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GoodGuyJoseph

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  1. There was a sweet mod that changed armor to reduce damage by percentages and affect movement speed differently, all customizable with an MCM menu. I'm pretty sure it also included weapon changes as well. Can't find it now Found it: https://www.nexusmods.com/skyrim/mods/89440
  2. What happens often is that body preset creators will make the nude body look nice and boob-ed but mistakenly apply the same exact shape preset to the clothing and armor models, resulting in those models having the accentuated chest region (which only makes sense when nude). It's possible to create a shape that does not have cleavage or boob pockets as you've described. The capabilities of bodyslide to contort a body depend on the values created by the maker of the BODY MOD. This is the difference between UNP, CBBE, 7base etc. 7base may have sliders and options that CBBE or UNP do not have. You can remodel clothing yourself using bodyslide and files provided by nexus users. I am 99% certain you will find the armor/clothing files that have the ability to reduce cleavage, effectively providing the look you are after.
  3. Synths are back to being friendly. I suspect it's War of The Commonwealth, so I've uninstalled it and replaced it with Warlike. Started a new save, shouldn't be too long before I know for sure.
  4. Turns out that the bug isn't present on a fresh save with all of my mods enabled (spawned a synth in 111 using placeatme, it is always aggressive). Gonna play on a new character until the bug occurs. So far leaving the vault doesn't trigger it, neither does changing to survival mode, loading, saving or killing enemies. Might be related to completing quests even though I began/finished very few on my bugged save.
  5. I'm thinking it's something that scans the faction reputation for changes (like story progress etc) but the mod author used values from a playthrough where the player had already joined the institute. Might end up using a quick start mod and just enable all my addons in batches until I narrow it down to the culprit. This sucks because my FO4 takes around ~7 minutes to load completely x_x
  6. setenemy worked and the synths attack now. Could you give me some pointers for diagnosing this issue? I'm thinking of checking my mods in either Fo4edit or the creation kit but I'm not sure how to do it efficiently. EDIT: It does not work entirely, I need to keep inputting the setenemy command for newly encountered synths to attack...
  7. Haven't joined, this is on a new character. Gonna disable those two mods and see if there are any changes.
  8. Updates: The Institute faction is set to ally with the player faction despite the player not joining it canonically. Using [ setenemy institute player ] temporarily fixes the bug. Mods don't cause the issue to occur on a new save (synths are always enemies when spawned very early), something gets messed up during gameplay. Synths spawned using placeatme aren't exempt from the bug, they are aggro on new save and passive on bugged save. Playing a new character now until it the issue pops back up. Original post: When exploring, all enemy synth groups are friendly to the player, including those spawned by mods and scripted to spawn inside of Fort Hagen (as part of story.) FO4Edit doesn't show any overwrites of the Synth or Institute faction forms. AFAIK I have no mods that change factions (aside from Docile RadStags, which only affects radstags.) Here is my mod list:
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