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DigChrono

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  1. The Witcher 3 script merger uses KDiff3 for the actually merging, and then just puts the merged scripts in their own mod folder. This would be pretty easy to do manually, you'd just have to extract, merge with KDiff3, and re-pak the scripts each time there's an update to an affected file. I'm sure it would also be easy to do that with KDiff3 and the 7-Zip command line, but creating such a solution is beyond my skill level.
  2. I'm using the latest version of F4SE (runtime 1.6.9, build 0.2.0) to launch the game, all my mods are up to date (although some haven't been updated in awhile), my graphics drivers are up to date, my game is up to date, I've tried verifying the cache files through Steam, and I've tried disabling each individual mod and launching the game. But, no matter what, it crashes on launch, it doesn't even get to the main menu video with the power armor. Here's my load order: GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 ArmorKeywords.esm=1 ConcealedArmor.esm=1 Unofficial Fallout 4 Patch.esp=1 No Fusion Core Drain.esp=1 LoweredSprintAPDrain.esp=1 SyringerAmmo_10.esp=1 NoNegativeAffinityNof*#@s.esp=1 NoAffinityCooldown.esp=1 SyringerAmmoSimplerIngredients.esp=1 Fast Stimpak.esp=1 ConcealedArmor.esp=1 The Crippler.esp=1 BBBM-2.0c.esp=1 Cuts and Blunts 3.0.esp=1 ASVektor.esp=1 3in1.esp=1 HelloInternetFlag.esp=1 WeaponModFixes.esp=1 WeaponModFixes-Automatron.esp=1 WMF-A-Patch-AWKCR.esp=1 CutWeaponModsRestored.esp=1 CWMR-Patch-WeaponModFixes.esp=1 More Where That Came From Diamond City.esp=1 CBBE.esp=1 DD_Tinas_Cookiepocolypse_merged.esp=1 BTInteriors_Project.esp=1 Ghoulish Ghoul Friend.esp=0 Better Chameleon.esp=0 AnyModAnyWeapon.esp=0 Armorsmith Extended.esp=1 AWKCRPatch-UFO4P.esp=1 SlowTime.esp=1 keyNuker.esp=1 keyNuker_DLC01.esp=1 keyNuker_DLC03.esp=1 EFF.esp=1 ClassicSniper.esp=1 P99.esp=1 DLCTameCreatureFix.esp=1 Vivid Weathers - FO4.esp=1 Vivid Weathers - FO4 - Autumn.esp=1 Vivid Weathers - FO4 - Far Harbor.esp=1 Vivid Weathers - Natural Bright.esp=1 ModularKalash.esp=1 QuickEnterFromStand.esp=1 QuickExitToStand.esp=1 Merged.esp=0
  3. You should be able to just verify your cache files through Steam to get it back. What happened to yours?
  4. You can open Fallout4.esm with this, and look in the container group for safes and the trunk, while beds might be in the activator group.
  5. The Railroad moddable clothes (which take up no armor slots) are: Army Fatigues 00023431Baseball Uniform 00144F03Dirty Army Fatigues 0019CBB3Green Shirt and Combat Boots 001942D6Military Fatigues 0016892CMinuteman Outfit 000E517BTattered Rags 0011609BThere are a lot of outfits that can have a Weave added, and I don't feel like listing them out. But I can send you the page from the guide if you need the names of them.
  6. In Fallout 3 and New Vegas, projectiles were an option for weapons in the GECK. Basically you could select a projectile from a list, so you could have a sniper rifle that fires missiles, for instance. I don't know if replacing the mesh would do it, and I doubt that this will be possible until we have a GECK, unless a very good unofficial tool comes along.
  7. Thanks! I had been wrestling with trying to compile it, but I don't really have a clue what I'm doing.
  8. Not yet, the Nifskope team are still working on a way to work with the new format. It's still .nif, but it's handled differently internally. I'm not sure where the best place to check on the progress is, but their website is niftools.org
  9. I'm trying to make a chem that boosts carry weight, but I can't figure out how to make it so that it can be toggled on and off (without consuming it, obviously). I've seen it done in http://www.nexusmods.com/newvegas/mods/35115/? (and a few other mods which I can't think of). I poked around in that mod, but I couldn't find where it can be toggled. Any help is much appreciated!
  10. I'm using the Steam EE, so I'm wondering if this changed the way mods were handled, therefore breaking certain mods. I know the Extreme Quality Flora overhaul mod (http://witcher2.nexusmods.com/mods/653/) is recognized by the launcher, and I'm pretty sure it works.
  11. It's been several years since I've modded Fallout, so I forgot to check the effects section. Effects section is showing an increase of 15, and the bonus doesn't change while sneaking, only while the stealth field is activated. Hmmmm.
  12. I'm using a toggleable stealth boy mod (http://fallout3.nexusmods.com/mods/5903/) and trying to modify it to boost the sneak skill to 100 while the stealth field is active. My only problem is that no matter the magnitude I set IncreaseSneakSkill to, my sneak skill levels off at 51 in-game (from a base of 36). Is there some limit that I'm running into?
  13. I think it would be great if you could gain perks by reaching the level they require to unlock Got the idea from this mod for Fallout New Vegas http://www.newvegasnexus.com/downloads/file.php?id=35043
  14. I would check in the GECK. its probably unique to her, but you could easily make a plugin that flags it as playable and places it inworld.
  15. sometimes only a few factions show up in the list with the faction relations (far right tab, status section of the pipboy) while other times its fine, and when it doesn't show up the unlisted factions are hostile to me, while when they do show up, they're friendly (or hostile, depending on reputation), while sometimes a random member will be hostile (even if, say, in an NCR area I have ranger armor on) this seems to have started after the newest patch, but it could also have to do with mods I'm running having messed up my save somehow or should this go in troubleshooting?
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