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mm137

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Everything posted by mm137

  1. http://i.imgur.com/GGkUiR8.jpg Anybody else seen this?
  2. Go to the Beth launcher. You will have to make an account/install it if you haven't already. In the launcher, go to enter code. The key needs to be entered in lower case, why they give it to you in uppercase is beyond me. The codes still work, just downloaded this evening. Not that it did me any f'ing good to do so. They changed the facegen nif file format, and all my custom Racemenu created head meshes are porked. Unless Beth releases a nif converter tool, or I can figure out how to do one myself, my mods won't be coming to SSE. Wtf, I can't believe all I had to do this whole time was re-type the code in lower case. This is the most "Bethesda, amirite" thing I've ever seen. :wallbash:
  3. I know this is a feature of F-HUD (f4), but I can't seem to turn it off. I've installed, uninstalled, re-installed carefully, according to the directions on the page and in the read me. But, no matter what, the potions and bombs won't refill. This is with only F-HuD installed, or with other mods after using Script Merger. Any ideas? I'm pretty new to Witcher 3 modding but this is the only problem I have encountered.
  4. -Duplicate the vanilla clothing as many times as you have variants. -Create new Armor Add Ons for each, and material swaps for each Armor Add On. -Add the new duplicates the the same leveled lists as vanilla.
  5. LL - Leveled List - generic category LLI - Leveled inventory LLD - Death items LLM - misc mods for weapons/armor LLW - Weapons LLC - containers, I think? et cetera...not sure about some of the rest. I think the naming system is just for easy identification - they all function pretty much the same way (dependent on flags, counts, chance and so on). For NPC spawn load outs, LLI is the default.
  6. Maybe so, but races have historically not worked anything like this. Since morrowind, new races have been some of the most popular mods, and easy enough to implement. This new system is bizarre and needlessly complicated, as far as I can tell.
  7. This is true, but it will still conflict with any other mod that adds new races, because it would have to edit the same Formlist. Unless you make copies of all the hairstyles and facial hair, and set them to work on your race only, which would be a nightmare during character generation.
  8. One of the main problems involving custom races is that the armor, clothing, hairstyles, tattoos, etc are all tied to specific races. Any newly created race will not be able to use them unless the author edits the entry for every single one, making compatibility a nightmare. Ghouls and synths (gen 2 and 3 only for most stuff) are already flagged to use them, but any new race would run into this problem. Why Bethesda did it this way is anybody's guess.
  9. Just updating this thread to say that I've figured out an efficient way to add new face paints and tattoos without editing the race records. Its FTST - Head Texture that allows one to add unique faces. It seems so simple now that I've figured it out, and yet it took me months of experiments. http://i.imgur.com/l8G9ue2.jpg Finally, a damn breakthrough.
  10. http://store.steampowered.com/app/490650/ This sounds great to me, and potentially opens up a lot of modding possibilities. I know it's the default mode in these forums to b&@*$ and moan at everything Bethesda says or does, but I liked Far Harbor and I think this will be a lot of fun.
  11. http://www.nexusmods.com/fallout4/mods/7510/? This has seven marble choices from the vanilla game
  12. This was an issue in Skyrim too. There was a workaround but I can't remember what it was. Something in SKSE maybe?
  13. Does it really help with load times? A couple of my mods have tons of meshes and textures.
  14. What's the consensus on this? Is it preferable to package a mod in a ba2 instead of loose files, even if it's only a few of them? Is it just a texture thing, or is it beneficial for meshes, sounds, scripts, etc? The CK is already generating these bas2s, I'm just wondering if I should put them up on the nexus.
  15. Well, the trick didn't work for me after a couple of tries (although it is a useful trick to know). I figured out you can make a material swap and not even swap anything - just mention the materials. Since you need an esp anyway to upload anything at all, this at least kills two birds with one stone.
  16. No, I mean when making the archive to upload to bethesda.net. If textures/meshes/materials aren't directly referenced in your esp (mainly replacers) they won't automatically be added to the list. So, you can add meshes and textures just fine but materials just don't show up. I worked around it by adding a material swap to the esp but it's kind of pain in the ass.
  17. Anybody else having this problem? Textures and meshes are working fine, and materials can be added if they are referenced in an esp, bu when I try to manually add them they don't show up.
  18. Probably under the vanilla submachine gun entry. Many named uniques are listed at the bottom of generic weapon entries - Brownville Slugger etc.
  19. Yeah, nif files no longer point directly to textures is FO4. What you need is a new material file that points to your new texture, and a Material Swap created in xEdit or CK. You don't need a new nif. You seem to have the Armor Addon stuff done correctly. Take a look at this for several examples http://www.nexusmods.com/fallout4/mods/8477/?
  20. I've been struggling with this too. I have a thread over in the MA section but it hasn't gotten me very far. I haven't had time to take a deep dive in to the Far Harbor files yet but I'm going to try again this weekend.
  21. Hmm, no luck yet with the new race. I added the new race to all my new armors, and made new copies of the various hairstyles I want to use, but they still don't show up. I'm going to experiment for a while today but this might have to go back in the WIP file for now.
  22. I think the first step is to add one or the other keyword to a helmet and try it, then try the other one if it doesn't work. If neither work, back to the drawing board.
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