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caseter6

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  1. Pick a hat & outfit you like that you want it on, let me know their names as they appear in-game and I'll throw something together for you. Texture replacement is fairly straight forward for Starfield.
  2. Not true. We can sort of do the model bits now we've got a semi-working version of NifSkope and the .mesh plugin for blender. Once xEdit is updated from view only to actual edit, we should then be able to change the values of the ship modules.
  3. There are plenty of tutorials on opening and editing nif files, use google or the website search feature...
  4. ruined Nakahara in FO4 Bit of a tricky situation, she used a lot of other peoples assets in the mod (with permission) so if someone else was to port it over they would need to ask permission from about 10+ mod creators with some likely to say no. You could try ask her directly to make the mod but I doubt it will happen to be honest.
  5. You can upload textures and meshes to Bethesda.net but you need to pack them into ba2 (archive files)
  6. Show some of your work, I may have a task for you if your good enough at modeling.
  7. Can't, porting BI content into any game other than their own breaks their license and thus copyright laws, anything of that sort posted here is illegal and thus will be removed by staff. If you model something based on A3 then it is classed as fan art which is fine but you can't just take their model and port it in here.
  8. When you run a .esp in FO4 it will check for any related .ba2 files, when saving the archives in the GECK if you read the box name it says which type of archive your saving (either general assets or textures). The game will check for the ba2 files in a hard-coded format so they must be names YOURMODNAME - Main.ba2 and YOURMODNAME - Textures.ba2 and if you do that it will all work.
  9. I was used to CK and GECK crashing every now and again but it seems to be doing it much more often now despite me running a beast PC.
  10. I am making the .ba2 files using GECK to put all of my textures, meshes and materials into it so from scratch, it makes it cleaner for people to install and uninstall.
  11. um..... where exactly am I supposed to type that? I load the CK, I click on File, I click on Data, the window opens with nothing in it. There is no option to tell it where the mods are. Go to your Fallout 4 directory do you see the Creation Kit files in there?
  12. Its mainly a thing that we need to wait for Bethesda to fix, the way they put it together is silly.
  13. Thanks for your help. Packing mod assets such as models and textures into a ba2 file is much better and not clumsy, primarily it keeps the mod files cleaner but it makes it much simpler for those inexperienced with installing mods understand what to do much easier than dropping in like 50 files. Doing this is quite common so I have no idea what your on about.
  14. Well I am not a "heavy hitting mod author" I do have a few reasonable sized mods planned for the future if all goes to plan, the current mod that I am working on is making the messy old hidden room on the roof of Diamond city (can see a picture of the original room here: https://i.ytimg.com/vi/OUpvOCo5t6k/hqdefault.jpg) into a nice and pretty player house. The other mod I have planned is to fix the walls of Castle/Fort Independence and make it look pretty but it will take some time as I will need to adjust the wall models to get it all working.
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