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Deleted2948850User

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Posts posted by Deleted2948850User

  1. Did you still have one of the neon eyes on your character when you uninstalled the mod? If you did; reinstall, switch to a pair of vanilla eyes, uninstall. Hope this helps =]

     

     

    Edit: Oh, stick the mod in the same load order you had before. Not sure if it'll fix your messed up eyes if you don't.

  2. The head especially has a lot of part models, separate models for everything from eyes to hair and for all the different facial expressions. Don't think you'll need most of those for basic modeling, just thought I'd ask.

     

    Anyway, I'll send you a link once I'm done =]

  3. Thanks for the advise =] I've already successfully split the eye model in half, using one eye as the actual eyes base and the other as an extra part. Only problem I'm having now is that they lose eye movement in this way. I'm pretty sure the eye movement is scripted to the original eye model/bones somewhere, but I haven't been able to find and apply it to my new models.

  4. Thanks, hopefully this won't take too long to solve. Might still take me a while to complete though, still a lot of forms to fill for all the color combinations and I (unfortunately) can't work on it 24/7. Hoping I'll be able to release it within a week or so, but I can't make any promises.

  5. They should change the the way the quests are given. Like where you can ask Preston if there are still settlements in need instead of him forcing them on you. I know it's just as easy to ignore the quests last objective and just never turn them in, but then you can't ever talk to Preston because that would trigger their completion.

     

    First world problems =P

  6. I'm currently working on this and I've actually been successful in adding two separate eye models too. I've got all the .nif's (normals and facebones) and the chargen.tri's all ready, but using them they somehow lose the eye movement.

    http://staticdelivery.nexusmods.com/images/1151/2948850-1452387839.jpg



    Edit: Btw, I'll release this mod (with a full collection of combinations) as soon as I figure this last thing out.

  7. .. it's what they used to make the game right? ..

    Eh.. Don't think that's how t works. The CK (GECK) is made so people can modify the game themselves, I'm pretty sure Bethesda has their own programs 'n stuff which they use to actually make their games.

  8. Gotta love the Minutemen, at least they let you finish the main quests having to commit mass murder to progress.

     

    And those settlement quests. You think they'd learn, but it's always either this or that. I'm the general for pete's sake, go bother some of my underlings =P

  9. Maybe you can set conditions for the crafting menu instead, so mods won't even show up there until you've reached the level requirement. Then all the mods you haven't reached the level requirements for you'll be able to use are the ones you find already attached to weapons I guess.

  10. It has been confirmed that mods will become available for the XBox One and PS4 in the near future, how they're planning to do this has not yet been confirmed however. I do think it's very likely they'll use this Bethesda.net of theirs for this purpose.

     

    I wouldn't worry about the Nexus by the way. So far the Nexus has thrived alongside Steam Workshop, I don't expect any different when Bethesda releases their mod platform.

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