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shaggy08251993

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About shaggy08251993

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    Fallout, till the day I die.

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  1. I spent a number of years making an ultimate overhaul for Fallout 4. I think my modding/splicing days are over, so I want to show everyone what could have been, since it never actually will be. Too many authors with sticks where the sun don't shine. You won't find download links, because I'm not about to break copyright rules, but here's a concept that could have potentially been one of the biggest overhauls for Fallout 4. Fallout 4 Ultimate Overhaul – One mod to rule them all (wordpress.com)
  2. Nah, I'm praising it! I'd love to use it, but I lack the skills. It's an open resource for anyone to work on (proof in the permissions section), and I just don't get why so many people have skipped over it.
  3. That's a good way to get yourself a warning, or banned What, posting a link to one of Nexus's own pages/mods?
  4. Not the first post I've made about this, but it's been about a week I think since the last time. I'm really trying to raise awareness for this locomotive replacer that was uploaded by ryanfss https://www.nexusmods.com/fallout4/mods/45681 The default locomotive looks horrid! We finally have an awesome model to replace it with, but nobody has paid enough attention to it. I've tried multiple times over the last month, for several hours each time, to figure out how to get models up and running in Fallout 4, but it's beyond me. I can mess with Creation Kit, FO4Edit, and retextures, but that's the limit for me apparently. If anyone out there has the skills, please make use of this!
  5. I've just searched through the vanilla ba2 files for an hour, and can't find them. Getting frustrated. Hoping someone can tell me where to find them. 1. The texture for the white sliding doors in the player's house during the intro. 2. The texture for the white closet doors in the player's house during the intro. 3. The texture for the bed in the player's house during the intro.
  6. This model needs more attention, and somehow slipped by too many people. https://www.nexusmods.com/fallout4/mods/45681?tab=posts&BH=1 I'd do it myself, but I don't know how to get a model from the software into the actual game. I tried for hours. Surely someone else with the right skills has also been wanting a new train engine? To avoid retyping everything I said, I'm copy/pasting my comment from the mod here. @mcspinny Unfortunately it isn't going to happen for me. I tried and tried in Blender and 3DS Max, but I'm just too unfamiliar with modeling software. I spent hours trying to look a tutorials, but they were all either too basic and unrelated, or too advanced and time consuming. Someone else is gonna have to get this working in Fallout 4 with a texture. I only got as far as finding the UV maps for the textures, but could never get past that. Once someone else does this, I'd be glad to do a retexture. I'm honestly surprised and kind of P'd off that this mod didn't get more attention from the community. Everybody knows the default FO4 train engine model is a hot pile of trash. People have been waiting YEARS for a model like this to come out, and now that we have one, nobody has done anything with it. " "
  7. So I have about 20gb in total worth of loose texture files. Some are for the base game assets, and others are for modded items that have been added. I've been extremely careful and organized when trying to pack my textures into a .ba2 file. It cuts the size from 20gb down to 13.3gb, which is pretty sweet. I have an esp to match the name of the .ba2 file as well. Yet when I start the game, textures for modded items load just fine (such as food textures for Food Drive Favorites, and even weapons textures for the 10mm SMG and classic Assault Rifle)). Yet textures for base game assets don't seem to be loaded. For example, I have a texture that should make the inside of the house mostly made of brown wood during the intro...but even though modded textures work, the house walls are still generic white. My .esp file is named exactly "Fallout 4 Ultimate Overhaul Texture Pack.esp" and my texture file for it is exactly "Fallout 4 Ultimate Overhaul Texture Pack - Textures.ba2" The structure of the .rar I've packed them into starts with Data, and then leads to these 2 files inside of the Data folder. Anyone have any ideas? This is pretty much the last stage I have in my project, and it would be absolutely dope if I could get this working!
  8. As someone who has had to do WAY more troublshooting for mods than anyone should ever have to in a single life time, change up your enable/deselecting method. First, make sure vanilla Fallout 4 runs fine before installing any mods. Then, for the sake of time, don't enable/disable mods one at a time, unless you want to waste 5 years of your life lol. Break them into halves, then quarters, and so on. Example: install the first half of all your mods, start a NEW game. It HAS to be a new game. If it's something related to a script, the only way for changes to take effect are via new games. To save time from going through the entire intro, use the "coc" console command to warp to somewhere that has a terminal. "coc sanctuaryhillsext" is a good one. Then "player.setav speedmult 300" so that you move faster (since your character will be stuck at the default walk speed of the intro section). Anyway, if everything works, then you know the first half of your mods are good. Disable them, and enable the second half. Rinse and repeat. If it crashes, then you know it's something in the second half. So then break the second half into two more halves, and test each of those. Repeat until you narrow it down. Once you know which one it is, you can try opening it in F4Edit to see if a conflict is causing it. If so, fix it. If not, just delete the mod.
  9. So I have an issue I'm hoping someone can help with. I run with a crap ton of mods, and have, for the most part, gotten them all to play nicely with eachother. However, whenever I'm at a food woodbench in the Drinks category, there's a nice big piece of 'FLOOR' that needs Diry Water, a Silt Bean, and a Coffee Cup. I can't for the life of me find what mod is adding this a recipe, but I do know that the specific piece of flooring is from DLCWorkshop02.esm, and the Editor ID is Dlc05WrhsFloorWoodHalf01. Unfortunately, I'm not sure how to find a recipe based on this information. Anyone able to help? Edit: Nevermind, found it. It was from Wasteland Imports. There were two entries for Black Coffee, so I 'Deleted' flagged one of them. Turns out it still shows up anyway, but as a piece of flooring. Restoring it in-game fixed it. Weird...
  10. @Zorkaz and @robotized Holy Hell, thank you both so much! It was indeed the Container for her that was getting conflicts. I hadn't even thought to check the container, but turns out it wasn't actually CHEF that was the issue. It was BIS_FOOD, as well as my own merged patch I made. BIS_FOOD was overwriting the default, but in my merged page, I did a lot of tinkering at removing excess BIS_FOOD items, and it looks like at some point in time, I accidentally just deleted the vendor inventory for Polly entirely. Issue is resolved, thanks again!!!
  11. I run Fallout with like 230 mods, and have a master merge patch to get everything to play nicely. It's been almost 2 years, and I've fixed just about every issue I've come across, except for one. Polly, the meat vendor in Diamond City, will only sell Brahmin milk and cheese from the mod CHEF. I've looked at CHEF in FO4Edit but see no conflicts, and definitely no leveled list that seems related specifically to Polly. I figured if it isn't showing up directly in the leveled lists, then maybe something else is affecting her inventory, but I don't know how to find which leveled lists she uses. Anyone else know?
  12. Seems to me like it adds more realism. Plenty of girls in my high school walk around like that.
  13. Hey all, I'm hoping this is a quick fix that someone may be able to tell me what I'm doing wrong. I've got a lot of Fallout 4 modding experience, but this is confusing me. For simplicity, let's say I wanted to move one of the water purifiers from Resources>Water to Resources>Food. What I'd do is simply change the keyword attached to the water purifier to match that of the constructable objects in the food category. After loading the game up (new game), the purifier is indeed in the food category, but STILL also shows in the water category. What causes this? As a bonus, anyone know how to hide a recipe altogether so that it doesn't show in-game? I've tried marking recipes as both 'deleted' and 'ignored', but they still show up in the game like nothing happened. Thanks!
  14. Step 1: Don't run Fallout 4 on an HDD. Step 2: https://www.nexusmods.com/fallout4/mods/10283/?tab=description Step 3: Profit
  15. I'm late to this thread, but it's too good not to say this: Looks like all that psycho finally got to her.
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