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Stndmunki

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About Stndmunki

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    Australia
  • Currently Playing
    Fallout 4
  • Favourite Game
    Fallout: New Vegas

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  1. Please make sure you make a detailed post here http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/ so the developers can help you and keep track of it.
  2. Depends what the file is that you are trying to edit, many files can't be edited within an archive. I would suggest that you extract the archive and then make any edits and overwrite the files that you have edited once the mod has been installed via NMM. Either by making a seperate .rar with the edited files and the correct folder structure and adding that to NMM or just simply copying and pasting the edited file over the installed file.
  3. Make sure that you have setup ArchiveInvalidation Here is a video if you don't already have it setup.
  4. If i add a prefix like A). B). it seems to list as you would expect but I would rather not do this.
  5. Hello All, Does anyone know if there is a way to sort a list of modifications as I specify? At the moment it seems to be alphabetical and numerical in an odd way in that the first character seems to take precedence for example 10 100 20 30 300 40 Where I would like to see 10 20 30 40 100 300 I know that in the vanilla mod list order there doesn't seem to be any particular order so there has to be something I am overlooking! Cheers for any help anyone can offer.
  6. Hello, I am kind of stuck at the moment with a Fallout 4 mod I'm working on, I have created a new Misc. item "Molten Lead" that is made out of 1 Lead, I turn 10 "Molten Lead" into a component "Bullet, .308", this works fine but I also want to be able to turn 1 "Bullet, .308" back into 10 "Molten Lead". When I try to do that it gives me a message saying "You lack the requirements to create this item.". The interesting thing however is that it shows the requirements as being met, although on the Recipes page it is greyed out. There is no perk associated with crafting this component either. Here is a link to the .esp that I have created using FO4Edit, If you have the time to look at this it would be appreciated because I am stumped. If I replace the "Bullet, .308" with a different component it works fine. You can find the Recipes for these items under Casting in the Chem Lab.
  7. If you look in Fallout4Prefs.ini under the subheading [interface] there is a setting bShowCompass=1 change the 1 to a 0 and it should disable your compass when you are on foot. If you are in Power Armor however, it doesn't seem to disable it. Also this mod has a few tweaks to the ui and is worth checking out if you don't want to see enemy blips on the compass or don't want a sneak indicator etc.
  8. For anyone still interested, for the time being I found this http://www.skyrimnexus.com/downloads/file.php?id=562#content it seems to work quite well but it will disable the helmets for npcs as well.
  9. Hey all, I would really appreciate a mod that would allow me to hide the graphic of the helmet completely but allow me to keep any stats and perks associated with full sets. I play in 3rd person mode primarily and really dislike wearing a helmet. I am not sure how complex a mod like this would be or if its even possible. Thanks for your time.
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