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TheCutSnake

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Everything posted by TheCutSnake

  1. I have tried everything I can think of, but nothing works. I have discovered that if you save, exit, and restart from there, it does go back to normal. I guess that will do for now.
  2. I created a companion pool in the Tenpenny Player Suite. http://www.fallout3nexus.com/downloads/file.php?id=8466 Wanting to take full advantage of this mod, I downloaded a few more companions and went on my merry way. Only upon returning to my room I discovered none of the companions were sandboxing. They simply stand there. THIS IS AN ISSUE THAT NEEDS TO BE FIXED. I do not know if anybody else who has downloaded my mod has had this problem but I am awaiting feedback. Not sure what the issue is as yet, so any help would be appreciated. Thanks in advance, Cut Snake
  3. That doesn't seem to be correct. My area affected is bewteen 6,9 - 6,14 throught to 10,9 - 10,15 The meshes I used were level4.x4.y8, level4.x4.y12, level4.x8.y8, level4.x8.y12 They are laid out at follows: x4.y12 x8.y12 x4.y8 x8.y8 Hope this info works for anybody trying to figure out the whole wasteland mesh.
  4. Good luck with that. It is tedious, but doable. Just requires a methodical process of elimination. Saves a large chunk of memory though. LOL, yeah. I figure it can't be any worse than trying to figure out which mods I could use simultaneously. (I got a little excited when I first discovered this site and downloaded 500 of 'em) Thanks again for the help, looking forward to sharing my mod. Cut Snake
  5. OK, that worked, now to just whittle it down to the ones I need.
  6. Interesting. I thought that running the generate LOD process would have created the mesh folder if you hadn't had one already. I had a folder named meshes already because I had unpacked NIFs from the meshes bsa, but the \Landscape\LOD\Wasteland subdirectories were created within it by the process. I am going to try to make a meshes directory and redo it then. Will let you know how it turns out. Tomorrow, I guess ;) Thanks again for your help Cut Snake
  7. I am using a vanilla(updated) version of fo3 so my mod could be used by all. My data directory does not have a meshes folder. ps. your advice on imagespace modsifier helped heaps. ;)
  8. I made the mistake of working below ground level too. I ran the LOD generate mesh and waited the 10 hours it took. There are no new folders and the ground looks exactly the same. Since I spent 5 weeks making this large mod, and there it would take an awful lot of work to raise the whole area, I really need to get this fixed. All I want to do is fix this little problem so I can share my mod with you all. Any help would be really appreciated. Thanks, Cut Snake
  9. I believe I fixed the problem. I made a new group of raiders that are aligned with the local ghouls. Now they seem quite content to stay put.
  10. I might clarify also. I have built a 'nest' for the raiders and do not want them to leave unless you are fighting them. It seems they may be trying to chase the local ghouls. I don t care if the 'nest' if filled with raiders or just angry wastelanders, I just want somebody there to fight when you find it. :) Thanks again, Cut Snake
  11. I have made a hill with base on top for some raiders. I made a navmesh as well as patrol markers, but my raiders always appear underground. I am at my wits end trying to figure this out. I am sure there must be a simple solution. Anybody help me out? TIA Cut Snake
  12. Thanks. I imagined something along those lines. I haven't yet learned imagespace (I probably skipped it in a tutorial somewhere) but now I know I can make it work. This is sooo much fun! Cut Snake
  13. I have searched and am unable to figure it out. It seems it should be an easy thing to do. I can think of many uses for this, but for my mod, I have made a long entry tunnel and want the sunlight effects to stop just after entering. Any help would be much appreciated. TIA Cut Snake
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