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apposl

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Everything posted by apposl

  1. If I close and open the books that appear blank at first, sometimes they'll show the text eventually.
  2. This mod list was actually running "well," no CTDs or anything, and I knew it was likely a mess but was pretty happy with it. But I made the mistake of adding a few mods and I don't remember which they were, and suddenly a lot of books are missing the text (when I pick them up off a bookshelf or the ground, they're often blank, but if I take the same book and read it from my inventory, the text is there). I'm also unable to see certain UI dialogue options - most notably the statue with starting options in the Live Another Life mod, and Wintersun's initial dialogue is mostly blank. I've been trying to go through and eliminate mods that look likely, test, re-enable, repeat...but figured I'd ask here as well if anyone wanted to take a look or had a thought concerning this issue and these elements. I just tried a new skyrim.ini and that didn't fix it. I feel like obviously those two issues are a huge clue and I'm just not smart enough to get it. Or remember the last 10ish mods I installed and LOOT sorted. Any help on ANYTHING before I have to just restart the entire thing is so appreciated. Loading a "default" profile with Live Another Life and it works fine, so I just don't know. Thank you and happy weekend. https://modwat.ch/u/airbornesold/plugins
  3. Ridiculous you can't just upload a fix in situations like this.
  4. I have been struggling with this for hours and thought I'd ask for help. Some of my items are appearing in very small text with long names, and I'm not sure what the cause is. I finally got DEF_UI and iconslib apparently working but the naming/display is so weird on what appears to be mostly legendary weapons. I don't know, I can't really read them. Everything else seems fine except weapons and armor display, and just some of those. https://imgur.com/a/q9m6tUx This is a new issue, I was using NMM, and spent the last two days migrating to Mod Organizer 2 for reasons. But I obviously did something wrong. Not sure if VIS-G, Legendary Modifications, DEF_UI, AWKCR..? Really hoping someone has seen this before. I can post my mod order as well but those really seemed like the closest to being relevant. https://pastebin.com/uemauudn Any help would be so appreciated sorting this. I'm just trying to get my spooky ghoul apocalypse going again. :smile:
  5. Thank you, I will look at that. I know - obviously - zero about scripts. Been a reading forums/watching tutorials night over here. :) Thank you again!
  6. Hey if you get bored and felt like doing that, it would be helpful - but I'm definitely going to be trying to cobble together a few versions over the next few days/week and testing. I'm just slow because I don't get a ton of uninterrupted time on the PC and have to take my time thinking through exactly what I'm trying to accomplish. I've built small games in Unity, though, and I'm over the learning curve in Blender - so I know I can learn to do this, too. Actually, there's a "Blender to Fallout" tutorial I mean to watch when I have time, too. But I'm rambling now. I really plan on just picking apart the ACR model, "copy/pasting" things to a vanilla weapon/modded weapon, test, experiment, etc. I'll definitely screw up a ton of what I'm trying to do buuut that's also how I learn. And eventually I'll get there and have a house of cards I can show off - just don't breathe on it wrong. ;) It's all personal use/learning so I wouldn't try and release anything unless I talked to the mod author. But like I said, if I can learn how to do it, and it's not *that* time-intensive, and there's interest...why not, I think it's a really neat function that adds a little depth to the character/weapon synergy. Really appreciate the conversation and insight! I'm a total newb at all this but I'm trying to get my head around all the tools. Thank you!
  7. I'm sure you wanted something more technical than this but I thought perhaps there might be a patch on Jane's Bod mod page so I went to look and the first thing they have at the top of the Jane's Bod description is that it's not compatible with CBBE at all.
  8. Thank you! I tried renaming it in the folder and that didn't reflect in NMM, so I'm going to probably uninstall it, rename it inside the zip file, then install. We'll see. I obviously don't know what I'm doing and learn by trial and error - I super appreciate your response! Thank you!
  9. Hi, thanks so much for replying and looking into it! I do have fo4edit and I opened the mod up and was looking at it. I see various things that seem to relate to those effects. But that's just as a total novice. Please, I don't expect a novel. :smile: I'm trying to puzzle through. I thought this would be really cool on the handmade revolver and the m2045 revolver rifle and I do think it might be from another game, I feel like someone on the ACR page mentioned that. Anyway, I thought it was neat that you could make a weapon that "levels up" with you in a way and can offer different possibilities. There being an example seemed to make my doing it not sooo impossible. I did find a video the ACR author posted as being helpful at https://www.youtube.com/watch?v=XgJG9Z0JeaA I'm a single parent and just kinda thinking/fascinated by this in my spare time, especially with the revolver rifle because I just adore using that thing - but plan on slowly trying to work it out. Just the little bit you provided has been helpful and I thank you! Honestly, if I could learn to do this, with the mod author's permission, it might be neat to do a package of weapons with this functionality. IDK, maybe I'm too bored over here. :wink: Thanks again!
  10. Was it as simple as renaming? I have Loads of Ammo compatibility patch and Legendary Modifications both throwing that same error, and it's because when you download the newest version of anymodanyweapon it's called anymodanyweapon2 now. Is it as simple as renaming it in that folder or am I going to break something?
