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UntouchedShadow

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Everything posted by UntouchedShadow

  1. I've got the notorious low-res texture issue and have had it for a while. I've tried so many different methods and fixes to try and get my game to look normal and have had no luck with any of them. Disabling texture streaming is the last suggestion I've been given that I can try before I'm out of options and give up. Thing is I have no idea what I have to modify within the .ini files to do just that. The idea was suggested by someone in an older thread on here but they never quite specified how to go about disabling it. Anyone here able to give me the run down?
  2. Oh, can't believe I missed that. In that case thank you very much for showing me it. Appreciate that!
  3. Just like this little one that Travis lives in for example, and I believe there are larger versions of it as well. I've looked through various settlement mods to see if they had this particular piece in them, but no luck in my findings. http://i.imgur.com/T3GKBNg.jpg
  4. I have solved the issue. There is no problem or bug on my end. It's the f***ing Boston Airport. By default, it doesn't let you build specific things there!
  5. I have solved the issue. There is no problem or bug on my end. It's the f*#@ing Boston Airport. By default, it doesn't let you build specific things there!
  6. Before you suggest this is because of me having downloaded too many mods that add new settlement pieces, let me tell you that I tried disabling every mod I have and specific settlement sections and pieces were still missing. Specifically, the food resource section is gone, the 'special' section is gone, my shop section is gone, and the Scavenger Station object is gone. These are the ones missing that I have noticed thus far. I have no idea why they're gone and why they don't return when my mods are disabled. I thought this would have been caused by the infamous build menu cap that's been abuzz recently, but it's apparently not the case. I have no clue what to do to bring the missing things back. Loading up saves from weeks ago and checking the build menu in those shows everything in their proper spots, with or without mods activated. Reviewing and checking the list of saves up the point where I notice build objects are missing again shows me that this problem came to existence recently. Just yesterday I removed 'Settlement Supplies Expanded' and replaced it with 'Homemaker'. Additionally I installed a mod called 'Business Settlements' that adds a variety of decorative signs and billboards, and I also updated 'Convenient Stores'. These are the only changes I made recently that are related to settlements and building. But still, disabling them does nothing and the various build options in my menu remain missing. I'm at my wits end, I need help. My mod list in case it somehow proves to be useful: http://i.imgur.com/hknvvJo.png
  7. Before you suggest this is because of me having downloaded too many mods that add new settlement pieces, let me tell you that I disabled every mod I have and specific settlement sections and pieces were still missing. Specifically, the food resource section is gone, the 'special' section is gone, my shop section is gone, and the Scavenger Station object is gone. These are the ones missing that I have noticed thus far. I have no idea why they're gone and why they don't return when my mods are disabled. I thought this would have been caused by the infamous build menu cap that's been abuzz recently, but it's apparently not the case. I have no clue what to do to bring the missing things back. My mod list in case it somehow proves to be useful: http://i.imgur.com/0s6Hyl4.png
  8. You know those mods that allow you to wear some armor pieces on different clothing, or ones that let you wear hats with gas masks and such? I'm looking to do some tinkering of the same variety. I want to specifically set the Assault Gas Mask to allow me to wear hats and such with it, but I'm not sure how. Could anyone give me some insight?
  9. I've seen mods where people have edited the skills of Miller, Ocelot, Quiet, Snake, and other unique characters you can pick up from missions. I want to learn how to go about doing this, as I'd like to edit the stats of the Bionics Specialist from the 'Over the Fence' mission. Supposedly it's a matter of changing a value within the game's code, but I don't know which file to look in and which value to change. Anyone able to point me in the right direction?
  10. I'm basically screwing around with things. I don't need to replace every single Russian soldier model with Skullface, just one is enough. I've tried doing it myself but I just cannot for the life of me find the right models. If anyone knows their locations, let me know. Or better yet if you can and want to do the model swap, even better!
  11. This whole event is a textbook example of nickle and diming. Jesus Christ.
  12. My goodness, to think the solution was so simple all along and I never even thought to try it. Yes, the duplicating did the trick, thank you very much.
