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natalo77

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  1. Get in touch with the creator of the 'scrap everything' mod. They should be able to point you in the right direction
  2. The mod for now will be using any item in the game, including DLC packs. If there is sufficient demand when the mod is released, we will consider making a DLC neutral pack
  3. Great, pm me your steam ID and I'll get you added to the group
  4. Hey there. Currently plans are that existing settlements will be fully compatible with the mod. Right now we're just looking for people to help create the mod :) Thanks anyway
  5. Do you like to build settlements for fun? Do you enjoy building your towns up piece by piece? Introducing the 'Growing settlements' Mod! http://www.nexusmods.com/fallout4/mods/16595/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D16595%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D4677810&pUp=1 Eskarn, the founder, and I, are looking for settlement builders of all experience levels to help with the creation of settlements. Obviously, credit will be given to anyone who helps! I'll refrain from clogging this post with too much information about the post. If you'd like to hear more or join the team, don't hesitate to get in touch with either me, (Natalo77), or Eskarn by adding us through steam. We'll be able to explain more about how the mod will work and get you up to speed with progress so far. As a side note, for anyone helping, this project is a 'put-as-much-effort-in-as-you-like' type deal. The individual pieces of work to be done are quite small, however there's lots of them. So the amount of work you take on is entirely up to you! Looking forwards to hearing from you guys!
  6. Yeah the scripts are there, however they're compiled and only the game can run them. Bethesda need to decompile them and release the actual code so they can be edited in the CK
  7. Any I've figured out my own problem, sort of. Does anyone know when the scripts for contraptions will be released by Bethesda for the CK?
  8. Greetings. New modder alert. I'm trying to view and edit the scripts for the JunkMortar terminals. In specific, to add options to change the force provided by the mortar further. However, whenever I click on one of the lines for the force selection (in the terminal), the code fragment doesn't load. I've took a look around where the CK is looking for script fragments and the one it's looking for doesn't appear to be there. Is there something I'm missing, or is there a file I somehow haven't unpacked and need to? thanks for any help :)
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