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Would love a mod that allowed us to radio for backup and have a specific companion arrive via vertibird. Thanks for reading! *fingers crossed*
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Hi and thanks for stopping by... I'm seeking a way to stop an object from casting shadows. I want the light emitter to cast shadows, thats all well and good. But can I stop a specific object from casting a shadow? Fingers crossed someoen can help as I'm running out of ideas here and my google-fu is weak on this issue!
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One of the most jarring things for me is stormy weather not visible from inside your ships cockpit. Added to this, there is no rain effects on ship windows, or helmet visor. Also, being able to free-look when stationary in ship, would be great! Just my 2units :)
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Hi there, I've created a number of mods now, mainly for fun, but all have been well received gaining several hundred and in one case over a thousand endorsements -which is not much in the scope of things, but great for me as a hobby-modder. Anyways, I'd like to share some elaborate Settlement Builds I've done, but not sure the best way to do this...? So far my mods have been limited to textures, standalone new objects, lighting system changes, that kind of thing. I was planning on using 'cell-ripper' to create a new save with my settlements included. So people could then cell-rip my settlement into their game. However, I believe things have moved on since I planned to do this. I am searching, but without knowing exactly what info I'm searching for its proving difficult. Very briefly, what do I need to do to extract a Settlement build from a save game, and create an esp? Once I know the basic process, I should be able to work out the rest for myself as I have before. Thanks for any help provided :smile:
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Some great ideas here! I was also thinking about the audio and feedback through the gamepad JC! It would add a lot. The core idea was simply that Stimpacks could not heal you until the bullet is removed. I think something like this could be very complex, but could also be simple and still add an extra dimension to the experience. I don't know much about the code side of things, but learning -I've tinkered with FO4Edit and released a couple of Standalone mods since I last posted! I guess though that the complexity could be added after completing the mini-game and first level of code required. That way at least we could have something playable before the detail was added? Too much detail in the mechanics might also put some people off, so it would also be good to offer a basic version first and a more complex version later? I guess I'm just saying 'lets do this' but also 'one step at a time!.' Roadmaps are good too though :D
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RESOLUTION: This issue was caused by too much green in the RGB values on the specular map, when using BC5 format Intel Texture Works. There is a threshold, after which the game engine seems to use a specific reflection texture, in locations with low light sources. This is likely nothing new to experienced people! but for anyone learning about texturing, hopefully this will shed some light on the issue :tongue:
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Thanks Totalmeltdown, thats awesomely helpful! :) I'm almost 100% the files were saved in correct format, unless last minute mistakes were made. I will double check. -Does 7z compression effect these things? Wow, it quickly gets complicated with the number of mods running. And here was me thinking some re-texturing was, a simple, and easier place to start learning to mod :P
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Thanks again :) Yes, I've had someone with this issue confirm they ARE NOT using Moar Gore, and one person who is does not have this issue; so thats confirmed as not conflicting. "missing _d on file name" As my mod is a texture replacer for 'Enhanced Blood Mod', I use the exact same file names as EBT which is believed to be working correctly with almost 16k endorsements! Could the lack of _d be the cause? and if so, why would the issue not effect the base EBT textures?