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ad3d0

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Everything posted by ad3d0

  1. - I'm sure there is no need for permissions to use on console any downloaded mod. - And again, I'm sure mod can't break console in no way. @skubblebubble You don't need to ask, you can do anything with downloaded mods as long it's only you. Edit it or port to desired console. Just do not publish it without permissions.
  2. Try changing "shader type" for BSLightningShaderProperty to Default http://i.imgur.com/hX95QFV.png Also you should point it to existing material.
  3. I personally do not use () or [], I just put one empty space before holo-tapes name. (as also isathar does in his PPB mod) This makes it appear on the most top in the misc list. So my suggestion is to use " [settings]" instead. (without quotes ^^)
  4. Most of those houses goes as one mesh, so to remove boards on windows and doors you need to edit meshes and replace houses with yours edited.
  5. This metod is outdated and buggy. Follow this post to make it work.
  6. You are 100% right! That's how it will work.
  7. Actually you have answer in your question. Probably because it's update is broken ;)
  8. No doubt. But for transform patterns discussed here CK is a lot better as you can see what you get, not blindly assigning values.
  9. Actually there is a way to make items snap and then rotate around that point. BUT! If that's the only point to which it can snap at this position. So basically I can make walls that acts like he requested, using a bit of magics :wink:
  10. Yup it's fixed. Info are from private conversation with one of the Bethesda devs.
  11. Don't waste your time, CK will be out soon enough. You'll be able to see what it affects ;)
  12. Best way is just uninstall SK and forget about it. It's unnecessary now. There is no more such problem as keyword limit or "Menu cap".
  13. Best way is just uninstall SK and forget about it. It's unnecessary now. There is no more such problem as keyword limit or "Menu cap".
  14. First. SettlementKeywords.esm should be loaded before Homemaker and SnB. Second. I don't see any .esp related to SnB in your load order. If you are using v1.5 or v1.6 there should be at least "Snap'ņ Build - Modules.esp". For v1.7 and higher there should be at least "Snap'ņ Build - Patches.esp". So obviously you have installed Snap'ņ Build incorrectly.
  15. I think he wants to know not how to restrict, but is it allowed at all to make mods with DLC content that can be used without actual DLC. That's want I want to know, too.
  16. Yup it's done like DarthWayne described, but this will not affect collision. Collisions are not scalable.
  17. Oh! That's great! Giant Thank You for your answers! Now It's time for "digging" :wink:
  18. So, I'm completely unfamiliar with how scripting works in Fallout games, however have some minor programming skills. So I have a questions before I start digging deeper into it. Is it possible to make so in-game script would use variables defined in external file, some .ini file in data folder for example. May be I will need Script Extender for such feature?
  19. It's not "wrong keyboard", it is Russian language. :wink:
  20. BTW it never was 10k+ . It was 250 - 300 to get in hot files. True Storms is an exception, it hit hot files in the firs day it was uploaded. Now most people waits fro CK release and new DLC ;)
  21. Setting larger "FOV" field of view can help you when trying to play in first person. Proportions can look more realistic.
  22. It's better to add exact .nif, so we can help you. BTW scaling trishapes does not change collisions. You can't scale collisions at all. So that means you need to make proper one ;)
  23. CK is in beta for at least 3 weeks already. So we can assume it wont take too long to finish it ;)
  24. Perks? :wink:
  25. Make an AutoHotkey script ;) You can set delays there.
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