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Everything posted by mm137
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Count me in as someone who has had no game-breaking bugs, one CTD ever, and only a few visual glitches without mods. It's been by far the most stable Beth game I've played. Hell, FO1 and 2 were more buggy on release.
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There's a lot of misinformation bouncing around this thread. DLC are not "already built in" or modders would have uncovered them already. Every single file has been picked over many times by many people at this point, minus the scripts we need the GECK for. Bethesda has always used mostly new files for DLC, as anybody who has bothered to look can tell you. Aside from arguably Broken Steel, every DLC has been in a new area, for both Fallout and Elder Scrolls going all the way back to Morrowind at least. Even crap like Horse Armor was new content. There's no way these were finished before the game's release, and no reason to think they would plop down a new landmass in the Commonwealth somehow. It's also ridiculous to expect them to update FO3 or even Skyrim once they have a new game out. It's naive to think they would devote resources to a game that's four years old, let alone ten. It's quite short sighted to think that these DLC will render any mods pointless. If anything, the added content is only more fodder for modding.
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^I hope everybody is mentally pronouncing it this way.
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She's mentioned in the Grognak game, I think.
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The game's only been out for three months.
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Survival Mode Overhaul DLC Food Drink Sleep Deseases-))
mm137 replied to xHatorx's topic in Fallout 4's Discussion
Can't remember if it was a vanilla mechanic or Project Nevada, but I liked that you could repair stuff partially in the field, but needed a bench to do 100% repairs. Power Armor should function like this too, IMO, so you can fix pieces to partially work (i.e. not vanish off your frame) but not all the way. -
This^! It's ridiculous that you can't currently build anything to protect you from radstorms, even the vanilla ones.
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Can't get Codsworth glowmap to work properly
mm137 replied to Pyrota111000's topic in Fallout 4's Discussion
Do you have Environment Mapping unchecked in the material file? You can't do both EM and glows, it seems. -
Survival Mode Overhaul DLC Food Drink Sleep Deseases-))
mm137 replied to xHatorx's topic in Fallout 4's Discussion
Wasn't this how it worked in NV? It's been a while since I played, but I remember it as being an independent option. I'd like an option to have the slow healing stimpaks in all difficulty modes too. Nice to see them implementing this though. LOL at the guy on twitter that's like "I don't know anything about making games but this is really easy to implement. Why wasn't it included already?!" smh -
Despite what the nexus would have you believe, "Overhaul" doesn't automatically mean "make hotter". :wink:
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There's also "we are the minutemen" mod
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I use the "old dogmeat" retexture along with the one-eyed eye variant from the White Dogmeat mod, sounds like sort of what you're looking for. No eyepatch though haha.
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^This. People seem to be expecting the GECK to be some kind of magic bullet, instead of the buggy, crash-happy mess it has historically been. People also seem to think it will render all mods made prior to it irrelevant somehow. You can't create or modify meshes to any great extent, you can't make textures with it, it doesn't make those things any faster. It broadens the amount of stuff that can be done - it does not replace the tools we already have (besides xEdit to some extent). xEdit and hopefully Nifskope will be updated when it comes out, because we can fill in unknown values, and when Wrye Flash is updated we will be able to make bashed patches to merge leveled lists and changes to the same entry from multiple mods. Also F4SE will be updated to allow more scripting and hopefully remove some limitations like the menu caps, build caps, etc. Aside from scripts and placement of objects, GECK allows users to navmesh new objects or areas. It allows easier editing of faces, colors, cells, etc. It's also a much more flexible and visual interface than xEdit.
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No! Just uninstall the one, then add it back. If you don't know where NMM keeps the original you can use the one you just downloaded. Go to the little + sign at the top left and find it on your hard drive. Then install as normal. If you go to the little folder icon at the top, it will show you where NMM keeps all the mod zips.
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They are visual post-processing mods. They add effects on top of the game, rather than changing it internally.
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You don't need to re-download, just uninstall the original and reinstall.
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Just reinstall it, you can pick new settings from the FOMOD
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I don't really like the way Legendary enemies function either. The so-called mutation, the fact they they are indistinguishable from normal enemies, etc. Plus, do we really need legendary cockroaches and molerats? Why did this cockroach have a shotgun? I'd much rather see some along the lines of MMM, with unique-looking, interesting enemies spawning alongside normal ones.
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Craftable animated lights! More kinds of turrets, emergency lights, Combat Zone spotlights, etc.
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Hi, I'm working on a mod that adds several tiers of new material mods to certain armors, and I can't figure out how to force them to appear at the bottom of the list. Any Ideas? I suspect it's got something to do with the "unknown" number in the OMOD file list, but it doesn't seem to be working properly. I feel like I've seen a topic on this but couldn't find it, so sorry if this is redundant.
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People on this site never cease to amaze me.
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Load up xEdit with all your plugins. Rigth click anywhere and choose "create merged patch" or whatever it's called. Then go through each .esp, looking for conficts. Each one you want to fix, right click and "copy as override" into the merged patch. There you can set values, merge leveled lists, etc.