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the1corrupted

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    United States
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    Fallout 4

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  1. Hey, this looks pretty great so far! Definitely love the atmosphere.
  2. Hello, everyone! I need a little help in creating a mod to bring back some of Fallout's cherished companions. I need a voice actor who can portray Fawkes from Fallout 3. If possible, I may also be seeking to add Lilly to the game from New Vegas, but it would be as a secondary role.
  3. Hello, everyone! I'm working on a few changes to some of the perks in FO4. However, I didn't realize Far Harbor came with a few extra perk ranks. Well much to my dismay, the game didn't handle having two different "RadResistant04" perks loaded at the same time, and taking the same slots. I want my perks to over-write some of the DLC perks. In addition, I could make mod-specific perks? (Like if you have Automotron, Robotics Expert will allow the player to deal more damage to robots) I don't have a script written yet because I don't know where to begin writing it or where I should insert the script to actually fire when the game is loaded. I was hoping it would be similar to something like: Event OnPlayerLoadGame() if Game.IsPluginInstalled("DLCCoast.esm") # Delete RadRes04 ref, or make unplayable endif endevent
  4. Right, I wanted my script to remove the DLC perk from the player's list. In my testing, load order didn't matter as the DLC and my plugin tried to both load the 4th rank for Rad Resist and bugged it out. I think this is due to not using the same Form ID as the perk in the DLC. I will experiment a little further. Thanks for your tip! UPDATE: Using the same "Editor ID" did not work to replace the DLC perk. ESMs are loaded before ESPs so the actual "order" seems to be hard coded into the game. Far Harbor gets a 03 prefix, and my plugin gets 04.
  5. Hello, everyone! I'm working on a few changes to some of the perks in FO4. However, I didn't realize Far Harbor came with a few extra perk ranks. Well much to my dismay, the game didn't handle having two different "RadResistant04" perks loaded at the same time. I want my perks to over-write some of the DLC perks. In addition, I could make mod-specific perks? (Like if you have Automotron, Robotics Expert will allow the player to deal more damage to robots) I don't have a script written yet because I don't know where to begin writing it or where I should insert the script to actually fire when the game is loaded. I was hoping it would be similar to something like: Event OnPlayerLoadGame() if Game.IsPluginInstalled("DLCCoast.esm") # Delete RadRes04 ref, or make unplayable endif endevent I know that some scripting can modify or create in-game item lists, but so far I can't find any help in the scripting reference that might relate to disabling a form id that isn't a reference ID.
  6. Thanks for letting me know! I've had ad-blocker turned on because when ads are running on this site, they actually slow down my computer. With my ad-blocker, I could surf this website normally. I will definitely have the service disabled once you guys initialize with your new provider. I love this website.
  7. Wow, I guessing that we can fix that... I hope. Now, do we have to wait on the G.E.C.K. in order to do that? Oh, all raiders aren't really f'n ugly... look at Cait Found her by accident... and even more by accident she's taken a liking to my character. More than likely, this will have to be done with the GECK.
  8. No one mentioned the memory impact. More items the game has to remember = more computer memory usage.
  9. Hello, everyone. I tried searching for an answer but I can't find anything on this particular issue with the GECK. When I attempt to modify an Object Effect within the GECK, the Conditions section will continue to remain blank. Even though the condition was added (confirmed with testing), it does not physically appear within the window. There's supposed to be an "IsSneaking" condition listed on the right hand side. http://i45.photobucket.com/albums/f74/Mike2123/Capture_zps02kvbqws.png
  10. It's not a bug? It certainly looks like one.... Oh well, thanks anyway.
  11. Alright, so I don't know what it is, but the Ghoul Reaver is one screwed up little psycho... This is a bug that I've experienced on at least two platforms (Xbox 360 / PC) in which a Ghoul Reaver will break into what appears to be a standing seizure. I've also experimented with various things. When using the Gauss Rifle (or another weapon with knock-down), and shooting at an epileptic Ghoul, the Ghoul instantly flew very fast and very far away (sometimes accelerating so fast, they fall into void). Sometimes your bullets will not hit and pass through said epileptic Ghoul. These onsets of seizures are random and incredibly annoying. Could this be tied into that weird "whisp" effect that they have on their bodies? Because no other Ghouls (even Glowing Ones) exhibit this behavior. Is there a fix? (Maybe some pills they can take?)
  12. I have this issue as well, and would love it if someone found a way to fix it. This bug also affects Liberty Prime and whenever he said something, I simply couldn't hear it.
  13. Yeah, after some thorough digging, I found out about that invalidation button. Strange that it isn't posted everywhere like in a FAQ or something *hint hint* x_x;
  14. Actually, with another mod (and further digging), I may have an issue with meshes. I got a 10mm Pistol Replacer and I'm having screwed up texture issues with that as well. Help?
  15. http://i45.photobucket.com/albums/f74/Mike2123/ScreenShot0.jpg I tried to load COL Enclave Replacer and this is what I get! I have the Game of the Year edition, if that makes much of a difference. But I also noticed in the data files, all the textures and meshes are in a .bsa file. Am I doing something wrong? This is my first installed mod. What I have in Fallout 3/Data: COL Enclave VER2.esp COL Enclave Hell.esp All associated textures in Data/Textures/Armor/COL Enclave/ All associated meshes in Data/Meshes/Armor/COL Enclave/ Mod Link: http://www.fallout3nexus.com/downloads/file.php?id=8158
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