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Prenihility

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Everything posted by Prenihility

  1. My bad. Yeah, there is no error message. It successfully created the Merge Patch but it remains the same. Says Sturdy Caravan Shotgun can't be modified. :confused:
  2. Ah. Yes. Added FNVEdit as a Binary in MO. Everything went smoothly until I launched the game and I was told I still can't modify the Sturdy Caravan Shotgun.
  3. Yeah that's what i'm saying. None of my mods show up. Just everything from the Ultimate Edition. Base game + all DLCs.
  4. I launch FNVEdit and main .esm and all DLC .esms are listed. None of my Mods except for oddly enough one mod I have for A Light Shining in Darkness.
  5. Ah. I just got the patch for the packs. But still not working as I changed the model for the Sturdy Caravan Shotgun specifically. I used a remodel of the regular one for the Sturdy Caravan Shotgun. And i'm thinking it's because of that, that it's not working. It initially WAS working, but when I installed the patch, A Better Caravan Shotgun mod overwrote the model change I did myself. It reverted back to the regular screw-top model. I disable the .esp for the Better Caravan Shotgun and it looks great again, but the patch doesn't work for the Sturdy Caravan Shotgun. I think the other mod I have is unimportant actually, nevermind. I just don't see why it won't work. I have the patch. I just changed the model for the Sturdy CS. Why's the game having a hard time accepting it as moddable?
  6. Why is that? Sturdy Caravan Shotgun can't have mods applied to it? What gives? I can mod other weapons like Maria. ?
  7. Have the 4GB patch. Not much else going on. Crashes after several minutes of play. # This file was automatically generated by Mod Organizer. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm NevadaSkies.esm JIP Selective-Fire.esm FCOMaster.esm YUP - NPC Fixes (Base Game + All DLC).esp Vurt's WFO.esp The Weapon Mod Menu.esp The Mod Configuration Menu.esp WMXUE.esp EVE FNV - ALL DLC.esp WeaponModsExpanded.esp WMXUE-CouriersStash.esp Weathered10mmFixed.esp NVDLC02Weap45AutoPistolUnique.esp ABetterSturdyCaravanShotgun.esp NevadaSkies - TTW Edition.esp NevadaSkies - Ultimate DLC Edition.esp NevadaSkies - Basic Edition.esp FCO - GlowingOne.esp FCO - NPC Changes.esp FCO - OHSB NPC Edits.esp FCO - Russell.esp BetterCaravanShotgun.esp
  8. So. I remember earlier this year, something broke Mod Organizer? And even NMM? I've always used MO for everything except for Fallout 4. I used NMM for Fallout 4 and then NMM also broke and had the "login failed" error. I think that's what it said anyway. What's the situation now? MO is completely useless? And Mod Organizer 2 is now the thing to use? Can I use it for Skyrim and NV? And What's up with Vortex? I really need someone to just give me the breakdown of what's happened as I haven't done any real modding in well over a year. I've just been installing mods from archive for NV and a little for Skyrim through MO.
  9. I've noticed that the Russell companion has his .esp activated in FCO when you install it even if you didn't choose him as an option to install during installation. Is this correct? I simply left the .esp unchecked after it was checked automatically after installation. Is this the correct thing to do, or is Russell not supposed to be installed automatically? Just a little confused with that. Kind of silly. Also, the "eyebrowm.nif" file. How can I "disable" it on the fly without having to worry about it conflicting with my GECK? I've been simply uninstalling the mod altogether. I can't figure out how you're supposed to even access the file, or what's considered "disabling" it. There are no files to access. They're all packed in the NV installation. What gives? "Cause-2: This has been traced to the presence of a specific file that is overwritten by "Fallout Character Overhaul" (FCO): eyebrowm.nif in: Data\meshes\characters\hair. Solution-2: Remove the troublesome file when using GECK, and restore it when playing. If you put it into a batch (.cmd) file such as the following to launch GECK you won't forget." What's the best practice here?
  10. So with some help from Nexus users, i've managed to change the model of the Sturdy Caravan Shotgun to the one used in the Better Caravan Shotgun Appearance mod. How can I take the Ratslayer now and change it so it doesn't have any of those tally marks on the stock? I would want it just one single colour. Please tell me I can do this in Photoshop? I assume I would only have to deal with the texture?
  11. Just patched it. Still crashing after clicking on Edit on gun model. EDIT: Was the FCO interfering. Fixed.
  12. I've been trying, but the GECK just keeps closing on me. "Stopped working" error. Now I remember why I stopped. Ugh... Nothing ever works. Whenever I go to edit a weapon, it crashes.
