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Deleted19523939User

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Everything posted by Deleted19523939User

  1. In response to post #64698961. You support the site by simply being here.
  2. Hello everyone! Any hair experts out there!? Does anyone have an idea as to how I would go about changing the base color of a hairstyle that I included with a hat? The base color of the hair meshes is a brown. I would like to change it to black. I extracted the material and texture files. However, they only include said base color and a gradient d_dds. Any help would be greatly appreciated! :smile:
  3. Hello everyone :smile: I recently noticed and have yet to find the source of rather annoying bug. When I a.d.s. and let go (return to normal view) my character's movement temporarily accelerates. Anyone have similar symptoms or a solution? EDIT: It's a mod in my LO... I unticked each esp and the problem went away. I'll narrow it down and post my findings EDIT II - SOLVED!!! It is literally a feature added by an armor piece in a mod I got on fanclub... NOT A BUG
  4. Thank you kindly for keeping on with this! I'm always excited to read your progress posts. I cannot wait to try this out :D Best regards.
  5. If you haven't already, try disabling highway + elevated spawns (I forget the exact term) and I never crash. Using the weekend warrior preset as a base, I also disable animal/creature & Vertibird spawns for best performance. I run WotC + a modded version of FCOM and its a lot of fun :D
  6. That's great news!!! :D I'd love to beta test this. Can't wait! Also guys, check out MadGod's FCOM --> http://www.nexusmods.com/fallout4/mods/14946/? I use an overhauled version with WotC 1.4 and it works perfectly as is. Should be like pees in a pod once SMB rolls this out... PBJT!!! ': :D:'
  7. Ok!!! So basically, I wanted to make sure that I had this right.... Turns out I was using the wrong version of the Merc pack. Description states to use the loose files version if you're running CBBE. Sure enough, after installing the loose files version, I was no longer getting that CTD. You'd figure I would of learn't to read descriptions with the amount of mods I dl'd here there and everywhere! Lol, all good :) Hope this helps someone else!
  8. Ok ...so I turned to MadGod for some help and fired of the lines I posted above. He had a look and was thinking dirty edit. I remembered having issues with the LL's from the Mercenary pack. So I had a deeper look and realized that there is an NPC related to the railroad who has the b90 armor assigned as an outfit. Upon removing the LL entries, the issue ceased. Woohoo! Anyway, hope this helps someone else! Off to Railroad I go :)
  9. Ok, these are the last lines of my papyrus log. Maybe someone savvy can makes sense of this? :) [Followers (000289E4)].followersscript.::remote_ReferenceAlias_OnCommandModeGiveCommand() - "g:\_F4\Art\Raw\ScriptsMilestone\FollowersScript.psc" Line 360[06/22/2017 - 03:51:53AM] warning: Assigning None to a non-object variable named "::temp65"stack:[ (00093F83)].spotlighttriggerscript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\SpotlightTriggerScript.psc" Line ?[06/22/2017 - 03:52:10AM] warning: Assigning None to a non-object variable named "::temp65"stack:[ (00093F83)].spotlighttriggerscript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\SpotlightTriggerScript.psc" Line ?
  10. Worth a shot! Thank you :smile: EDIT: No dice :( However, there has to be a solution! :)
  11. Hello everyone, this is know issue but with all my research, I have yet to find a solution. I CTD when opening the door to the church itself. I tried the console command: coc OldNorthChurch01 but I crash in the same way I do when I try to manually open the door. So there's definitely some documentation about this and similar issues, but no real solutions for my particular case, yet. Any help or ideas are welcome!
  12. Just a little support bump! I know modding can suck the life out of a person...and it sounds like you have some boring stretches to get through... ...So I just wanted to make you smile! And although you probably already know, like me, there's a bunch of us that stop by here everyday to read your updates. And we really appreciate it. I know I do. Thank you '::D:'
  13. You are very welcome good Sir! I love WotC :) Best darn spawn mod I've ever had a chance to play with. And with all the awesome changes that you are diligently implementing, I can't wait to try it :D Best regards! And best of luck!
  14. This is awesome!!! Thank you kindly SMB. Jumped over from the mod page and I'm happy I did :D Best regards! Edit: KUDOS :)
  15. Now that I know what I'm doing, I posted a tutorial for a very nice member in the comments thread here: http://www.nexusmods.com/fallout4/mods/22995/?
  16. Afaik, the node has been replaced by BSConnectPoint::Parents with the name P-Casing on the weapon. This matches with the BSConnectPoint::Children with the name C-Casing on the casing. My guess is that rotating the P-Casing parent connect point would change the ejection angle. Thank you kindly! I did find it. Now I can flip it around or move it linearly. What a great feeling :D Thanks again for the replies guys. Just love it when things come together :) All the best! Sincerely, Mike.
  17. Thank you kindly for the nice replies people. I know this is really, really late :D...but thank you nevertheless!
  18. Moved to troubleshooting https://forums.nexusmods.com/index.php?/topic/5472932-spent-shell-casings/ :)
  19. Does anyone know what happened or what became of the P-casing node in Fallout's nif files. Presumably something has changed because I can't find said node anywhere with NifSkope. So I looked for something similar but I haven't been able to pinpoint anything that moves the ejection position as of yet (moved a buch of stuff around lol). Even had a look in the CK to see if would reveal something... Any help or thoughts will be really appreciated!
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