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ma1025

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Everything posted by ma1025

  1. They're okay but they're just too strong. 50% or 75% would be enough, yeah? But I'm not familiar with doing such a thing myself.
  2. I was able to get every other category of loose files to work except for the textures folder. It was named "Textures" and wasn't working at all but when I renamed it to "textures" then everything started working. Is Starfield's filepaths dependent on case sensitivity?
  3. You may have actually enabled it via your .ini files. http://www.nexusmods.com/fallout4/mods/102/? You can use that and check if you've enabled AI Uses Ammo under the Gameplay section. Disable it to return them back to normal.
  4. You can try using player.showinventory and scrolling with page up/down until you find the "pipe" weapon in your inventory.
  5. I think Extended Weapon Mods adds the Pipe Machinegun. As for the "Pipe" that doesn't exist, there's a few items like that in game. There's some kind of pistol that doesn't exist in the same way. As for why it's appearing in the leveled list, I don't know. The two Pipe weapons that appear for me on the console are 00024F55 and 03054448; one from the base game and one from the Far Harbor DLC. Whenever I use the console to add either of these weapons to my inventory, it gives me a randomly generated pipe gun. The one from the base game is usable but the ones from the Far Harbor ID don't appear in my inventory and I have to remove them with the console. What is the ID number for these pipe weapons you keep finding? The first two digits should tell you what mod/DLC is creating them.
  6. I had a similar problem with Preston having a white face on occasion. When I deleted some face texture replacers it stopped happening.
  7. Is it actually the worldspace that's smaller or is it your character that's bigger? Try using "setscale 1" on your character.
  8. I had the same problem. The commands I used on Preston was: 1. removefac 000c8608 2. addfac 000c8608 1 Then I dismissed him for a while and did other things. I came back a couple of in-game days later and he was normal again.
  9. https://forums.nexusmods.com/index.php?/topic/3717695-sleepingtimescale-set-to-0-pitch-black-help-please/?p=33742910
  10. Did you just delete the whole folder? Go to Data/textures/weapons and delete the whole 10mmPistol folder.
  11. There's also a Fallout 4 Save Editor (that you'll have to Google for a link to). If you open a save file with it, there will be an expandable tab on the left that will list plugins that were active for that file.
  12. The mod/set/force/etc AV commands affect any Actor Value/AVIF. Actor Values are things that modify the base actor/object stats like chem addiction, armor enhancements, limb condition, etc. I did a search through the Creation Kit and found a "FallingDamageMod" AVIF with this description: "Modifies incoming falling damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%." I figured this was what was used for armor modifiers and perks to make you immune or take less damage so I tested it out with the modav command. After I confirmed I manipulate total immunity or not I assumed that your courser armor probably got the value stuck at 100. Hopefully this keeps your fall damage back to normal without having to reapply it over and over every time you play.
  13. Alright, try this. player.getav fallingdamagemod it should come back as 0, but in your case I think it will return with 100, meaning you're immune to fall damage. If that's the case you'd use either the modav or setav to change it to 0. player.modav fallingdamagemod 0 or player.setav fallingdamagemod 0 I don't know which would be more appropriate though.
  14. There's one from Skyrim that you can try. player.dispelallspells
  15. Try player.removeperk 2A6FC That's a hidden perk for fall immunity.
  16. I believe the setting is in enbeffectprepass.fx. Set the fGrainScale to 0.
  17. There's this one that doesn't require F4SE: http://www.nexusmods.com/fallout4/mods/15639 This one does: http://www.nexusmods.com/fallout4/mods/12465/? I use the F4SE version and never had any issues.
  18. That's the regular "Leather Coat". The "Traveling Leather Coat" is 000732b9.
  19. Try removing the .esm files for the DLCs and sticking them somewhere else until you need them again.
  20. This is probably the closest thing around here. http://www.nexusmods.com/fallout4/mods/8126/
  21. Using a combination of DEF_UI and an item sorter like Valdacil's will create sub-tabs under a category. At the very least it will sort all the normal things into sub-tabs like "chems," "drinks," "food," etc. while your mod added items remain outside and separate from them. When you select one of the tabs it opens another "page" where it lists all the relevant items. http://i.imgur.com/T3O5Tdf.png Using it as framework, there's probably a way to make another "mods" sub-tab and sort your things there but someone else would have to help you there.
  22. I've gone ahead and uploaded both a disabled version as well as a reduction version here: http://www.nexusmods.com/fallout4/mods/20126/?
  23. Using the command "sisme 0" disables all imagespace modifiers and the screen shake persists when using it so I don't believe it's handled by an IMOD. EDIT: I did some digging around in the Creation Kit and I think I have a solution for you. Try this file: http://www.filedropper.com/noshake If it works out for you then I'll upload it to the Nexus. In what little testing I did it seemed to disable the camera shaking caused by deathclaws and super mutant behemoths moving around. Other shaking effects like being hit still remain. I do need this plugin tested with power armor because I don't think I've had the power armor camera shake effect for a long time.
  24. Are you using an ENB? The VideoMemorySizeMb setting might need adjusted - increase/decrease the amount by 512 or 1024 at and see if things become better.
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