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Everything posted by Goffender
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Thanks Jones, very informative and i will definitely check out the viewer.
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Skyrim Standard Edition Save Compatibility Question
Goffender replied to DrDeadman's topic in Skyrim's Skyrim SE
Because its easily fixed with other mods.- 8 replies
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- skyrim special edition
- save files
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Skyrim Standard Edition Save Compatibility Question
Goffender replied to DrDeadman's topic in Skyrim's Skyrim SE
Ok, maybe not a good idea but it is possible.- 8 replies
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- skyrim special edition
- save files
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Skyrim Standard Edition Save Compatibility Question
Goffender replied to DrDeadman's topic in Skyrim's Skyrim SE
I have done it several times with only minor issues like naked npcs. Because the particular mod i had hasnt been ported. Alot of the mods have been ported. Its totally worth trying.- 8 replies
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- skyrim special edition
- save files
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Anyone else having slow mod download times?
Goffender replied to xXTheForsakenQueen01Xx's topic in Skyrim's Skyrim SE
Me too, i just assumed it was because im not premium. -
Looking to buy a budget computer that will run Skyrim SE
Goffender replied to larpo's topic in Skyrim's Skyrim SE
https://www.videocardbenchmark.net/gpu_value.html Here is a good place to see how your video card compares to other once. My guess is it will run it at 1080p with no problems. -
I would like to find a guide to texture quality vs resolution of display. I have upgraded video card and have no trouble running any texture mods but they dont seem to be as good as many of the pictures. Im sure that my 1080p monitor is a limiting factor, im just not sure how limiting it is. And maybe some upgraded textures look worse than vanilla on low res display?
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Project Nevada, has become a must have for me, as well as proper movement speed and one hud. Nevada Skies helps with the coloring but not necessary. I dont use any textures at this time. But i have used NMCs texture packs and it works well. For me i think FOMM fork is still your best bet for mod manager although i did gave NV running good with Vortex on my New California setup before i went back to Tale of Two Wastelands.
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Is there a cooking or camping mod for TTW? I did try and search with the advanced options :wink: Having trouble in the DC area finding enough food that isnt tainted with rads. and I Havent actually gotten sick from raw meat yet, not sure if thats a thing. I had a camping mod for NV but i dont know if it will work. I had trouble getting the TTW install stable so now im walking on eggshells, lol. No biggy really since i did make a copy of the stable TTW install. Anyway, loving the TTW but I also love hardcore mode! OH! BTW why is TTW not on nexus???
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Is there a mod to adjust camera on horse?
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So i couldn't find a proudspire manor mods that was what i wanted so i'm wondering around in the dark here. I have had a little success but i found a bed in the basement and found it linked to a guest bedroom upgrade but I didn't find that option from the queens hand at the blue palace. is that part of a latter mission.? I never really finished Skyrim, lol, and am using alternative start mod now, so its actually likely i would have missed it. Its right where I want to put my smithy and I would like to tie it to the same trigger. Strangely though, the smithy worked in the other mods. One even edited the purchase option at the blue palace which is super cool by Mebantiza, and was the closest to what i like, btw.
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Project Nevada Patch
Goffender replied to Goffender's topic in Fallout New Vegas's Mod Troubleshooting
Ok, yes the modconfig5.0.xsd was @ E:\Games\Mod and Tools\FOMM\data instead of E:\Games\Mod and Tools\FOMM\data\FalloutNV So i copied and pasted it to the later. Now i wonder if i should delete the original? -
Project Nevada Patch
Goffender replied to Goffender's topic in Fallout New Vegas's Mod Troubleshooting
Ok thanks, Its possible I typoed the extension, I'll double check when I get home. I do have the forked version. No other issues up till this. -
When I go to install Project Nevada - All DLC Support I get "cant find ModConfig5.0.xcd" error. I checked and a file of that description is in the FOMM Data folder, but its old. FOMM is on a separate drive than gameI already loaded game and made an edit in MCM thinking that would create fileproject nevada 2_5-40040-2-5project nevada - dlc support 1_3-42363-1-3
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There must be an easier way to update the files, the old one had an updater built in right?
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3ds max 2013 setup for fallout 4
Goffender replied to Goffender's topic in Fallout 4's Creation Kit and Modders
Thanks, yes this is helpful -
I'm sure there's a guide for this? Textures, colision tools, etc.
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Thanks for crushing my dreams!!! lol, JK, i'm gonna need that anyway to actually do what i want to do. Whats the best option for obtaining 3ds max 2013 ? Is there another option? My work is so cheap we have turbocad instead of autocad, lol, I wander if turbo has anything similar?
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Ok, i knew i was missing something, do i need 3ds for that?
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So i removed the rubble at the castle. Not the scrappable part but the part that is part of the mesh blocks. I used nifskope. It looks good but when i walk in the area the player character as well as follower walks on the old grade level. I fixed the navmesh which shouldnt effect the player anyway. What causes the invisible solid area where the mesh used to be?
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These are the things of which legends are made! ;) I was actually just wandering when we would get custom favorites menus.
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Expanding Settlements
Goffender replied to Goffender's topic in Fallout 4's Creation Kit and Modders
Well I think I have discovered that some of the buildable areas also serve as sandbox areas. I'll look over Neehers mod and maybe see what I can glean. I'm not actually looking for a mod though, thus the CK catagory... -
Expanding Settlements
Goffender replied to Goffender's topic in Fallout 4's Creation Kit and Modders
Well thats a good mod but not what i want. But thanks for sharing.....? But i get it, why bother since its been done, right? -
So i started to make my own mods to expand my settlements because I want them to evolve as the settlement advances and of coarse to make room for Sim Settlements! And at first it seems very easy. Just find the buildable area, hit 2, make it huge, save, done. Wait, what about the sandbox....ok still simple, find, enlarge, save......wait a minute, abernathy doesnt seem to have one? What? And the more i dig the more inconsistencies i find. Like, why so many different buildable areas linked to same workshop like in Sanctuary? Why do some workshops seem to not have a sandbox? Do I need to add sandboxes? Thanks for reading Goff