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About silwerbullet
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Fallout 3, Fallout 4, Skyrim
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How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Wow thanks everybody for the input. Started building something new that i would like. Thanks again. -
How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Thank you. Am just going to focus on my next build and have fun with what i do. -
How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Thanks, i think my personal goal was to high as it was related to the work i put into the mod. Will step it down a bit. -
How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Thanks, my problem was i was looking at mods with say 50 downloads but have 6 endorsements. I will keep your words i mind, thanks for the advice. -
How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Thanks you i will keep it in mind. -
How do you rate the success of your mods ?
silwerbullet replied to silwerbullet's topic in Fallout 4's Discussion
Thanks, the comments is a bit strange on my mods. I find very little comments but a few downloads and then there is people that say they like the build but then is find they have not even downloaded it. -
Hi all. This is my first post here as a newly "mod" creator even though i don"t know if my work really count as a proper mod. How do you judge the success of your work ? I mainly have blueprints of stuff i build and even though there are downloads the endorsements are so low compared to the downloads that i feel like i failed. My creations are my pride and i put many hrs of work in them only to see it disappear into obscurity. Please put me right if my outlook is broken or if you think my work is really crap and so the endorsements is thus valid. http://www.nexusmods.com/fallout4/users/1944257/?tb=mods&pUp=1
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Right, after reading your answer it gave me an idea. As shown in the image the editor id in the layer was DecoMainA1x1Wall01 so I searched in the object window filter for deco and found the same name with a purple icon before it (highlighted in image). After a bit of guessing in cell view I found the cords and a lot of struggling with the controls the castle it self. Is there something I can toggle to see what the name is of a wall or block in this window? http://i.imgur.com/V6LNx6a.jpg
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That was totally not the records I was looking for. I will add the line to my custom ini and head back into the game to have a look at those walls again. Could the 06 - 01 change also be why the ids I get in the FO4Edit is not the same as in the Creation Kit ? What you say about the combined mesh makes me understand that that is why the kiddies kingdom castle id in the CK has a yellow block before it. It show 15 items but can not be selected with its own id. This info will be of great help, thanks again. Am currently watching every video tutorial I can get about building a settlement/fortress with CK, but the nerves to start is not there yet...
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Walking around in Nuka World kiddie castle I found some walls has id and others don't, is that normal? One wall had a id of (06036ad5)[ep] , how do I search for it in the search text field ? One id I found was (0602bacf) in the kiddie castle but search text just bombs out with no result. In the editor id field names of items has a coloured block (green/yellow..) what do they mean and which ones can I use to build with. I know this is a lot of questions , but I am really trying to get my head around the workings of the creation kit.