  13. I'm using this modder resource right here: http://www.nexusmods.com/skyrim/mods/60936/? It adds static versions of most items in Skyrim into the CK. Unfortunately, when I place them around in my house they don't seem to stick around. If I save and exit the CK, then load my house mod back up, the static objects I placed are gone. I have no idea why this is happening. Anyone have idea here?
  14. So I've been wanting to try a skeleton race mod for a while now. Searched up a few and suffice to say, each one I found was great, but was lacking in what I wanted. One mod for example gave you skeleton hands in first person, but any armor you wear is invisible. Another mod let's you wear whatever you want, but your hands in first person are invisible... So, basically what I'm wondering is if it's possible to simply cut and paste a portion of one mod into another. I want to take the first person skeleton hands (the meshes or what have you) from one mod and stick it into the other mod that doesn't have it. Combine the two. Now, as I've never dabbled in race editing I have no idea if copy pasting between two mods like that is even possible, or if it's even smart to consider trying for that matter. I'm just spit-balling with this idea here, but I'm open to any solutions you folks have to offer (except installing an immersive first person mod, I'm not doing that). Thanks.
  15. Thank you, I'll tinker with it tomorrow. Also fun fact for anyone who hasn't tried it yet. Changing <prop n="MoveSprintSpeed" within the default_levels.xml file makes you sprint so fast you quite literally run across air. Can be pretty lethal if you don't disable fall damage though.
  16. Thanks for the suggestion, but unfortunately it didn't do the trick. I'll keep looking. In the meantime, if anyone finds out how to change the firerate and clip size of guns, I'd love to know.
  17. Has anyone figured out how to increase the swinging speed of your fists yet? I did some digging in the default_level.xml file and came upon "FistsAttackSpeedMul" whose value I set to 50. Upon testing in game though, there was no difference in how fast I could swing my fists.
  18. Before you tell me to use the console in Skyrim to acomplish this, let me make it fully aware that I know I can do that. BUT, I want to learn certain aspects of the Creation Kit, and I need help. Recently I've been trying to turn Nazeem into a companion (Don't ask) with the CK, yet seemingly no matter what I do he sticks to his old roots and wanders around town, not allowing me to ask him to follow me. I've gone through several guides, but none that cater specifically to what I'm trying to do. I've performed the usual procedure including setting his faction to that of a follower for the player and so on and so forth. Still nothing. I'm at the end of the line for guides, and so I need the help of a fellow modder whose more experienced than I am. I don't need anything big, I just need to know how to set an already existing NPC to act as a follower in the Creation Kit. I can take care of everything else, I just need this one simple thing. To make him follow me after I tell him to. I am greatful for any advice you might have to offer.
  19. I recently downloaded a mod called "My Home Is Your Home" : http://skyrim.nexusmods.com/mods/18045/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D18045%26preview%3D&pUp=1 It allows me to reassign what my followers think is home, allowing me to group them up all together in one of my homes to create a base of sorts. Everything about it is working just fine except for the inventories of my followers. Whenever I bring them home and tell them they're free to go, they go about their business and do idle stuff. If I leave the building and come back however, I find them dressed in nothing but their undergarments... It was funny at first, sure, but entering my home and being greeted by all my followers in their underpants has gotten quite irratating now. My currently installed mods: http://img62.imageshack.us/img62/9484/6csa.png Now I'm not sure if there's a mod conflict or if perhaps it's a problem with the mod itself, but if anyone can shed some light on this I'd greatly appreciate it.
  20. You know how in Fallout: New Vegas you could tell your followers to go chill in your home with each other instead of their default locations? Does a mod like this exist for the followers in Skyrim? If not, one should be made. It'd would be really handy for people such as myself who enjoy having their favored followers waiting in certain areas. It would get rid of the trouble of having to go to different areas to get the followers and when you dismiss them, you know where they're going.
  21. I was thinking about doing that, but summoned NPCs get finicky if there's more than one spell/shout in their spell list. Then again, when I added more than one, they were all shouts, so I'll have to give this a go.
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