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mac2636

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Everything posted by mac2636

  1.  I remember using something called FNV plugin to merge ESP files when I was playing Fallout New Vegas. https://www.nexusmods.com/newvegas/mods/39655/ Is there a similar tool for FO4?? FNVplugin was so easy to use and I managed to merge like 20 esps, mostly armors and outifts into one esp https://www.nexusmods.com/skyrim/mods/69905
  2. https://www.nexusmods.com/skyrim/mods/69905
  3. Sorry, posted in the wrong forum. Mods, could you please move to mod talk?
  4. Anyone know of a tutorial showing how to quickly convert an object nif to a go nif? I'm hoping to easily create Go.nifs for hats, backpacks, utility belts, etc.
  5. As far as adding color swaps to outfits that do not currently have have them. I may add a couple but not very many as I'm not a very good texture artist.
  6. Yes, any that currently have color swap option will also have them in my combined esp
  7. Cool. I was also working on one for myself although not sure what to do to carry over a mod outfit's workbench modifications. For now I just picked a usable mesh file for these and live without having the usual options at the armor workbench. Would be a problem for an upload as users who download would be expecting the modifications to continue working like usual. Were you able to solve this problem? I'm setting everything up to work with the Armorsmith Extended workbench.
  8. I am currently working on a combined armor mod for myself. May share it when it is complete.
  9. There are several mods that highlight enemies, friendlies, etc. Post your load order and maybe we can see which mod you have that does this.
  10. https://www.nexusmods.com/fallout4/mods/1478/?
  11. I have successfully added quite a few custom armors in the game (some of them are mashups using resources from various sours). However, I am getting a CTD with one specific accessory pack, I've added just before a save loads (game loads fine to main menu). It happens if I've constructed one of the accessory packs (ammo pouches, gun holster, etc), then saved the game. During the game I can craft the accessory kit and even equip it on myself or an NPC with no issues, it is just when I try to load a save even if they are not equipped on anyone. Is this likely an issue with the mesh file or could it be an error I made in the ESP? Thanks in advance for any help. Edit: Problem solved I found the issue. I'd accidentally overwritten the OBND - Object Bounds in one of the accessory pack entries.
  12. Does anyone have a base esp they use for their armor/clothing mods they could share or possibly a script that will help create or edit? Or is there a mod that would be a good base that can easily be copied to create multiple entries quickly and easily? I've downloaded and compiled a number of armors/clothes as well created quite a few mashups I created, and conversions I did (around 30-40 in all). I would like to create one esp and for all of these, but find myself making too many simple errors, not to mention the fact of how long it takes to add all of the fields for each manually. I need it to use AE and would like one that has leveled lists added as well.
  13. Still has value, especially for newer mod users. Yes, a lot of the settlement mods now use script injection and user don't need to be as ultra careful with install and load order, but your guide is still a good start for best practices.
  14. CC seem a to be a step in the right direction. Much better than previous attempts, but some suspicion/cynicism is warranted. Mostly evidenced by the credit system in place vs actual money (could be wrong as I only looked at it briefly). Assigning credit costs to mods versus actual money, is a way to both try and seperate payer from payee as much as possible, and somewhat disguise real cost. Very common (and effective) among free game apps that entice players to pay money for gems, coins, etc. Another reason for skepticism is, there was already system and website up and running which could've easily been converted to revenue generating enterprise for Beth, mod authors and Nexus. Simply partnering with Nexus to allow better donation integration, premium member access, and site advertising it could've easily been turned into a profitable enterprise for everyone, while keeping mods much more affordable and rewarding current and past mod authors (and Nexus) for building and expanding the community. Based on Beth's own comments, the nodding community is directly responsible for significant portions of their game sales. How Beth doesn't feel a responsibility to find a way to simply reward those authors is beyond me. Regardless I am happy to see some progress in improving mod author's options for receiving monetary rewards for their work. Though I much prefer to reward them through donations and Patreon pages.
  15. Thanks for sharing. I'm starting a new build after 6 months away. Excited to see NX Pro Farming in you load order as I always liked having it. Still use it? Also you have Armorsmith really high in your load order compared to what Gambit and others I've seen recommend. Is there a particular reason you load it there?
  16. Thanks for sharing. I'm starting a new build after 6 months away. Excited to see NX Pro Farming in you load order as I always liked having it. Still use it? Also you have Armorsmith really high in your load order compared to what Gambit and others I've seen recommend. Is there a particular reason you load it there?
  17. Certainly agree Sharlikran. Would you be willing to share your current load order? I'm very curious which mods and what order you are using.
  18. USO or Unlocked Settlement Objects is a mod created by AndrewCK and is available on the Bethesda mod site. It adds tons of random bits and bobs from the world space to the workshop menu that I haven't even been able to find the in game files to add myself(hence why I am so fervent about trying to get it to work).Okay in that case I would not be able to give you specific details on USO. I would defer to Sharlikan's advice though. Not really anyone that understands the menu system better. My bet is, USO does not use script injection method and also alters workshop menus. Considering it is Beth only, I would also bet there is not a preexisting SKE patch for it. While I certainly understand the desire to have it work, unfortunately it is possible, the only ways to get it to work are either create a patch between the two mods or create a SKE patch for USO. This is certainly not meant to be disparaging to anyone, but the settlement menu issue was an enormous issue for some time. Many mod authors like Sharlikan, Stuyk, Ethreon, etc spent a lot of time finding solutions and finally got some help from Beth with the keyword cap increase. That said, at this time there really is no reason for a mod to not use script injection and not have a SKE patch. Edit: Forgot to add, Sharlikan is absolutely correct that script injection prevents conflicts, so the conflict is likely not with SOE, but something else.
  19. Thank you for working on this. I plan to start playing FO4 again after a >6 month hiatus and am anxious to see what you come up with. FWIW, I previously had well over 255 mods working (including texture mods) with very few problems.
  20. So much this! Even with Beth being completely in the way, some modders are making some nice side money on Patreon. Open it up and allow integration with Nexus and a significant amount of funding will start flowing towards authors.
  21. The liability issue is one reason I think a paid access site supported by advertising would be a better way to get money in the hands of mod authors. Problem is, it would significantly reduce the profit margins for Bethesda and require them to be directly involved and dedicate measurable resources to be the intermediary between mod authors and users. Unfortunately, this is not something Beth is willing to do or capable of doing. Mod authors absolutely deserve some type of compensation for their work, which ideally should be decided by the authors themselves. Unfortunately, it is a necessity that Bethesda be involved, which historically has completely fouled up the whole process.
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