Jump to content

LolDork

Members
  • Posts

    20
  • Joined

  • Last visited

Nexus Mods Profile

About LolDork

LolDork's Achievements

Explorer

Explorer (4/14)

0

Reputation

  1. Anybody know what these textures for those walls, floors, stairs are called? https://imgur.com/a/l2ntc
  2. Having run LOOT first, then tweaking the load order manually, I'm still having issues with the game CTDing. https://pastebin.com/VhS5SnPw These mods with MERGED attached to them, are what it says: many mods merged into one. Only mods with no errors. Still, I'm having a very unstable game, CTD every 10+ min. or so, and loading takes forever. Anybody got any suggestions as to what to tweak??
  3. I've a strange problem, probably due having installed and re-installed many different texuture packs. Take a look: https://imgur.com/a/Grycs Now in the last picture, the wood box is there, that's because I disabled textures, materials and meshes folders to check. I re-enabled them one after another. materials -> textures -> meshes, and suddenly the wooden box is visible again, until after another time where I'll again find them invisible in another cell/location. Does anybody know what's causing this or which meshes/textures/material files are responsible for this one wood box?
  4. Because the merge plugin standalone tool uses loadorder.txt instead of plugin.txt for whatever reason. You gotta copy and paste your stuff from plugins.txt into loadorder.txt (create the txt if it doesn't exist, in the same folder as plugin.txt).
  5. Doesn't work. HAven'T got the option to add anything. I can edit a keyword, but can't add.
  6. So I checked Functional Displays and Weapon Balance Overhaul out, and it seems to make most weapons work with the functional displays, all of the weapons in WBO-FunctionalDisplays-Weapons.esp had one single extra keyword added: BobbleheadKeyword [KYWD:00135E6C] . Now I'Ve got a dozen and more weapon mods merged into one esp MyMergedWeapons.esp. How can I add this keyword to all these weapons?
  7. Yea, fine, but that wasn't my question though. Why do merged esp have problems using textures from ba2? Can this be fixed with F04Edit?
  8. What do I have to do in the merged esp file to make the mod use the textures inside of the .ba2 archive file instead of the loose files? Some mods' .ba2 texture files can't be extracted fully, and that's why I'm partially missing textures. The mods works unmerged with the ba2's just fine. Only if I merge, this problem crops up! Thanks!
  9. That's awesome. Does it job excatly like I want, but.... it does no edits.... https://imgur.com/a/OOwxc what's going on?? There's no file generated, nothing. Not even in the override aaa.esp https://imgur.com/a/3g2lq
  10. it does it job rather good, actually. Thanks. What I'd like to have is NOT to create a new esp, instead make the changes INSIDE the esp I'm doing it. Also how do I edit the script, so that if an EditorID has "dog" in it somewhere, then I want to append a (Dog) Tag to it.
  11. Yea, out of the scope I need. I just need this one script for my stuff. Yours does everything, which I don't want. I want to be able to write WHAT should be appended as prefix.
  12. https://imgur.com/a/5ICyQ I've got like 3000 items I want to append various strings before the name like [mod], [ammo], etc. Is there a script to make it easy? Selecting every single item, then pressing F2, ctrl+v adding the string is really tedious. Thanks!
  13. Just do them in logical groups: Followers, landscape changes, Immersion. have them set up to correspond with when you would normally install. Pretty much what I'm doing: Weapons Armor/Clothes PowerArmors Followers/Companions Settlement Crafting Addidions Immersion Gameplaychanges FX
×
×
  • Create New...