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jc9542

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Everything posted by jc9542

  1. Just delete the quest instead of the script. I use merged esps for weapons, armor/clothes, and workshop items. I generally just delete the injector quests before merging because I prefer to retain control over where in the leveled items lists things go.
  2. Thanks so much that was it. I was tearing through all of my settlement mods trying to find this. I figured I could find it as a reference from Bloodpack or Radaway but the EID for the Better Stores reference was so generic I completely overlooked it.
  3. Ahah thanks man. I'll check it out when I get off work, but that sounds really familiar.
  4. Leveled item lists aren't too bad to start out with. There's some subtle stuff to it that can make it complicated, but the basics are pretty easy. What are you trying to do?
  5. On a previous playthrough, I had a construction/settlement mod that added in IV stands with hanging blood bags or radaway. I seem to have removed it from my load order or maybe deleted them out of the esp somehow. Does anyone know what mod that might be by any chance? Thanks.
  6. In response to post #45876510. #45887025, #45890150, #45908310, #45909460 are all replies on the same post. 7 is normally not flex for consumers or small businesses.
  7. Running into a similar issue with Piper, I'm thinking about starting a new game and using face ripper on Piper. Then export it out and import it back in. Hopefully it won't require an esp.
  8. There's a mod that fakes an offhand/akmibo weapon by turning it into a piece of armor and attaching it to the left hand. Might be able to tinker with that, but my guess is the hand hold is going to look a bit awkward.
  9. Too true, I work in IT and it's amazing how often people don't read the manuals or even the readme or the quickstart guide (what do you mean this won't work if I don't have dotNet 4.5 or SQL Express or MS VC++2010 etc). I console gamed for awhile and I think part of the problem is console games these days have an annoying tendency to not even come with a manual. They skip that whole deal send people to a tutorial.
  10. The reason they are being driven to this is annoying as all get out. It's something Beth and Zenimax could fix with some IP lookup, Steam account linkage, and forum/download/upload privilege revoking. I used to hate how some mod sites were member only and you had to jump through hoops to be able to download, but now I'm starting to be more sympathetic.
  11. Cool idea. Unless it's limited to 1st Person only, I think the limited animations are going to be an issue. I don't remember, but I don't think Piper or any other NPCs actually hold a camera in any cut scenes do they?
  12. This was helpful for me to visualize the original SK menu structure. https://docs.google.com/document/d/1ydVOcJy_SUR41vyfucY-FX2j9kFWmIGIkT2UAKowyn8/edit
  13. Elianora had a mod pack that added some, but it looks like she might have recently hid most of her content. You can try this one as well http://www.nexusmods.com/fallout4/mods/9324/?
  14. Still it sucks, that was probably one of the most popular outift/armor mods on here
  15. The rifle on the back could be from Armorsmith as well. The assault rifle looks like it's probably from Modern Firearms.
  16. That wasn't a feature in armorsmith? Or is it just that you can wear the BOS hood with other regular helmets?
  17. You can mod the armor at a workbench and it should rename it if you care enough to go through it multiple times.
  18. I'm trying to merge some weapon mods to reduce my number of active plugins. As soon as I start running "change form ID" it starts corrupting the OMOD entries. I know OMODs are currently fully supported, but prior to the 1.5 patch I was able to merge probably 10-15 weapons into one combined plugin without issue. It's pretty consistent. As soon as run "change form ID" it corrupts the same fields in the same OMOD entry. It seems to hit Attach Point, Attach Parent Slots, and Properties under DATA. I've tried running FO4Edit with just the files I need to merge as the only active plugins. In this case New Calibers, wasteland melody's Chinese assault rifle, and the new calibers patch for the Chinese Assault rifle. in this example https://imgur.com/a/kcpcG I've run into the same problem with the P99 Pistol and the Falcon III pistol. It looks like I may be able to hand correct this line by line, but I wanted to see if anyone else has run into this or if this is something that's better fixed in the CK? Although I though I had read that the CK doesn't like non-ESM masters.
  19. Most of the UI mods are incompatible with anything at patch 1.5 or higher. DEF_UI and one other are the only ones that have been updated. Did you configure DEF_UI by dragging that SWF on to the Adobe Flash executable?
  20. I've been having some problems getting the game to load consistently over the last few days. I'm generally pretty good about making a zip of my esp/esm files prior to tinkering, so I can probably go back a few days or a week to see if this is a still an issue. Anyhow I went in to make some changes to ammo and weapon drops and found that several entries in newcalibers.esp, my merged patch, and Fallout4.esm the Chance entries have some huge numbers I don't remember, 768, 1024, etc. From what I remember isn't that field usually set to 0? Included the scrounging perk list of lists, raider weapons, and I haven't even finished looking these over by hand yet.
  21. DEF_UI has been updated to work with 1.5 and I believe Yatz setup a preset for it that looks like Pleasant UI
  22. Thanks for the detailed explanation. I had figured out little bit of how the leveled lists worked by looking over some of the new lists mods added, but I hadn't figured out the syntax for the percentage stuff yet.
  23. Thanks, found that part. However, FO4edit is putting my esps in a random order that does not match plugins.txt (I did verify) if I leave the *s in. Not sure why it's not matching NMM or plugins.txt but it's moving dependent esp's before the masters and crashing out on load if I don't delete the activation sentinels and manually activate the esps from within the editor. Looks like there's a new version up, I'll give that a shot tonight
  24. I'm pretty sure it's ignoring the order in my plugins.txt as well. It's been consistently loading a weapon esp before a master file required and crashing on me. I can post screen shots as well when I get home.
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