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Everything posted by TheAlmightyOS
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Hi all! I created a bit of a mashup of various PA HUD mods for my own use. Long story short, I took a screenshot to show off some WIPAG armor on Danse and people liked the HUD and suggested I post it. This isn't my own work. The only thing I can claim is color-rotating the ammo/core numbers and mixing and matching the dds files. So I sent messages to the various mod authors asking permission. So far, no dice. They have not even read my messages yet. I was wondering if there might be a better way to contact these guys. Any ideas? Mods used in Mashup: https://www.nexusmods.com/fallout4/mods/7252 https://www.nexusmods.com/fallout4/mods/10937 https://www.nexusmods.com/fallout4/mods/8289 (There is one more that I can't put my finger on right now. It is where I got those ammo/core numbers from. When I get home and look at my notes I will update post to include that one as well. If you recognize it or it's yours PLEASE contact me!)
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Alright guys. I have another idea. If you want to skip the background (because I am told I tend to ramble. I can't help it) and get right to the point, scroll down to this symbol >>> You guys might have seen me around both pitching ideas for mods and asking questions about how to do one thing or another. A few of you might have received requests from me for permission to use assets from your mods. I have the itch. I want to create. Most of the "mods" or patches I have made thus far require permissions from the original creators to post and... well, that is harder than making the patches themselves. I don't think they will object, but actually getting in contact with them is proving difficult. Trying to explain what I want to do is equally difficult. People tend not to understand me. Maybe because I ramble? Anyway, I digress... Taking a break from that, I decided to contact jenncave about requesting a patch for her excellent "Sanctuary Lite" so that it would work with "Sanctuary Water Overhaul" from fluffycub69. jenncave suggested that I try it myself, saying such a fix would not be very difficult. I admit, I am a tad overwhelmed by the CK. Most of the changes I made were in xEdit or editing dds files. But, taking her vote of confidence, I loaded up a few youtube CK tuts and learned how to navigate in the render window with the god-awful controls. I managed to fix the issue and also remove the wooden bridge for a concrete one. But then I got to thinking... >>> Instead of repairing the holes and tears, what if I "created" a hole or "cave" and then set that cave up so that I can FINALLY use the Vault-Tech kit underground somewhere OTHER than the caves at Vault 88? It would essentially just be a hole in the ground to start, but I might add a vault door and a single room where you can start building from. But first, I need to figure out how to make that hole. Any suggestions on how to get started on something like this?
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Keep in mind, this will also make your pipboy "color" with all the lines, symbols and text being white and color icons and maps from mods. If you go this route, you might want to check out RadRose Green Color Pipboy or... I can't remember the name of the gold one.
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Try this: https://www.nexusmods.com/fallout4/mods/7762 It USED TO work for me, but for some reason it doesn't now. It could very well be a conflict as I have nearly 300 mods right now AND having issues with Vortex. Let me know if it works for you.
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A quick question before I go mad: Is there still a cap on the number of items that can be in the settlement menu? I thought I read somewhere that B.S. removed that cap. However, if the cap still exists then that would explain my current issues.
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[$expletive] indoor weather/fog
TheAlmightyOS replied to TheAlmightyOS's topic in Fallout 4's Discussion
hum... True storms WAS my goto before I put together this loadout... I think I will give it another go! Thanks! And I think I saw a patch that lets them work together... but then again, my loadout is already crazy. I need to do some more merges :ermm: -
Having some fun while I wait for my fav mods to update for the new F4SE I decided to build up Sanctuary, which I had been neglecting this time around. I have not used the Vault-Tec build set yet, so I went about building an above ground vault. (*note to self: see if "underground building" is possible). I think I did pretty well Got it all built up, put in all the doors and windows and ceilings and... a Vivid Storm (check out the mod. No, seriously. The rad storms are intense!) rolls in and it is now raining INSIDE my sealed above ground vault. And that is not the only structure. I have not been able to build a structure yet that blocks the rain (or fog, for that matter). It sorta made sense with the rickety wood and steal shacks because they were full of holes. But these buildings are fixed up with no holes anywhere. It pulls me right out of the immersion. I am sure someone has worked on this problem already in a similar game, but I can't find any ports for FO4. You guys know of any mods that would help me out here?
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Yep. That's yer's alright :D I thought about it. Already have Hud framework installed. But I am already at 283 mods. I think I need to do some clean up before I start looking for more
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Red Traingle With Exclamation Point Around NPCs?
TheAlmightyOS replied to reignskyrim's topic in Fallout 4's Discussion
That won't help. The error will just reappear when you encounter another NPC with that item When is the last time you downloaded AE? I know they just had an update not too long ago. Maybe someone has already reported this and a fix is on the way (or already made) -
of course it's the one mod I am avoiding to save my load order. *sigh* Thank you for the quick answer.
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I have noticed in screenshots (like this one): That there is a HUD widget that displays the "status" (for lack of better term) of the settlement you are in. I am wondering what mod provides this. Any ideas?