  13. Created "Override" folder in Witcher/Data directory. Copy pasted all files into said folder... AAAAAAANNND? Is something supposed to happen?
  14. First time i've heard that. :confused: I've seen many people successfully resolve the issue by simply applying Vsync. Or a 60 FPS cap. Some people like that 120+ Hz but it just doesn't fly with Skyrim. I've tried it myself but that particular solution just doesn't work for me. I can't think of what the other issues entail off-hand, but they're there.
  15. There a reason why the game isn't regenerating the .ini files? I launched through SKSE and the Launcher. I have a backup of the original ones. But yeah. I was thinking of deleting them to see if it helps with a texture issue i'm having. Nope.
  16. I've had this problem for a long time. A long, long time. And thought it simply went away after loading new areas and whatnot. And I only realized now that it's because of certain lighting conditions. The issue was first water flickering. Which I believe I have now resolved by removing a very specific AA setting in the Nvidia Control Panel. Not the normal Antialiasing. I thought the flickering water was back. But no! It's ICE! Perfect place; just west of Windstad Manor. East of Solitude. It only happens during low light conditions. Like early in the morning. The area/shape that holds water, usually just small little puddles is odd. Very blocky and strange. I use Purewaters. The author of Purewaters is dead set and believes that either SLI or no VSync are the culprits for flickering water. At least in his mod. But I have flickering ice. And I think it's under A. certain lighting conditions and B. When it's RAINING. These two things combined are creating the problem. I could be wrong about the rain. But it adds that puddle/rainy effect on top of ice. You can't actually see any flickering in the first picture. But those are the conditions i'm talking about. And the second really shows the odd water shape and texture is strange. I would post screenshots but the site has some sort of special needs for screenshots and I can't begin to guess what that would be. LO: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp ClimatesOfTamriel.esm HearthFire Display Case Fix.esp HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp RaceMenuMorphsCBBE.esp SkyUI.esp RaceMenu.esp RaceMenuPlugin.esp FNIS.esp dD - Realistic Ragdoll Force - Realistic.esp Dual Sheath Redux.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp dD - Enhanced Blood Main.esp Purewaters.esp XPMSE.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp immersive roads.esp ELFX - Weathers.esp Cloaks.esp Run For Your Lives.esp fallentreebridges.esp SMIM-Merged-All.esp Cloaks - Dawnguard.esp Illustrious HDT Cloaks.esp SFO - Dragonborn.esp Skyrim Flora Overhaul.esp GrassOnSteroids_NaturalEdition_SFO.esp HDTPhysicsWeaponSling.esp KS Hairdos - HDT.esp RaceMenuOverlays.esp BatTravel.esp FNISspells.esp TimingIsEverything.esp ForswornHAIR.esp MatchingCraftableForsworn.esp MatchingSetFix.esp MatchingSetFixes.esp Unique Uniques.esp CalienteVanillaArmorTweaks.esp Dual Sheath Redux Patch.esp
  17. **EDIT** Smh... I tried as soon as i loaded into my house. Had to go outside and go back in. Working now. Maybe it has something to do with Mod Organizer no longer being able to connect to Nexus servers because of that thing with NMM? And i'm of course using MO. I simply installed from directory instead of just downloading through MO. It's simple enough... ALSO. I'm assuming you simply have to put your crosshairs over the centre section of the display case, and it allows you to activate it? I wasn't quite sure how it works. There's no description. Changed load order to right after Unofficial Patch. After, 1 mod after. Doesn't allow it exactly right after the UOP. So what the hell's going on? # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp ClimatesOfTamriel.esm HearthFire Display Case Fix.esp HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp RaceMenuMorphsCBBE.esp SkyUI.esp RaceMenu.esp RaceMenuPlugin.esp FNIS.esp dD - Realistic Ragdoll Force - Realistic.esp Dual Sheath Redux.esp ClimatesOfTamriel-Dawnguard-Patch.esp ClimatesOfTamriel-Dragonborn-Patch.esp dD - Enhanced Blood Main.esp Purewaters.esp XPMSE.esp EnhancedLightsandFX.esp ELFX - Exteriors.esp immersive roads.esp ELFX - Weathers.esp Cloaks.esp Run For Your Lives.esp fallentreebridges.esp SMIM-Merged-All.esp Cloaks - Dawnguard.esp Illustrious HDT Cloaks.esp SFO - Dragonborn.esp Skyrim Flora Overhaul.esp GrassOnSteroids_NaturalEdition_SFO.esp HDTPhysicsWeaponSling.esp KS Hairdos - HDT.esp RaceMenuOverlays.esp BatTravel.esp FNISspells.esp TimingIsEverything.esp ForswornHAIR.esp MatchingCraftableForsworn.esp MatchingSetFix.esp MatchingSetFixes.esp Unique Uniques.esp CalienteVanillaArmorTweaks.esp Dual Sheath Redux Patch.esp
