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FoxiShandris

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  1. I'm getting the issue, too, so likely their end.
  2. Is there any way I can widen this menu so I can actually see what's required? It's like this for a lot of things I try to build.
  3. As the title says. I've read over the ToS, the Forum Guidelines, the FAQ, and about a dozen other official articles posted by the Nexus staff. None of them say anything against paying people to make mods or being paid to make mods. I've searched the forums and found a single post from 2013 from a moderator stating that it is against Nexus ToS and EULA to offer to pay for mods or to make mods for pay, but dozens of other posts where those requests are being made with no repercussions. I wanted to put this in the general Nexus forums but there didn't seem to be any proper place for it.
  4. Once upon a time, I used a mod that added in a custom weapon to the game and injected it in via LL scripts. I've since removed the mod (there weren't any special instructions for uninstalling), but the weapon sort of still shows up in loot from time to time. I say sort of because there's no model and it can't actually be used, but the name still shows up and it has animations for 1st and 3rd person, so obviously some data is still left lying around, somewhere. I've been rooting around in Fo4Edit, looking for references to it in all of my mods, trying to find where it's left over and have had no such luck. Is it possible to clean the LL of this missing mod, somehow?
  5. Thank you for those tips but, once again, that does not fix my problem. The problem persists even after a clean save, a save with absolutely no mods installed.
  6. I made a mistake with the yaDisguises, thank you for pointing that out. As for too many mods, I thought that's what the issue was, as well but,a s I said, I did a clean save with all mods disabled and the problem still persisted. I have no idea what you're saying in regards to the compatability patches; I understand that the mods they patch must load before the patches, themselves, and they are already structured that way.
  7. Recently reinstalled FO3 and got through all the hoops I've had to jump through, before (GfWL, dead dependancies, broken mods, etc). After booting it up and loading in without a crash for the first time in my history, I noticed there was still a problem, and it was a peculiar one: The Problem: https://i.imgur.com/YtWYkSg.jpg As you can see, the LOD is way off and I'm not sure what caused it. Normally, I've exited Vault 101 and have seen the Washington Monument in the distance (which always gives me giddy chills) but, this time, I can't even see Springvale Elementary. The 'ghosts' you see are obviously the static models but they only appear if I'm looking anywhere from South East to South. Any other direction just has empty, rocky ground. I've never had this issue, before, and am using mods, but I've also done a clean save without mods and the problem persists. I've tried editing almost everything with LOD in the .ini to no avail and am at a complete loss. Just in case, I've added the load order, below. Load Order: https://pastebin.com/YLgKABYa
  8. I install the previously mentioned mods as per their page instructions in the same order as they're listed in the title. Upon game launch, I am unable to adjust the hud as uio allows, so I reinstall, only to find that PN is missing hud files once I boot. Following a reinstall of that, MCM detects unknown hud extensions and doesn't work, forcing me to reinstall these mods that I've used before with no issue, endlessly. Their pages do not state that they are incompatible, and Gopher's UI installation guide is missing so I'm at a loss of how to get these three bothersome children to play nicely.
  9. I realized my mistake and took a look at the item itself... Turns out I didn't assign a body slot for the apparel to occupy, so it was never actually being equipped, and that was the problem. Sorry for wasting your time.
  10. Bittercup isn't equipping the item, the player is. Edit: HUGE fan of your MERC series!
  11. I'm trying to make a script that teleports an NPC to your location upon equipping a certain item. I already made the item and attached a script I thought would work to it, but it does nothing. My script is this: Bittercupref is the only thing the script would let me put in relation to the NPC I'm trying to move. Ref ID doesn't work, "Bittercup" doesn't work. I'm at a loss and getting frustrated. Can anyone help?
  12. I'm trying to make a script that teleports an NPC to your location upon equipping a certain item. I already made the item and attached a script I thought would work to it, but it does nothing. My script is this: Bittercupref is the only thing the script would let me put in relation to the NPC I'm trying to move. Ref ID doesn't work, "Bittercup" doesn't work. I'm at a loss and getting frustrated. Can anyone help?
  13. To put it simply: Shadowmere is invisible (except for his ass), and other horses in the game that aren't attached to a fast travel cart are poorly textured. I originally put this thread up in Mod Troubleshooting because I believed the only mod I had that changed horses was affecting it (although when using that mod, every horse except Shadowmere appeared and worked fine), but after removing that mod, the problem hasn't improved. I uninstalled the mod and made a clean save, validated my game files, selected Shadowmere in the console and tried disable-enable and kill-resurrect, and nothing seems to work.
  14. The only thing that changed was now Shadowmere's ass is visible, and every other horse that's not attached to a fast travel cart is badly textured.
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