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DisGuyOvahEere

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Everything posted by DisGuyOvahEere

  1. followed the steps in the FAQ i have less errors than i had before, but i still have a few that i cant figure out how to fix here's my error log: Error [content0]game\replacers\ciri.ws(329): Function 'GetCriticalHitChance' takes 5 parameter(s) which is inconsistent with base function (3). Error [content0]game\player\playerwitcher.ws(1752): Function 'ApplyOil' has different return type 'Bool' than base function (void). Error [content0]game\player\playerwitcher.ws(2157): Function 'GetCriticalHitChance' takes 5 parameter(s) which is inconsistent with base function (3). Warning [modzoomoutlhud]game\commonmapmanager.ws(94): Native function 'IsQuestType' was not exported from class 'CCommonMapManager' in C++ code. Warning [modzoomoutlhud]game\commonmapmanager.ws(119): Native function 'GetUserMapPin' was not exported from class 'CCommonMapManager' in C++ code. Warning [modzoomoutlhud]game\commonmapmanager.ws(126): Native function 'SetPinFilterVisible' was not exported from class 'CCommonMapManager' in C++ code. Warning [modzoomoutlhud]game\commonmapmanager.ws(127): Native function 'GetPinFilterVisible' was not exported from class 'CCommonMapManager' in C++ code. Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. do you guys know any way how to fix these?
  2. the video tutorial for the script merger doesnt exist
  3. 4gbfnv isnt working all tutorials i find are outdated
  4. specifically hud mods These kinds of mods have to be installed in the right order otherwise menus and functions can be lacking or broken. In case you haven't already read everything here, I would start here: UIO - User Interface Organizer NVSE is also not working.
  5. got it none of the mods are working anyone know a good how to guide?
  6. you guys have missed the point entirely. im not looking for weapons that can only be used while wearing power armor. im looking for weapons that are a part of the armor.
  7. how do shoulder mounted cannons hinder? they just sit on your shoulder.
  8. sorry for not replying to this sooner. i found out what mods were causing the trouble, and stopped using them. no i don't remember what mods they were.
  9. i've been playing fallout 4 for sometime and late into the game im beginning to understand some of the criticisms. you're kinda forced into playing the main story or the substories. and only a few of the quest mods satisfy. and while this isnt a huge problem for skyrim, i worry that eventually i'll be doing the exact same thing im doing in fallout 4 (trying to discover every location and clearing every cell). Each hold has its respective quests and special locations but i still sometimes get the feeling that i can never play as someone besides the dragonborn/sole survivor/chosen one. before i consider buying new vegas for pc, i wanted to hear if the game catered to the audience of people wanting to make their own characters and stories. is there an abundance or well made quest mods? is it immersive? and on a side note, has this been an attribute of skyrim all along and i just needed to dig for more quest mods?
  10. im requesting an automatic grenade launcher. one that can fire any of the grenades in the game maybe the ammo can be generated by just taking grenades you have to the chemistry/ammo bench. overtime people save up a lot of grenades and they dont usually get used if you're a person who uses vats or bullettime often. this would hopefully remedy this problem of useless grenades sitting at settlements for whole playthroughs. it would also be nice if the ammo was weightless or lighter than the standard half a pound so we could hold around 200-300 without needing a strong back perk. http://imgur.com/XDhz8iB
  11. new/better insitute weapons. and old ballistic weapons designed by the early institute. for example: new models for basic institute blasters new guns for coursers and ballistic institute weapons for gen 1s and 2s
  12. i felt kinda disappointed that i couldn't recruit mel from the big dig quest line to be a follower. seemed like a cool enough character. as always do what you want, make quests or dialogue if you want, but i just want to be able to have him as a crime/chem-friendly follower besides hancock and pre-surgery cait. maybe he could have hacking skills, or a player home with a robot workbench to repair/build a new sonya (the eyebot that dug the tunnels). but like i said, just requesting the follow ability.
  13. I was impressed with the animations and modeling done in the Crossbows of the Commonwealth mod, but the damage even when fully upgraded did not balance as high as other weapons and gave little reason to put resources into making the weapon or its ammunition when other vanilla weapons performed better with easy to find ammunition in the early game. Sure i could just ask for the mod to be respec'd so overall the crossbows and ammunition did more damage, but that seems like too diminutive a change for anyone to give a f***. so instead i propose a new mod altogether, the Auto Crossbow! its lore friendly! it can work using vanilla animations! the only thing it would need is a new model (for gun and arrows), textures, and a firing/loosing sound. do whatever you want with customization like sights, ammunition types, interchangeable parts, and legendary versions to be found in select dungeons. i would like it to be compatible with the see through combat sight mod but as long as it has good (not crazy small like the mauser rifle mod) iron sights or a reflex sight. maybe have a pipe gun type appearance of wood and rusted metal instead of plastic composites. for those wondering how an auto crossbow would even work, take a look at this video: maybe the ROF could be customizable like how he changes from 1st gear to 2nd gear in the video i hope someone takes up this challenge. -UPDATED- maybe it should be an underhanded weapon like the chain gun given the finished product of the example
  14. All Diamond City Security Officers are not wearing any armor. some also dont have any weapons and shoot invisible guns. this sometimes happens with raiders as well, but it happens every time with the diamond city crew. i was hoping that someone else had this problem and knew if there was a mod that fixed it, or caused it, so i could install/uninstall said mod. or if there was something in the inis i could edit to fix the problem. loot is not detecting any problems, and all the plugins work that ive added. ideas?
  15. certain mods wont activate in NMM that worked perfectly before. its been like this since nuka world was released. been trying to get my game to get past the initial load screen and i cant. already checked my load order more times than i could count. used LOOT, read mod descriptions, made sure all programs were runable. maybe the problem is that certain mods are not installed. for some reason NMM wont install them when i click on the install button. anybody know how to fix this? and am i trying to fix it the wrong way?
  16. so i've been wondering, why aren't there any weapons that can be built exclusively for power armor? like wrist rockets, or shoulder mounted canons (of any kind be it ballistic, lazer or plasma), or pop-out bladed weapons (wolverine claws, predator blades), maybe railguns or iron-man like lazers. maybe just attach an automatron head to the torso. you get the idea. i don't know how to mod so im just throwing this idea out there for those who do. would anyone be intrested in making mods like this or proposing other PA weapons?
  17. i've done exactly what the read me says and i cant repack any files. does the destination of where the qar tool/zip/readme/etc. matter? does it have to be in the c: drive? i saved mine in the master folder for MGS_TPP. no im not dragging the chunk into the folder im dragging it directly into the program.
  18. yes i dragged the .inf file into the program yes i double clicked the .dat file yes i put the asset folder in the correct location yes i turned off steam and turned it back on again QAR wont repack the only mods i can get to work are the ones where people have already put a repacked .dat file in the download so i can just take out the base files and copy paste the new one. am i missing something? does the QAR program all have to be in one folder? will it not work if its inside the master file?
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