Jump to content

TheCoolest7248

Premium Member
  • Posts

    53
  • Joined

  • Last visited

Nexus Mods Profile

About TheCoolest7248

Profile Fields

  • Discord ID
    SergeantSTARWARS #6349
  • Country
    United States
  • Currently Playing
    Fallout 3, New Vegas and 4
  • Favourite Game
    Star Wars Battlefront 2 (Original)

Recent Profile Visitors

9938 profile views

TheCoolest7248's Achievements

Contributor

Contributor (5/14)

0

Reputation

  1. So I'm getting a bunch of errors when I load my mod file in creation kit, all of them are the same, but I started getting them after making a bunch of stuff persistent because it was demanding me to other error messages in the current warnings. Here's one of them for an example: MASTERFILE: File 'DoYourDamnJobCodsworth.esp' is changing ref (0019C5F5): from base 'PlayerHouse_Ruin_BathroomShaveDrawer01' (0009192E) to base 'DYDJC_ShaveDrawer' (0100B923) from cell 'NONE' (00000000) to cell 'Wilderness' (00018AA2). Any ideas on how to fix?
  2. In response to post #75822278. I cannot agree with this statement more...
  3. In response to post #66579976. #66897631 is also a reply to the same post. He did say stuff about her. "I'm working with TheKite on a weapon inspired by the New Vegas Helios One quest."
  4. For a first mod, I would focus on learning an aspect of creation kit. For example, if you want to do level design, pick a location you like and try to restore it to prewar or if you don't like prewar, just repair it. Learn how to used navmesh and how to do scripting. These tasks must be learned before you can tackle a monumental mod as what you are thinking of.
  5. You do know you have to update Fallout 4 Script Extender right?
  6. I have finalized the navmesh after every edit, and now have run into another problem. I made precuts for a couch that is between the boundaries of 2 cells, however whenever I save after making it or try to finalize navmesh, creation kit crashes. At this point I may have to go into FO4Edit and remove the changes I did to navmesh and start over.
  7. I am currently making a mod that edits Sanctuary, and have redone the navmesh to accommodate the change in landscape, however I am stuck in the fact that settlers ignore the objects I have placed. I have made precuts using create precuts from selection and both the creation kit and the in game pathing will ignore these. Is there something I missed? Any help is welcome and if you need to see it in creation kit to troubleshoot, i have a version of the mod on my mod page labeled Remastered Alpha V.2 here: https://rd.nexusmods.com/fallout4/mods/17561?tab=files
  8. I use this mod myself, but it only uses vanilla meshes (or slightly edited to have better snap points). It does not have the dresser I'm talking about.
  9. I always just dress them in a synth uniform and not give them weapons to show that although they can stay, they cannot be hiding what they are and until the Institute is destroyed, you cannot trusted with one, as the Institute can make them to hurt anyone at any time if they wanted.
  10. I don't need collisions, as I can probably uses the old collision and be fine.
  11. I am currently making a mod that restores sanctuary, and want to add a dresser that is only found as damaged in game. The dressers directory is SetDressing\WoodFurnitureFancy\FancyDresser01.nif and is found directly in the base game files. I don't want a prewar retexture, only a mesh edit to fix the dressers that are stuck being open. I would do this myself, but I don't have 3Ds Max 2013, and cannot edit the mesh. Thanks.
  12. The settlement management software can do all of this and more... Check it out. https://www.nexusmods.com/fallout4/mods/12032
  13. Here ya go... I'm not at my home PC, so I can't play test it, let me know how it works! https://www.nexusmods.com/fallout4/mods/28377/ Please comment on the mod page so I can get notified of it...
×
×
  • Create New...