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bamani71

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  1. Vortex is okay, but when are we going to get the option to export our mod list? I usually back that up in case of crashes and whatnot, and since I switched to vortex it's been a pain trying to copy down all of the mods. I know Vortex generates a plugin list somewhere, but when 50+ of your mods are textures or mesh replacements it's not really useful.
  2. Hi all, Is there any way to export the full mod list? I saw instructions about going into the profiles for the loadorder and plugins, but this only works for the mods that have an esp. With NMM I was able to literally select all of the text and paste into excel so that I could get every mod, include mesh and texture items with no plugins. I want to clear out my deployed folder and reinstall my mods from scratch, but I don't want to manually type out over 150 mods. Any other suggestions would be appreciated!
  3. Thanks for that tip - I'll remember that about the db armors too!
  4. I got around the issue by copying a different set and just replacing the models. Now they show up in game immediately. Nevermind!
  5. Hello, I am trying to make a starter kit in the CK that has some decent armor for several types of gameplay. I thought it would be fun to have a warrior, hunter, mage, and thief with armor to match. I'm only copying armor from the base game and tweaking their stats a bit, but I have a problem with the thief armor. I would like to use the thieves guild armor as a base for my thief's set, but they will not appear in the game. I tried copying several different versions, but maybe there's something that needs to trigger before they'll appear in game? I can't seem to find anything different in the armor settings themselves. Any help would be appreciated!
  6. Ah, sorry for the confusion! Here is the updated version - all of my spawned items should appear, but use the "import items not placed by player" to get some of the items to appear as well as moving the smaller stairs. https://drive.google.com/open?id=1tQfUru43MgO28qYpQ9GPGFG9zqsI1PjA
  7. It's a blueprint, so no esp. You do need Transfer Settlements for it to work. I've posted an image so that you can get an idea what it looks like with my texture mods. Link: https://www.nexusmods.com/fallout4/images/123959
  8. Hi all, I was wondering if anyone would be willing to test my blueprint for Homeplate? I have so many texture replacements and mesh replacements that are tied to mods that I can't get screenshots of what it would look like with vanilla textures and meshes.
  9. Hi all, One of my mods dumped a bunch of signs into the sign category in settlement mode. I have no idea what mod it is from. How do I go about finding that out?
  10. Changing his race back to DogmeatRace definitely worked, thank you! As for the companion scripts, would it be possible to copy the Dogmeat actor and be able to capture them? Or would they be in his quest (which is really involved)
  11. Hi All, I followed a great video tutorial on creating creature companions and was able to make a stand alone dog companion. My problem is that I can't get him to equip any of the armor I give him. It may be because of the custom race, but that was the only way for me to change his color without it affecting Dogmeat. Also, how do I keep him from taking up a companion slot?
  12. Thank you for looking - I didn't find any either, so I kind of made one myself. I'm just checking to see if NPCs will actually walk on it, then I'll throw it up in the Mods area!
  13. Hi All, Has anyone made the Sanctuary bridge as something you can build through the workshop? I'd like to repair it, and I don't want to use a mod that edits the cell.
  14. Hello all! Previously I had attempted to create a copy of the Vault Tec population management terminal for use as a wireless desktop version. The scripts would not copy over and the exercise ended in failure. Would it be feasible to replace the nif for the original item or would that break the game?
  15. Is that a setting I need to check in the ini file?
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