed. Do you have mods that cause crafting recipes to not show up if you lack the components? -
Is there any procedure to regenerate precombs and previs for interior cells that doesn't result in huge file dumps? The vanilla precomb pile for Vault 75 is only 8 MBs or so, but what I get generated is over 116 MB. I'm trying to regenerate precomb/previs data after a mod that replaces overseers' desks in vaults with proper classic ones essentially disabled those systems and brought framerate to a crawl in at least Vault 75. These precomb meshes I'm trying to generate also seem to be malformed in NIFSkope; there's huge slews of orphaned data sub-blocks.
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Using PS CS4 with Fallout 4 textures
Madcat221 replied to wileecoyote1969's topic in Fallout 4's Discussion
Will CS3 be okay, or am I SOL? -
Just how war-driven was Pre-War USA?
Madcat221 replied to stebbinsd's topic in Fallout 4's Discussion
*deleted extra post* -
Just how war-driven was Pre-War USA?
Madcat221 replied to stebbinsd's topic in Fallout 4's Discussion
That doesn't count. That's just two nations being annoyed with each other. You can be annoyed by your neighbor without physically fighting him; same goes with countries. To a certain extent, we could arguably be in a Cold War right now against the Middle East countries in the real world. There's currently no active hostilities against Afghanistan or Iraq, and there never has been any active conflict against any other Middle Eastern nations, but it's clear that they hate our guts, just on religious grounds rather than political/economic grounds. So this could certainly be considered "Cold War II" right now. And yet, ever since we withdrew from Iraq, we are considered to be "at peace" with the middle east. That's why it's called a "cold" war. It's just like a "cold furnace;" if it's not hot, then it might as well not even exist. And what does a cold war entail? Military chest-thumping. Look at the arms races that went on in just air superiority fighter tech alone. It's clear to me that the Cold War enmity simply transferred to China. Pre-War USA needed some kind of Red Menace. -
Just how war-driven was Pre-War USA?
Madcat221 replied to stebbinsd's topic in Fallout 4's Discussion
There was a war going on the whole time: the Cold War. -
I've kitted out the arms of the T60 Tesla power armor from Automatron with Tesla bracers, so I can punch the mutie and win a prize. I have discovered, however, that there is in fact no proper sprinting animation for power armor fists-up in 1stperson. It seems to default to the anim for un-power-armored, which results in a flurry of *STOMPSTOMPSTOMPSTOMPSTOMP* when charging headlong at them. It also does not match the running rate when in 3rd-person. I even checked in the file archives... no such thing. I figured I'd try renaming and putting in the anim from power armor 1st person melee sword sprinting, since that has the right running speed, and the melee weapon is lowered out-of-screen while sprinting anyway. However, it changed nothing. I've never done much with modding anim files directly... is there something else I need to alter to make it refer to this replacement anim instead of the erroneous flurry of footstomps?
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Vault Girl Mod Development Thread
Madcat221 replied to Deleted4077875User's topic in Fallout 4's Discussion
Aaand a screenshot: http://i.imgur.com/yD26kJ8.png- 1047 replies
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- bigcman123
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Vault Girl Mod Development Thread
Madcat221 replied to Deleted4077875User's topic in Fallout 4's Discussion
Could you snag a screenshot of the problem? Also is anyone else seeing this issue? Which VATS option did you pick? I noticed it too, and I am using DEF_UI.- 1047 replies
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Kinda weird thing to troll over... trolls disingenuity usually involves an incendiary topic they "naively" incite. Pretending to not know that the CK has been released for some time now doesn't seem like it'd be one.
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What is the nature of the "Glory is alive but treated as dead" bug that crops up in the MM+RR ending? I have yet to reach that point in my first playthru, but would like to correct it before even reaching that point for Unofficial FO4 Patch inclusion. What is said by whom? Is it said in a dialog, or just a random hello prompt?
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So it seems that specular maps are finally no longer appendices to the normal map now as they were in Oblivion, FO3, FONV, and Skyrim, expanding their range of functionality. However, I do not know what each of the three color channels in a specular map texture do. What does each of the RGB channels govern?
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Try "Automatically Lowered Weapons", which works on anything: http://www.nexusmods.com/fallout4/mods/20093/?
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A much more thoughtful and pragmatic look at the dilemma of Synths, instead of "ZOMG INHUMAN ABOMINATION" that is all feeling and no thought. That is the one and only reason I cannot side with the Brotherhood: Fanaticism. I do not abide it. Maxson was right to want Danse dead... but for the wrong (un)reason.
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Vault Girl Mod Development Thread
Madcat221 replied to Deleted4077875User's topic in Fallout 4's Discussion
I think there may be a bug in the interface apparel portions: on the apparel paperdoll, the underarmor (or at least the V111 suit) doesn't show up, Vault Girl is just in her underwear. An image: http://imgur.com/a/9kcqC- 1047 replies
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Alternate options for BC7 texture work?
Madcat221 replied to Madcat221's topic in Fallout 4's Creation Kit and Modders
But I'd like to have the capacity to save normal maps as BC7, since that's the least compression-mutilating to normal maps.