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ok, I am getting it. Your script works very well :thumbsup: Does all of the heavy lifting for me then I can go in and do some cleanup and tweaks. WIPAG is gonna need a lot of tweaks (paints) but almost everything else I tried works. I might need to find another tutorial on foedit to see if I can't bulk change values. Now that my proof of concept works, I think I am going to get started proper. Thank you for your help, pra! EDIT: A question about permissions: if I am just making a patch for a mod like what I described here, do I need to get permission from all mod authors involved? Or is it ok because I am not using their assets? Asking because I don't want to annoy a ton of mod creators with requests unless I have to
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Thank you! That was fast! I learn best by doing and failing. That is how I got good at Powershell Scripts. BTW, if you ever need something automated in windows.... I think I am gonna start by looking at your scripts and learning what they DO. AKA, what is it that makes AWKCR tick and work with mods. I think I know already, but I want to get a little more in-depth understanding. Also trying to understand how xedit works. If I can figure that out, maybe I can write a ps1 script that can run at install that can merge or create a plugin that could work as a multipatch. But I might be getting ahead of myself. First thing first, dive in and see what is going on.
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I am worried about limiting ESP's for the exact misconception that you have listed there. I have seen a fair number of people who have politely asked on this forum for help learning how to merge plugins only to get snide remarks. I don't have time to teach them all, so I want to do my best to make a mod that most can use without too much hassle.
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ok, so the latest update to AWKCR came out so I immediately updated it and looked at all the cool new workbenches that were added. Of note, the electronic workbench caught my eye. Alas, none of the mods I use to take advantage of this or hardly any of the workbenches provided by AWKCR (except the main one). And so many more just use the damn chem station. And I got to thinking... What if I could fix this oversight myself? So here is the goal: 1.) Create PATCHES that will move the recipes to the correct workbench 2.) Patches should be ESL This won't be possible. 3.) One patch per mod (like R.U.E.) so that users can pick and choose what they want. EDIT: Might have to make some merged patches or it will be out of control like R.U.E. This will be my first mod and, well, I am not sure where to begin. Well, I mean I know where I am going to start (X-92 Armor) but I guess more along the lines of where to look. Should I use the CK or FOEDIT? Any suggestions before I start? EDIT: So I found this, but it does not seem to be working (or I am screwing up). https://www.nexusmods.com/fallout4/mods/28898 Will work on it more tomorrow.
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Hi all! I was wondering if the following is possible either with a mix of current mods or a new one: 1.Have the ability to swap between using a pip-boy and a pip-pad. 2."Skin" both pip-boy and pad at workbench using skins downloaded from Nexus (aka, no cc) I know there used to be a mod that let you choose between different downloaded skins by letting you put the textures/skins into various folders of the mod. Can't for the life of me find it right now, though What do you guys think? Worth a go? This would be great for my RP playthrough.
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That's the idea, anyway. But it doesn't work too great in practice. All my issues with Vortex up to this point has been load order. fair enough but it definitely isn't a bad route to take once the bugs get ironed out. Oh yeah. It's an awesome concept and I like where they are going with it, I just don't suggest it for mainstream use in its current state. Lot of bugs to iron out. Like I said before, it's in Alpha for a reason.
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I feel your pain, Chris. Unfortunately, I have found that this is not a very friendly community. I don't know what happened to it. Too many people with chips on their shoulders nowadays. I see complaints about "dumb users" but never an attempt to educate. Anywhoo, I have successfully merged a few mods. Notably WIPAG, VIS, RadRose and a VATS mod (can't remember what it's called off the top of my head). I am no expert by far, but I would be willing to show you what I know. I have a discord (https://discord.gg/Fk6N92 Link valid for one day) where we can chat / share screenshots. I should be home around 7PM CDT. And I am putting this invite up for anyone who wants to learn how to merge and even experts who would like to teach. Let's get some knowledge-sharing going.
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That's the idea, anyway. But it doesn't work too great in practice. All my issues with Vortex up to this point has been load order.
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Heyo Odynsonthemann. Let's decipher your post a bit so we can understand the problem. When you say "Try to path F4SE" and that you "can't click the actual application", Are you talking about in NMM you are trying to set the path for F4SE? And with Bodyslides, are you saying you are opening the program but can not see the outfits you downloaded? Just FYI, I think this all has to do with where you are installing things. Want to confirm my suspicions though. Do you have a steam install of Fallout4?
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Weird changes when enabling mods in fallout4custom ini
TheAlmightyOS replied to BridgePower's topic in Fallout 4's Discussion
I think you're right. The different maps name is Tasty map which I noticed last night. It's a modded map. I own a copy of the actual game but I don't have the dlc so what I did was download it from a website but it was the entire game with the dlc. I think whoever uploaded that game had mods already installed. I'm going to have to determine what files are for the dlc and then use my disk to install it the regular way. Thanks man much appreciated. What you are doing is theft. If you want to play the dlc, buy the dlc. I don't think anyone here is going to help you with illegally downloaded software. -
Fallout 4 mods to install absolutely ?
TheAlmightyOS replied to casa90's topic in Fallout 4's Discussion
Nice. I like it. Might run that with a different playthrough. Currently, I have more "fantasy/futuristic" weaponset loaded for my "Lorebreaker" playthrough.