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OriginalJ4Y

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About OriginalJ4Y

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    FO:NV/ME2

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  1. Could anybody help I've installed a few mods but a lot of the clothing replacers that have different colours seem to not match the screen shots or even what's shown in the inventory screen compared to inform egg white will look more grey, pink and red a duller colour. I have as far as I know all the requirements for said mods along with the texture override, etc. and wondered if it was maybe the load order instead. Any help would be appreciated as atm i'm stuck using black variants. Can list mods in folder if needed.Thanks.
  2. Already done. All the folders have the same meshes in them. Also i believe unique player only affects the player so npc's should be losing limbs/head etc but they don't? The best place to post a problem with a specific mod is on it's mod page in the post section.That way the author themselves or someone who has had a similar problem will be more likely to be able to help. I haven't used that mod so I can't really help much. Sorry. :smile: That was the first place i posted it but noticed there wasn't much activity in the last year and CBBE is so popular i assumed people had got around those issues.
  3. Already done. All the folders have the same meshes in them. Also i believe unique player only affects the player so npc's should be losing limbs/head etc but they don't?
  4. I thought I'd post this here instead of spamming the comment sections on mod pages to everyone's annoyance. Right so after using the EVB body from release i decided to try CBBE reduced since it now has working dismemberment and as i had always used that in previous beth games. This was when my problems started with the neck colour issues. So i tried installing this mod found here even though it seemed out of date. https://www.nexusmods.com/fallout4/mods/12839?tab=posts&BH=2 I renamed the esp headfix.esp and placed it before the CBBE.esp player fix that comes with said body mod and everything seemed fine in that both player and npc's necks were no longer mismatching. But now it seems i don't have dismemberment in any form, even for heads which from what i gather didn't matter which body mod you used. I'm hoping someone can explain where I've gone wrong or what I'm missing as i want dismemberment if possible and don't really want to have silly looking texture issues on heads. Ps. I'm also using unique player just in case that has compatibility problems.
  5. I have the most recent version installed but there is only a place_example file and that doesn't show half of the options listed when i open it?
  6. the 20 can be changed to whatever you would like. The lower the setting the slower time passes. At 20, 20 in game seconds pass for every 1 second of real time. Or, rather, 20 minutes pass every 1 minute, or an hour every 3 minutes of real time. If you set it too low, npcs can act buggy. 5 is probably the lowest I would go, and normally use a value of 10 unless I'm building and really want to squeak out some extra sunlight (of course, it always rains then, so bleh) Does it revert back to 0.01 though every time you enter build mode?
  7. Ok after I'm assuming a update i then got told f4se is out of date so DL newer version of that but since those things my ingame time sits in one position unless i wait. Even if i fast travel the other side of the map it will say the same time which was directly effecting venders etc. Any idea what could cause this? I don't know if this is related to the same update but i also get a massive fps drop at oberland settlement post update whereas i never had an issue with fps full stop beforehand.
  8. Hi yes i have the version your talking about installed already i'd just prefer it if i could launch from one place not have to load fomm for one thing then the nvse 4gb launcher for game?
  9. Just a quick question is it possible to run NVSE with 4GB enabled through FOMM? If so what needs to be done as i've read a few things on a quick search but nothing definitive and would rather be sure before i break my instal. XD Thanks in advance -Jay
  10. That's the thing though I've exported meshes for both perfectly fine before but then go away and play another game come back and now it wont it shows up fine in nifskope but not at all ingame. I wanted screenies of import and export for future ref incase i forget if not then only thing i can think of is the versions of blender etc I'm using but again they haven't really changed. I've posted questions about stuff along these lines before and have sorted it but something is going wrong again or maybe its just me and i forget everything between modding ventures. :P
  11. Would someone be so kind as to upload a screenshot of working import and export settings in blender for both weapon and armor meshes (if different) please? Thanks Jay
  12. Thnx i had a look on there site but couldnt find any links to a newer one than 1.3 i'm asuming this is because of DLC?
  13. Ok so i booted up the new vegas geck today and it wont load any data files yet it was fine the other day? Can anyone help before it drives me crazy. :( Ps yes it's updated to version 1.3 which was ment to of fixed that problem but it obviously hasn't.
  14. Thanks for the help although it doesn't really solve the problem of why blender created meshes dont work. :S One other thing though, i don't suppose you know if copying the sighting node to a model without one would let it use Iron Sights?
  15. Hmm ok it worked fine, but i always remembered from back when i first got FO3 that doing it like that never worked? Thanks anyway and would the same method work with say scopes?
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