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ikuroami

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  1. Similar to the first one you posted! I was thinking about the ones on the wooden posts that you see around the nakano house and Far Harbor, thank you though those are nice!
  2. Yeah they have lanterns, but not the kind I'm thinking of.
  3. I was surprised I couldn't seem to find anything with this available, but the lanterns you see and light sources around Far Harbor and the Nakano residence, they seem to have a specific effect on their glow and it'd be nice to be able to put some of those up around a settlement!
  4. "There is no feeling worse in the world than working so hard on something you love that doesn’t pay you." If you really love doing something, even if it's difficult sometimes, it doesn't have to get you paid, it's just nice if it does. I really hope that was just bad wording on your part because that's a pretty miserable and glassy outlook.
  5. I installed the china-lake mod on the front page and the unique weapons that were hand-placed are in game and everything is installed correctly, but the script to make the non-unique variants and ammunition for them doesn't seem to be working, the script is in the right place, I was wondering if there's a way I can force the script to trigger via the console.
  6. I noticed I haven't come across any of the new Harpoons or 47-50 rounds in any containers while wandering the new DLC, is that just me or could somebody make a mod to introduce them?
  7. So a couple of my weapons have changed and every 10mm pistol I find is a "10mm compensated pistol" but it's not even a modified pistol, just a vanilla one but the other weird part is that the weapon somehow sounds like the combat rifle and the even weirder part is, I attached a hardened reciever to one hoping it might rename it at least, it changed to a "compensated boosted 10mm pistol". Does anybody have any idea what could possibly be doing this, my mod list doesn't contain anything that I would imagine messes with that sort of thing. Nevermind I figured it out, it was extended weapon mods.
  8. I've tried fishing around on the nexus and googling around for a solution but I can't seem to find anyone else with a similar problem, I'm 70% sure it's not a mod, I deactivated all plugins and the problem persisted, I went through a group of fiends fine until one specific fiend then crashed, I did the run again saved right before this one fiend and it's making me crash, I tried it on some other enemies, a super mutant, a ghoul, all made me crash. The fiend I attempted to kill could be killed via console, I then resurrected her and re-killed her and that was fine. Nevermind, I found the culprit.
  9. Edit 2: It's not just Callville Bay, it's entire lot of the humanoids and so on.
  10. I tried killing some lakelurks etc around the area, they died fine, I try to kill any humanoid/human/ghoul, I crash. Edit: I can kill the affected npc with console and they die like they should, but for some reason when I directly kill them with my character it causes a crash.
  11. So I'm currently trying to troubleshoot through trial and error what's causing this crash whenever I kill any enemy around Callville bay. If any of you have advice or know the issue, please give me a hand.
  12. Is there any way to change this in the settings etc, or maybe even a mod, all I find is mods to make flora larger etc, I installed a mod a while ago that has affected the size of all plant life so it's slightly bigger than usual, even when I removed any mods associated with the size of flora they're still too large, roads are covered in ferns, I have beautiful whiterun on and the deathbell outside breezehome covers half the door and so on. Please and thank you for any help.
  13. I think this is actually my mod limit I'm pushing around 180 mods, time to compromise and learn how to merge mods, any links would be appreciated on tutorials. Thank you for responding though, I think you're right.
  14. Nobody else has ever experienced anything even similar to this?
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