  18. ANYTHING? Any mods for siding with Institute? Anything to help my Chinese character?
  19. As evil as I can be, anyway. I know Fallout 4 isn't the best for that, but i'd really like some help in direction in regards to quests. My goal, amongst other things - is to play everyone like a fiddle, and ultimately side with the institute. I remember having to backtrack in saves in my initial playthrough because I didn't know i went too far ahead with some quests. There are a LOT of qualifiers in this game. What I mean exactly is; get the most out of everyone, while siding with the Institute. That can of course mean items and any perks/benefits. And going as far as a I possibly can with their quest-line. Both radiant and main story. For example, with the Railroad, getting the Deliverer and Tinker Tom Special is my goal. I can't think of anything else they can offer, material-wise? I never got to experience the Institute to its fullest. There are a LOT of quests I missed in my initial playthrough. I chose that neutral Minutemen ending where I stay friends with everyone. Are there also any mods that can enhance my experience? For what i'm trying to achieve, siding with the Institute, and generally playing an evil/bad karma character? And again, what do I have to do quest-wise? How far can I go with each faction? ALSO. I almost forgot. I finally started Nuka World on my first playthrough a couple weeks ago. That DLC is very biased for evil characters. So my plan is to stay away from Minutemen and not create any settlements to make way for making Raider settlements once I get to Nuka World on this second, evil character. Thoughts? Advice?
  20. Or bad Karma if you can't break that Fallout 3 habit. Any recommended mods for an evil character? I keep seeing a lot of stuff on CC. Which inspires me to install more mods. But all I really know is that it keeps making my FO4 install grow, and the updates are annoying as hell. Which mods are great for evil characters?
  21. Alright, fine. I look at it two ways; Whichever one replicates the Fallout 3 Chinese Stealth Armor the best. Or Whichever one simply feels like it belongs in Fallout 4; as if the developers put it there. And of course, these things could have been touched upon - logically - by someone. Any input would have been helpful.
  22. Eh? I wouldn't know what to call it exactly. But, I see no logic in the way suppressors work now. And yes, yes. I KNOW that there are a few suppressor mods for MGSV. BUT, none of them really tackle the problem in a logical way. A lot of them seem like a "screw it, make them infinite" type of solution to the way the standard game handles suppressors. What i'm proposing is: - Stronger suppressors for the first 2 tier of suppressors. - And after all of that hard work, once you've unlocked a tier 3 suppressor! Which of course means it's infinite. Which i logically assumed the way it worked when I first saw the weapon development system. It's just far too much time and effort into getting something like the AM MRS-4 for that High Durability Suppressor. Only to have it still wear out. Also something I have to stress. The issue of Infinite durability suppressors being treated like integrated suppressors. This issue needs to go. Mods that seek to improve suppressors - making suppressors infinite in the process - end up creating another problem. Suppressors should be able to be detachable. Phantom Pain is plagued with issues such as no fire mode for guns. Something we had in Snake Eater! Come on! That was well 11 years before Phantom Pain, too! They definitely rushed things, and it shows. I really would want to go on a tangent and say that a weapons overhaul mod is needed to address all issues. But I may be getting ahead of myself. I love the R&D aspect of the game, but they really messed up big-time with the rest of the way guns were handled. Sloppy. To say the least. **EDIT** I should have mentioned this earlier. If it might help someone to any degree should they pursue creating a mod of this kind. I uninstalled Infinite Suppressor and have run into a glitch after launching the game post uninstallation. I'm 99% sure it's because of the fact that I uninstalled said mod. I had infinite suppressors for all suppressed weapons currently equipped at the time. AND they were removable! I tried replicating it again. Installing, and then uninstalling Infinite Suppressor. It didn't work. But... I don't know? Perhaps it's a clue as to how someone can get it working?
  23. Any suggestions, folks? The Chinese Stealth Suit is clearly the most popular. But is it necessarily the best? I've been mindful of it for months, but never really thought of using Chinese Stealth Armor until now. I always intended for it to be used with a second character. https://www.nexusmods.com/fallout4/mods/20959/ How is the functionality? Can I turn invisible when I go into Sneak Mode like in Fallout 3?
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