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BlahBlahDEEBlahBlah

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Everything posted by BlahBlahDEEBlahBlah

  1. I get that and am not trying to convert you to the dark side of the force.à:devil: All I'm doing is giving my perspective and saying why I don't use F4SE or MCM. I think MCM is really cool but, if I can't use it on my sofa then I can't use it.àChucksteel.movetonode(SofaloungemarkerREF)Fixât.
  2. There was Visible Marker mod,and you could use Console Command to move them. That might do what you are looking for.
  3. This I donât know so much about. Starting a mod with the usage on MCM in mind, probably not so bad.Though you donât say otherwise yourself, reworking a large mod after the fact to use it...thatâs not going to be the same experience. ...and reworking of existing mods to use it seems to be more what the topic is about, at least in my reading of it, and definitely where I was coming from with my statements and feelings towards it.
  4. https://rd.nexusmods.com/fallout4/mods/29008 Cat Creatures A little on the âout thereâ side of things, but they *are* new. =)
  5. I, for better or worse, just simply donât want to be reliant upon F4SE. Not yet, at least. Itâs not necessarily about F4SE (as thatâs work deserves great respect), itâs more about still having game patches (frequent enough game patches, at least) that throw F4SE wonky for a bit every time.
  6. It is actually *supposed* to lower when in dialogue/scene with an actor, same way it does if a menu pops up in activation or something. Sounds more like something broken to me. <shrug>
  7. https://www.youtube.com/playlist?list=PL6vN9qKwAJ2Ecso79PAhvLxM1FHbSCEkY
  8. https://rd.nexusmods.com/fallout4/mods/28605# :) Drivables Of The Commonwealth - Boats ;)
  9. ...Iâd rather to see Liberty Prime as Dogmeat, personally. ;-)
  10. Think there was one mod that turned Dogmeat into a person, heh. Thereâs Pugmeat also, but thatâs still a dog. Can *find* a Giddy Outfit for Dogmeat in one of mine (still acts like a dog, of course, had no intention of changing that). Wasnât there Steve: The Cockroach also?
  11. Attachtonode...or was attachtoref or placeatnode...or movetonode...I forget...but follow that line of thought. ...at least if I understand your intent/concept correctly.
  12. There's Shade Shotgun that is a voice with a gun, also. But, yeah, it's all done with scripting as DeathMotif said.
  13. Check the sub-graph info and the behavior areas in the race are filed out, they sometimes get wiped when duplicating or copying a race. =) Always kind of Montky to give that shoutout, though I think he gives us way to much credit over here. =)
  14. Hey, that's no good. =( Yeah, never was entirely sure what I started doing differently, but it *did* clear up eventually. =/ Double check your Wet material, and materials overall, that was a possible culprit I recall. Worst comes to worse, pm me and I'll see if I can figure it out. =) Or, DM me over on Discord (seems to a bit easier over there) at BlahBlahMidForever#7052.
  15. M150 did a few mods that add enemy types, I've added APC turrets (and a very few tanks) around the Commonwealth...others have done Nightstrikers/stalkers have been made, NCR and those 'Caesar's group' people were added in, radspiders, Nuka World creatures spread to the Commonwealth...there's maybe a few more. Anywho, lack of new is more todo with behavior/animation/skeleton/collision being harder to do now rather than anything to do with model/mesh/nif stuff. ...and, of course, porting can be illegal depending on how you're using the word "port", like say directly from other games and not from scratch.
  16. Coming, hopefully (it's coming along rather nicely), soon: Ridable/Drivable boat. :) https://www.nexusmods.com/fallout4/videos/6683/?
  17. Yeah, that window is strictly a Preview window. Nothing in there has lasting changes. As it looks like you've realized, changes to meshes/nif' are done outside of CK in NifSkope (and possibly 3DS max or, although not for connect points, Outfit Studio).
  18. The aggro radius was a real key for myself a couple times, yeah. ...just does a lot more than I ever expected it to do. Anywho, good luck. =)
  19. Always nice and helpful for future modders who might have similar issues if you outline what ultimately resolved the issue. =)
  20. Driveables of the Commonwealth - Halloween Drivables (and other stuff) Broomsticks and a...Pumpkin?! (and some other fun Halloween stuff, like Skeleton Guards and Floating Skull Guards...and some outfits...all just for teh x-tra Halloween silly'ness of it all, hehe)https://rd.nexusmods.com/fallout4/mods/27522? Got a few other things in the works too, so hopefully we'll remember to come back this time and post some videos and pictures of that all. :smile: Anywho... Thank you and have a good day!
  21. Been a while. :blush: In case anyone is still interested in these, we've had a few releases since last post. Figure it'd be nice to post them here...for selfish reasons of maybe giving 'em a little extra exposure, of course. :whistling: Driveables of the Commonwealth - Semi Trucks 4 Teh Ummersionz! https://rd.nexusmods.com/fallout4/mods/26198/? Driveables of the Commonwealth - Rock Slide Rock-it (...a large rock) Silly mod, I fully admit. :wink: https://rd.nexusmods.com/fallout4/mods/25594/? :D :D :D
  22. I can't help with textures, but color me curious about the mod it's for. :)
  23. Maybe the segments on the bssubindextrishapes (if they exist) went a little wacky...maybe?
  24. It's own skeleton...though may be mixed in with the robot/create-a-bot skeletons (which actually put most of the skeleton on the OMOD nifs/individual pieces, and rely upon attach points).
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