  11. Can anyone offer any insight or a link to a tutorial covering what I need to know to add the "Prestige powers" from the ACR to another weapon? I'd like to have a similar setup on something like the handmade revolver. Thanks so much for any help! ACR: https://www.nexusmods.com/fallout4/mods/26302/?tab=description Along with camos being unlocked at certain kill counts if the player uses the weapon long enough they will begin to unlock what are known as prestige attachments. These attachments are very unique compared to any of the other available attachments the gun has to offer. There are 3 types of prestige attachments and each one unlocks a new ability that will not only make the weapon possibly more powerful but the player that wields it as well. Keep in mind these abilities are only available when the player has an ACR equipped and the attachments are added to that gun. If you get kills with any other weapon it will not count towards weapon progression (same way camos can only be earned by using the ACR).While it may just require kills to unlock these the player must also require the right amount of resources to craft. So it will require a substantial amount of resources to craft one of these. Scavenger Prestige: The scavenger prestige attachments offer the player more carry weight and higher chance of better loot found. This attachment is added to the top front rail of the gun. Each level increases its effectiveness when attached to the gun. Gun strap: (Carry weight 50+, Intelligence +1, Luck +1) Level 1 unlock: 125 kills (250 in hardcore mode) Top Rail Attachment: (Carry weight 100+, Intelligence +2, Luck +2) Level 2 unlock: 275 kills (550 in hardcore mode) Top Rail attachment with battery pack slots: (Carry weight 150+, Intelligence +3, Luck +3) Level 3 unlock: 425 kills (850 in hardcore mode) Top Rail attachments with advanced systems: (Carry weight 200+, Intelligence +4, Luck +4) Level 4 unlock: 575 kills (1150 in hardcore mode) Warlord Prestige: The Warlord attachments offer the player more actions points, faster actionpoint regeneration, and more melee damage. The attachments range from aholder for a knife, bullets, and even a few melee attachments for the barrels of the guns. Each level increases its effectiveness when attached to the gun. Knife Holder: (Damage Resistance +5, Action Points +25, Melee damage +5) Level 1 unlock: 175 kills (350 in hardcore mode) Knife holder with Combat knife: (Damage Resistance +10, Action Points +50, Action Point Regen +2, Melee damage +10) Level 2 unlock: 325 kills (650 in hardcore mode) Knife holder with Combat knife and bullets: (Damage Resistance +15, Action Points +75, Action Point Regen +5, Melee damage +15) Level 3 unlock: 475 kills (950 in hardcore mode) Barrel melee attachments: (Damage Resistance +20, Action Points +100, Action Point Regen +10, Melee damage +20) Level 4 unlock: 625 kills (1250 in hardcore mode) Medic Prestige: The Medic Prestige attachments offer the player more health, health regen, and radiation regeneration over time. It is a on-the-go pack essentially to heal the player out in the wasteland when they are not in combat situations. The health and radiation regen only works when the player is not in combat. The medic attachments are added to the weapons stock on the right side. Each level increases its effectiveness when attached to the gun. Medic Pouch: (Heal Rate +0.10, Health Points +50) Level 1 unlock: 225 kills (450 in hardcore mode) 2 Medic Pouches: (Heal Rate +0.30, Health Points +100, Radiation Regen +0.10) Level 2 unlock: 375 kills (750 in hardcore mode) Medic Bag: (Heal Rate +0.50, Health Points +150, Radiation Regen +0.30, Radiation Resistance +0.50) Level 3 unlock: 525 kills (1050 in hardcore mode) Medkit: (Heal Rate +1.0, Health Points +200, Radiation Regen +0.50, Radiation Resistance +1.0) Level 4 unlock: 675 kills (1350 in hardcore mode)
  12. Thank you! I had my 10yo running everywhere the other day so I'll look back at what's required, appreciate it!
  13. I'm not sure how difficult this would be, but thought I'd ask. Obviously I'm doing an "I don't have Red Dead 2 so..." playthrough. I think I'm not alone and a lot of these revolver mods could use some love, and this one in particular is fantastic - a 9-shot revolver, come on. :smile: Any help or insight on this would be so great, thanks so much! Revolver: https://www.nexusmods.com/fallout4/mods/23059/?tab=description Fanning: https://www.nexusmods.com/fallout4/mods/17319?tab=description EDIT: Spoke with the mod author, it's not that easy, nevermind!
  14. [F04] Mod edit request: COBRA officer's plasma revolver to .44 https://www.nexusmods.com/fallout4/mods/28308?tab=description It's a plasma gun, and I'd like it to be a .44. My FO4edit isn't working. :( Instructions say to just open the file in xedit and go in the weapon and change it to .44 (is easier done than said xD) https://www.nexusmods.com/fallout4/mods/28308?tab=posts If anyone can help with this it would be super appreciated, I obviously need to fix my fo4edit. [F04] Mod edit request: One handed revolver file swap https://www.nexusmods.com/fallout4/mods/20377?tab=description I would like to change 1 animation in this, which the author and others discussed, but I don't have the required tool/knowledge to make the right change here. The instructions are: Hey guys, I've seen a lot of you asking for a quick draw equip animation instead of the flip one.All you gotta do to change it is find the "Equip.hkx" animation in Data\Meshes\Actors\Character\_1stPerson\Animations\"the weapon you wanna change it for" and replace it for the "EquipFast.hkx" (Make a copy of "EquipFast" and rename it "Equip"ð·. That's it, now the dude just gets the hand up without flashy moves. Another user translated as: he's saying go to Data\Meshes\Actors\Character\_1stPerson\Animations\44Pistol and the rename WPNEquipFast.hkx to WPNEquip.hkx https://www.nexusmods.com/fallout4/mods/20377?tab=posts ANY HELP SO APPRECIATED, I think I could do this myself if my fo4edit was working but it hasn't for a few days now, and it's my fault since I have 200 mods installed, I'm sure. Help with two more would be amazing. Thanks SO much!
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