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Harupuia

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  1. So I only just now noticed this when I was browsing youtube and found out my post game is lacking a lot of content. So basically, I did the Institute Ending and completed the quest Nuclear Family. After that nothing happens. I didn't get any conversations from Companions on my decision and there isn't Synth and Institute flags around the Commonwealth. I also heard Gen 1 Synths appear in Diamond City. Also didn't happen. Visiting some military check points and there isn't synths there either. The ending credits played after the quest and I see Father's grave now. But, everything else seems to be in a pre end game state. Any tips how to fix this?
  2. Ah, thanks for the recommendation. I ended up using LOOT to get the order corrected and it looks to be good so far :). Just one other issue ha ha, but I'll create another topic if I can't fix it. Thanks for the help pixelhate!
  3. I use Nexus Mod Manager. ArchiveInvalidation was on. Turning it off I no longer saw the chameleon affect on the laser rifle or any affects for that matter. But, almost everything else was broken lol. I lost the Iron Sights on Laser Rifles. The Chameleon affect now appeared on Mutants (I had a texture replacement for that before). Thanks for the recommendation though, unfortunately it didn't work.
  4. Hello everyone, Decided to post this here rather than a specific mod since I haven't narrowed down what exactly is causing it. I have an issue where the Wattz 2000 Laser Rifle appears to cycle through random textures such as bright white, some metallic mesh among other things on NPCs such as Brotherhood of Steel. It appears to load on me just fine? Albeit with lower textures and no fancy animations. The laser rifles also have funny textures with parts glowing solid white on other NPCs. I think it may be an issue between EVE, RH Iron Sights, and FWE not working together. I heard blackened was required to get these three to play nice so I got the FWE-MMM-EVE-Project Beauty version and I followed the guide. I got the Paradox merged version for RH Iron Sights and removed the old esp and esm as instructed before install. I checked the load order to make sure everything is as recommended for Blackened. But, still no luck. Oddly the characters seem a bit buggy now after the blackened install. Such as characters shooting straight up or default manequin pose while moving. The only 2 things I did different was acquire newer versions of the Paradox merged listed on Blackened and applied both the Blackened FWE-MMM-EVE-Project Beauty and RH_Ironsights-FWE-EVE variants. Still playing around with it to see if maybe I can't use both versions of Blackened or need to downgrade the merged versions. Any tips on getting this to work are appreciated! Here is my load order: [X] Fallout3.esm[X] Anchorage.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] ThePitt.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] Unofficial Fallout 3 Patch.esm[X] Project Beauty.esm[X] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] DCInteriors_ComboEdition.esm[X] StreetLights.esm[X] HairPack.esm[X] Mart's Mutant Mod.esm[X] RH_IRONSIGHTS.esm[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FPS Grenade Hotkey.esp[X] FPS Grenade Hotkey - Zeta addon.esp[X] Flora Overhaul.esp[ ] RubblePilesFix.esp[X] DC Moods.esp[X] PointLookout Moods.esp[X] The Pitt Moods.esp[X] pipboy2500_fo3_edisleado.esp[X] MetroCars.esp[X] dD - Enhanced Blood Main.esp[X] Realistic Interior Lighting - OA.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - PL.esp[X] megalight.esp[X] Megaton Walkway.esp[X] AutoGates.esp[X] CrowdedCities_v2.esp[X] CrowdedCities_v2_lessNPCs.esp[X] RCmarketNoFire.esp[X] Rivet City Merchants With Point Lookout.esp[X] FO3 NPCs Travel.esp[X] NPC Height Randomizer.esp[X] FortIndependenceRedesigned.esp[X] Stop Insulting Me Outcasts.esp[X] GNR Enhanced.esp[X] GlowingQuantum.esp[X] BornAgain Outcast v3.esp[X] Tribal_DX.esp[X] Bornagain Zeta Combat Armor Texture Patch.esp[X] Bornagain Reillys Rangers Helmet Texture Patch.esp[X] KillableChildren.esp[X] FemaleEnclaveSoldiers - Broken Steel.esp[X] FemaleEnclaveSoldiers.esp[X] hair_add_npc.esp[X] HZSmoothLight - FO3.esp[X] Quieter Guns.esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] Blackened RH + FWE + EVE.esp I wonder if I have too much crap in the load order as well....I went a bit crazy I know and some are probably redundant. I really wanted a quieter sniper rifle sound as it kills my ears, sadly those mods haven't helped so I'll probably get rid of those too while I'm at it. Update: Without the FH Bridges I experienced some odd glitches like characters having jerky movement while aiming and bodies launching up to the sky. I removed the blackened mods and reapplied the FH Bridges and no longer experience glitches. However, the laser weapons still appear buggy texture wise on NPC only.
  5. Been looking awhile for a way to do this. I want to add friendly synths to my settlement. They don't need to be a settler, but that would be nice as well. I can spawn synths with the player.placeatme command, but they instantly start attacking my settlement despite being allied with the Institute. Does anyone know of a console command or mod that can make them friendly towards my settlement and stay there just walking around or sitting on chairs? It'd be nice to get Institute scientists to do this as well. Having the ability to make them into settlers as well would be great so I could assign synths to defend settlements. I know in Skyrim there was a way to change the class of the npc to make them followers ect, I see there is a mod to make an npc a follower, but haven't found any that make them into settlers.
  6. Wow, thank you everyone for the helpful feedback on this question! Looks like this would be a lot of work to do, but I'd love to learn and build the mod if I can understand how this works. Tried searching for info on this via google, but haven't found anything on this LVLN list or creating custom npc or monsters. For creating a new NPC, I take it I would need to find the console command to copy an NPC to a new id. Then assign that new id to load a different texture? I would then need to find a way to assign that new id to randomly load in the world, such as a new raider or settler? Again thank you everyone for all the help so far!
  7. Ok, I've seen a lot of good texture mods out there and I was curious if it's possible to use multiple textures for the same object so that when you encounter that object one of the textures will randomly be loaded. Say I have 2 textures for death claws and I run into a death claw, it will randomly choose 1 of the textures. It would be nice to add a bit more variety to how npcs and monsters look when you randomly encounter them.
  8. Anyone have any thoughts on this? I heard for weapon mods you can have multiple sound textures by doing a trick with the folder they are saved in so that each each use of the weapon triggers a random sound.
  9. Curious if it's possible to randomize female npc textures loaded for their bodies. All the mods I've seen so far only use one texture. Is it possible to have multiple files such as multiple femalebody_d.dds files with different textures so that it will randomly load one of them when you encounter a female npc?
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