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Posts posted by Anchevv
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Ok why they need to be on the same driver of the game? MO didn't need that...
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In response to post #57206761. #57213901, #57214006 are all replies on the same post.+1, pretty sure they will change this.TeodorWild wrote: Hi!
Installing Vortex to hard-path on disk C: ARE NOT acceptable! Like create temporary games path on {User}{Roaming}. I'm using a group politics and disk quotas to block non-systems processes and file on system disk. Need to provide on setup application option to choosing installing path and working paths.
Thanks!madpaddy wrote: Agree, im pretty much the same set up.Sandello wrote: Me too. I working on my PC, I want my disk C as far from games as possible -
I don't understand why the mods need to be on the same driver, MO didn't need that...
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Would be possible to track by the lasts files you tracked instead of last upload?
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Hey, I didn't want to open a topic here but whatever, I'm been working on this mod where I edit the leveled list of the BOS soldiers to make then use the T45 and T51 power armors, so far so good, but I want to make then use a different paint with a different lining, like lining d + custom paint for T45, I don't know how to do this with fo4edit since there is a lot of unknown records, do anyone know something about this?
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FNV are Bethesda assets, I don't see a copyright infringement.
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Sanctuary have more than one worldspace, I don't know which one I should edit Oo
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Well, there is a command to increase settlement size, but is there one to increase bounds like max height? At least in sanctuary where I can make a tower :P
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There is an animation for equipping PA helmet, you can see Danse playing it, unequipping I don't know, but if have would be great to add when you start a conversation.
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ok...so am I right in assuming that the texture set "pa02" is the one for this as well then ?
Every frame use a different meshes, so I don't know if they use different texture.
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http://i.imgur.com/NZOsT2A.png
Different frame meshes.
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And make the perk useless?
Settlement's are optional, if you want to have full access to it you sure need to spend some points.
Actually, this perk is what doesn't make the charisma a dump stat.
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Well, I think I can replace the Codsworth model with the pre-war one, but fixing it with button, adding junk? just with GECK.
Oh, there is already a mod for pre war Cods.
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certainly possible in skyrims creation kit, so i would highly assume it will be possible with the geck when it released.
Hmm, I was trying with FO4Edit, but since there is no option or something I expected to be impossible without GECK.
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Is possible to modify the leveled list according to the npc's levels, or it can be only by the player level?
Example: Raiders lvl 1+ uses pipe pistol, Raiders lvl 50+ uses gauss rifle.
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I changed the T60 to T45, now I just need to add the platinum? paint to them.
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I just looked at the files and I'm 90% sure I can do this. I will look at it after I sleep, along with a couple others I offered to look at.
I will probably do the 2nd suggestion first (incremental) since I wont have to change quite as many files, and then I can make a second file for all T-45.
This is, of course, supposing that it works out the way I believe it will. I will update you hopefully within 24 hours.
I tried changing in FO4EDIT, but nothing yet, I'll be trying to make it work.
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And could be nice if you get the T60 from the Brotherhood only if you get sentinel rank.
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Or the Knights could use the T45, Paladins uses T51 and Star Paladins T60.
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You can do that with the console command 'SetActorFullname', but you need a 'Message' value, its basically a 3rd ID everything has. IF you can find that, you click what you want to rename, and type in: 'SetActorFullname (Message ID)' Until the GECK comes out, thats all you can really do. Thats one of the things on my list, aside from this: http://forums.nexusmods.com/index.php?/topic/3446300-preparing-for-the-enclave-return-mod/?p=30915700
I see, I was thinking more of adding a new button on the pipboy or the workbench, but I think this is probably impossible without GECK.
Its very possible, even without the CK. You'd need to make a script that takes a user input and stores it in a variable then set the settlements name value to that variable.
I was able to make a script (albeit a simple one), compile it and attach it to a magic effect, and all without the CK in this thread.
Couldn't we use the function of the renaming weapon for the user input?
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You can do that with the console command 'SetActorFullname', but you need a 'Message' value, its basically a 3rd ID everything has. IF you can find that, you click what you want to rename, and type in: 'SetActorFullname (Message ID)' Until the GECK comes out, thats all you can really do. Thats one of the things on my list, aside from this: http://forums.nexusmods.com/index.php?/topic/3446300-preparing-for-the-enclave-return-mod/?p=30915700
I see, I was thinking more of adding a new button on the pipboy or the workbench, but I think this is probably impossible without GECK.
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I can't build nice settlement if isn't on Sanctuary or The Castle, I don't know, the other settlements doesn't feel like it's the right home because of the name, so renaming it should help.
Limited Vortex alpha release today, full release soon
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