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Posts
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Everything posted by Lynx77
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[MOD REQUEST] Equipping multiple clothes/more clothing slots
Lynx77 replied to jahsarry's topic in Cyberpunk 2077's Mod Ideas
That would be a really nice addition! -
Driver: "Something in my car is broken!" Mechanic after one day of work: "Something in your car is fixed!" Driver: "Awesome! Thanks!" Don't believe that this mod-request-thing works like this :D
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As KunoMochi said: The loose files are already modded files. The vanilla files are in ba2 archived files. If you delete the loose files, than you are playing vanilla. That's what you actually are playing with your female characters. Maybe you have different body meshes, that don't fit with the vanilla textures (cbbe or something), that causes an ugly look. Just get some fitting textures to your (maybe) modded body meshes.
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Skyrim and Fallout; Bridging the Gap between Earth and Nirn
Lynx77 replied to onelunglee's topic in Fallout 4's Discussion
Let's check the physical side of this. If Nibiru is a real planet, than it's impossible that this could be a moon of Earth (even hypothetical). Let me explain: The reason, why we earthlings think, that there could be another planet in our solar system after Neptun (and the sad Pluto) is, that we're detecting some gravitational influence of the outer objetcs of our solar system. Trans-Neptunian objects seem to be attracted by an object with high gravitation. The influence is a small fraction of the influence that the sun has on this Trans-Neptunian objects, but it's big enough, that we are able to detect it. To create gravitation, you need one specific attribute: Mass. The higher the mass of an object, the stronger it's gravitation. If you want to have an effect on other objects, you need mass, much of it. If you think you know this, because curvy girls are more attractiv than skinny ones - naaah, it's not the same! Okay, back to topic. Planet Nibiru is one of many possibilities to explain the gravitational effect of Trans-Neptunian objects, but if it`s true, than Nibiru has to be much bigger than a moon. It would be something like a gas giant with an exceptional orbit aaaand this orbit has to be really exceptional, but even the closest point would be far away - behind Neptun. There's a better chance, that an asteroid crush a part out of another planet in our solar system and this part orbits the earth to explain a second moon. Sorry, maybe it's bad english. I'm german and this are rare terms^^ -
Hey chasemm18, I use this mod made by Budong: http://www.nexusmods.com/witcher3/mods/1129/? I think this should be something you are looking for.
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I deactivated all mods an have the CTDs on saveload as long as I have the .ini-files in the mydocuments folder. If I delete them (and let generate new ones), I'm able to load, but without working mods. I also noticed, that there ist no Fallout4Custom.ini >_> Edit: Nevermind! I needed to un-install the Mods, not only deactivate them. Maybe it was a translation issue by myself, sorry
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I used the .esp with the most of the wanted armor parts and there I re-generated armors of another mod with the existent meshes and textures and generated an new outfit and use it for the specific minuteman template. This worked for me. Now the minutemen spawns with the right armor. Haven't figured out how I can set a new .esp-file depending to another. Sure, if I start with the CK, I have the choice which .esp and .esm-file I want to use, but at the moment I finished the edits, I don't understand how I can tell the CK, that my custom .esp depends to another. I think there is/was the issue. Nevertheless, thanks for your aid :smile:
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Sry for double posting, but I found something. Problem is, that my new generated .esp-file depends on other .esp-files. It seems, that somehow I need to make a .esp-file temporary into an .esm-file or I don't use a self generated .esp an take a modders .esp instead and do the changes there. Problem with the last part is, that I only could use parts of the vanilla game or this .esp-file, not of a second one etc. I found something in the net called wrye bash. For me as modding noob it's hard to understand, but this could be a hint (or is there a way in the CK?). I will try tomorrow. Thanks for reading this confusing noobish text^^
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The items aren't in the inventory as well (ingame - in the CK they are an showed up in the preview - I put the armor parts in the inventory AND set it as default outfit). Hmm I don't understand why vanilla armors work and modded Armors don't. I don't need to tell CK, that he need to catch other esp as well, need I (after at start)? Very confusing...
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Hey guys, I have a specific problem. I try to get modded armors on Minutemen spawns (for example with the flare gun) and I found the right template in the CK. I made a new outfit and put the modded armors in there. After this I said to the template minuteman, that he has to use the new outfit with the new gear, but ingame are the minutemen naked, why? They also showed up right in the inventory preview int he CK. I tested a little bit and switched in the custom outfit a new armor part with an hazmat suit. Ingame the hazmat suit shows up on the spawned minutemen. This says to me, that my custom outfit works, but not with armors out of the main esm. Did I something wrong? I have no clue...
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Maybe there are differences between westcoast mutants and eastcoast mutants (I mean there are slight differerences in the FEV-strains). Here are some Infos: http://fallout.wikia.com/wiki/Forced_Evolutionary_Virus Maybe ist the way of sex not that, what we normally first think of. I'm not sure if in Fallout 1 it was made with his dong :P
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Hmm, FEV causes sterility. Dunno what it means on the gender-status - if there is one.
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Hey gyaschaa :) Maybe, but this isn't canon at all. In Fallout you see already super mutants, which were ladies before. There are no optical differences between the genders or rather they lost their gender. Sure, your idea would be possible, just not canon.
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Would like to see something like this. Maybe in combination with a full face mask/balaclava. Some Splinter Cell models are nice (some google pics): This would be a dream :)
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Need help finding institute wall textures
Lynx77 replied to RDHSmoky's topic in Fallout 4's Discussion
Hey RDHSmokey! I had the same problem, but I think I found it. The textures are in Data->Textures->Interiors->Institute and there I found Institute_Panel .dds files. I think this is what you're searching for. Dunno why it's not in architecture, ask Bethesda :P