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shinobi2204

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  1. ok, someone told me I can disable the mod and use console commands to load a game, I was able to do this but the homemaker stuff was still available ingame. I tried to delete the esp files but my game wouldn't even start. I'm fairly sure that Bethesda will eventually make these settlement mods slightly redundant so I really want to be able to remove the mod from saves that have used it.
  2. So can anyone tell me how I can stop using this mod in saves that have used parts from it, such as institute walls? If I disable the mod and load the save the game crashes, I'm assuming this is because the items used are in the actual world and not I'm my inventory (like modded guns). I started a brand new game with the mod disabled and it was fine...do I have to remove every item placed using Homemaker if I want to stop using the mod with these existing saves or is there an easier way to do this? I know I can use different profiles on NMM but I would rather find a way to dsable the mod, with the extra settlement content coming from Bethesda these mods may become less necessary in the future.
  3. good lord, for what is supposed to be a mod troubleshooting forum there doesn't seem to be much troubleshooting going on with my issues, 2 posts on 2 issues and not a single useful response.
  4. that light doesn't show up in any other screenshot ive seen
  5. So i downloaded Tumbajamba's combat power armor mod but when i use it the helemt causes a strange glow, i know its the helmet becuase when i remove it and reload the glow isnt there. Here is a picture: http://steamcommunity.com/sharedfiles/filedetails/?id=647227597 Can someone figure this out as its spoiling my use of this mod.
  6. Can someone give me some pointers on editing recoil using FO4Edit? I'm trying to adjust the recoil on 3 mods, the M14, M4A1 and MAC-11 but I cant find any settings for recoil. Also is there a way to set weapons to burst fire, IRL the M14 was uncontrollable at full auto so they set it to burst fire.
  7. I would love to see all faction paintjobs on all power armors, I really want a minutemen paintjob for my X-01, seeing as I went with them, you can get institute (quest) and BoS (mod) paintjobs for X-01. Would love to see all paintjobs available, give you all the options
  8. Will we be able to have an explosive M14 or neverending M9 once the CK hits? Or even things like Chameleon Vault suit or a Furious Bowler Hat?
  9. trouble is I think the pipe guns are ugly as heck, I still don't understand why a .38 conversion for the tommy gun wasn't in by default. The reason I'm posting I I hope some of the guys who added the M2216, M9, Desert Eagle, M14 etc will try to add a decent .38 SMG like an Uzi or MP5
  10. So its definnately the male suit mod that's affecting the female bodyslide setings, anyone have any idea why the male suit mod affects the female suit bodyslide settings?
  11. So, we all have craptons of .38 on us and not many decent guns to use them up with, we have a couple of cool pistols, I use the M9 myself, but we really need some SMGs to burn through all this ammo, after all, most SMGs use 9mm ammo, hell, even a .38 receiver for the tommy gun would be cool, after all it did use 9mm as well as .45. We do have the MAC-11 but that doesn't use .38 and it has huge recoil. Personally I would love an Uzi or Suppressed MP5 and I'm really surprised they haven't shown up yet considering how much .38 ammo you get ingame
  12. ok I tried something else, I reinstalled the original slooty mod and that worked fine, I installed the recolour/male suit mod and that retained the 'interesting' proportions the original slooty mod had. But once again, as soon as I reinstalled the bodyslide settings and tried to apply them I got Miss Skinny Britches, once I deactivated the recolor/male suit mod the bodyslide settings were applied. Can someone look closely at the esp and materials files, there must be something there that clashed with the bodyslide settings
  13. ok, I tried a direct replacement recolour, and it works, I just need to remember to change it back when I change characters. So its definitely something in this recolor/male suit mod, so if anyone can work out what its doing that would be great, I really want to have different versions of these suits. Ive also noticed that the Nanosuit mod doesn't seem to want to accept bodyslide changes, I must have a mod that's interfereing with these bodyslides...don't know which one though
  14. So I'm using the slooty vault suit atm, with custom bodyslide settings, you can see a pic here, note the SuitDreams belt: http://images.akamai.steamusercontent.com/ugc/308866595060717570/8124AE8C070A9DCAD39C56FCA31A1277EBA21505/ so I then added this mod (plus the male suit mod it requires), which allows you to colour the suit at a work bench: http://www.nexusmods.com/fallout4/mods/9866/? When I loaded I noticed that the body shape had changed, as you can see here in the picture the belt is clearly sticking out because the body is now too small: http://images.akamai.steamusercontent.com/ugc/308866715013243685/B45E28457F49F63AABB8EA9CF2AA8DA14C41C031/ I don't know why this is happening, the recolour should only be changing the texture and not touching the mesh. Also the bodyshape used wasn't the original slooty bodyslide settings either. I also noticed the same thing when I tried to use a mod that let you craft different coloured versions of the X-92 courser armor mod. I really want to use different variations of these two suits so if anyone can tell me whats gone wrong I will be extremely grateful.
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