Jump to content

Deleted2948850User

Account closed
  • Posts

    354
  • Joined

  • Last visited

Everything posted by Deleted2948850User

  1. Yea, can't wait for the CK. That'll certainly open up a whole new world of possibilities. Hopefully Bethesda won't make us wait another couple of months.
  2. That's not completely true. They have stated that they've used other DNA samples before Shaun, but they were too tainted. I'll come back to what I previously posted here, they never state how much of Shaun's genetic material is actually used or how they applied it. Might be that they simply used Shaun's DNA to fill in the gaps or even used it as a template to restore the DNA they had on hand. And if that's the case, the gen 3's don't necessarily have to be even related to Shaun.
  3. You know you can get the perk AND keep yer pants on right? ;P
  4. She couldn't have known. Even if she still had some of the original owner of the body's memories, all synths have memory wipe fail-safe should they ever escape the Institute. She does give you some pointers to being biological though, i.e. the breathing, heart rate, etc. comments she makes after being uploaded into her new body.
  5. Heya guys, I'm currently working on a mod that involves separating the eyes so the left/right eyes can be chosen independently from one another. I'm guessing I'll have to split the PNAM - Type to left and right, but I can't for the life of me find how or where. I've gotten all the models and everything ready and I am able to add different left/right eye combinations, but right now every combination just takes up one more slot in the existing eye color menu. So splitting up the eyes would greatly increase the ease of left/right eye selection without taking up more space then needed. If anyone can point me in the right direction this would be greatly appreciated ^^ Darkco.
  6. From what I've heard, enemies 'n loot respawns every 3 (in-game) days. I assume this includes the raiders in Concord.
  7. Gen 3's are practically human though. (Almost) completely biological with some enhanced synth tech.
  8. There you go, glowing eyes use their own models for the glow map to work properly. Guessing you had a pair of those on your character when you uninstalled the mod, hence, your eyes went with it.
  9. True Eyes replaces all the vanilla eye textures and Super Natural Eyes adds textures. Anyway, have you had any other eye mods previously? Cause it sounds as if the game is failing to load the eye model, but since the above mods don't add any models I fail to see another possible cause.
  10. You could still say it's the real thing, a TARDIS can have many shapes. The Doctors is just stuck as a police box ;] Though good point =]
  11. You do realize that you'll miss out on a lot of things with the main quests and companions disabled right? (i.e. (side)quests, people, places). There's quite some stuff that is enabled by progressing through the main quests. Anyway, if you don't like the main quests, maybe this isn't the game for you (no offense).
  12. Romancing a Gen 3 is one thing, they're practically human. But the Gen 1's and 2's ARE still robots (this includes Valentine), not really romancing material if you ask me (unless you're into that sorta thing).
  13. Not sure about the locked perspective, but there are already mods that shut both you and your companions up.
  14. That's true I guess, good thing Bethesda recycled their old engine though.
  15. Are you using the latest FO compatible NifSkope version? If not, here it is.
  16. Huh, guess I have some bad intel then. Shouldn't the protected flag be undone on synth infiltrators at least? I mean, that's what the flag is for right? Essential under conditions.
  17. Actually, I've looked up the specs of that thing and it's supposed to have a GT920M GPU. Which should be plenty to run FO4. Are you sure you're running it on your GeForce GPU and not on your integrated Intel GPU? And are you sure you have all the proper drivers installed?
  18. Huh.. Maybe the markers where already attached to the objects then, I remember some visualisation of teleport markers in the CK anyway. Oh well, doesn't matter as long as it works =]
  19. That's a pretty d**k move on their part =/ Most drivers won't allow this if there's already a newer version installed.
  20. The glow maps are just for the selection of glowing parts, black = no glow, any other colour = glow. The actual emittance colour, brightness, etc. is governed by the model and/or material.
  21. Synth settlers are easily identified if you have the Awareness perk, they should have a higher energy resistance than normal settlers. Think it was a +10 energy resistance that's unaccountable by any equipment they might be wearing. So, just V.A.T.S. around your settlement, find the synth infiltrators and exterminate them =]
  22. Nice, didn't even occur to me that the teleport data would be in the placed door form itself. Didn't the older games use a separate teleport marker?
  23. Reminds me of Mythbusters, "When in doubt.. C4!" =P
  24. Did you check if you have the correct version added on the file edit panel? If you didn't, even if the new file is added as your main, it might still show as an older version (it takes the file version from the version box, see below). http://staticdelivery.nexusmods.com/images/1151/2948850-1452169702.jpg
  25. Creepy you say? Click! Cause what's creepier than clowns? Right! Monkey clowns =P
×
×
  • Create New...