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RangerDulann

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Everything posted by RangerDulann

  1. The devil whispered in my ear "You're not strong enough to withstand the storm. " Today I whispered in the Devil's ear "I am the storm." Free modding will never die.
  2. Hm.. I wonder if you could show those at the Starlight drive in. That would be cool. On the big screen.
  3. I'm gonna reverse engineer that horse armor. And all other cc content. Dont care how long it takes.
  4. Was too late to stop the update. Thx Beth for 681mb of preloaded crap I didnt ask for! Anyone making content for the CC is a collaborator, sellout and a traitor to the cause.
  5. Here you go: http://www27.zippyshare.com/v/CsKIenLE/file.html Just drop this .esp in your Fallout Data folder. Enable in NMM. Start the game. You can also merge this with the lab mod using FO4 edit. For anyone else wanting to change this, using the Creation Kit look for: DogmeatNameMSG, Form Type MESG Dogmeat, Form Type NPC_
  6. Managed to get the helmet from that model into the game: Purple because no textures. I'm worried about the BIG nose from the player model. Real Robocop has the helmet over the nose, but I might have to compromise. So, there's still a LOT of work to do. But its comin !! A Nexus exclusive!!
  7. Someone made it for GTA V Too bad he didnt share it, otherwise it could've been ported.
  8. Dunno man. That's the same as saying remove all penises from the game, we're not using them anyway.
  9. Maybe the dress isnt properly weighted. In Outfit studio open the skyrim dress and a FO4 dress of about the same size. Set FO4 dress as reference. Copy weights from FO4 dress to skyrim dress.
  10. -No disconnected vertices etc.? I'm working on a sombrero and had the same problem. Thought it looked ok. Then turned on laplacian smooth and there was some disconnected shizzle. -Or maybe the model has too many polys?
  11. Open up the console: player.setrace Human
  12. This should work with Nanosuit 6.2 and other helmets: Use it with customizable targetting.
  13. Ok I tested the .esp with startmeup. I tried option 1 and 2. Works perfectly, 10mm was equipped automatically. So something is interfering on your side.
  14. For Nifskope I dont know. For your .esp, open it in FO4edit. It shows all the changes you've made.
  15. Did you activate the esp in NMM? You also need to add these scripts: MQ102PistolTakeScript WeapAutoEquip -Drag a 10mm into the render window. -Right-click on the 10mm, go to scripts tab -add MQ102PistolTakeScript -add WeapAutoEquip. Double-click. Use these settings: FavoriteSlot: 2 or any. WeaponHasAutoEquipped: GlobalVariable const, Pick Object PlayerHasEquipped10mm Or just download my .esp http://www120.zippyshare.com/v/m5O0VfPp/file.html In CK filter for NewStart10mm. I only replaced the first baton.
  16. No by script I mean a bit like a movie script. A .doc or txt file with your ideas. Helps to keep track of things: Quest title: My Precious Quest summary Player goes to npc 1 Gets quest for the ring Goes to other location, kills bad guy, takes the ring Delivers ring to npc 1, awarded xp and special weapon Scene 1 -Location: wilderness, nighttime, cooridinates x,y -Setdressing: small bunker, bed, ammo -NPC 1: Peter Pecker -NPC 2: Lola Palooza -Camera: wide center shot Dialogue etc etc.
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