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dirint

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Everything posted by dirint

  1. Great Idea. Will have to wait for the creation kit though.
  2. Turrets that lock to the bottom of buildings. Ummm. Yes please! :D
  3. This confuses me. Could you elaborate?
  4. Hey everyone. I just created a mod that replaces all the font in the game to being more like Ocarina of Time / WindWaker, but I'm having one issue with it. The clipping on the Ammo Rounds and the HP bar. Is there anyway I can expand those boxes so they don't clip?
  5. This sounds like a great idea, and reminds me of Kvatch Rebuilt for Oblivion.
  6. Use ArchiveInvalidation instead of the older method. The Configuration Tool does this edit for you as well.
  7. Import is DISABLED. We don't know enough about the data formats to reasonably allow for this in general use cases. In the past replacing merely the vertices/normals/etc. was as simple as pasting over the NiTriShapeData. You can no longer do this, and since we also do not have the vertex record flags fully decoded, they have disabled things such as Import. At some point actions will be implemented to allow importing directly over the Vertex Data array.
  8. Oh wow. Awesome resource. I did not know about this method. It works using this method, but the old original method did not work. Thank you. :)
  9. Hi everyone. I'm trying to replace the Main Menu Theme Music with my own song, and for some reason, it is not playing either in WAV or XWM format. I've downloaded several other peoples mods that used to replace the Main Menu Music as well, and it seems there are issues with them. Lots of comments about it not working. Anyone know what needs to be done to properly replace the main menu theme. No longer does Data\Music\Special\MUS_MainTheme.xwm work to replace the music. It first runs through the normal video with the normal intro, and THEN after that, it will play the custom music. Any way to get it to load primarily?
  10. Sounds like it's using the Map or some other color settings in the game. Have you tried changing the colors of anything other than the HUD?
  11. Charisma is a huge driving force in every quest you do. There are dialog options you can only succeed in with Charisma. That is however if you're playing the game. If you're playing The Sims, then I could see this request being a good addition to letting you build what you want to build without much Charisma. Plus like you said, being a Local Leader means jack s#*! in terms of supply lines. It means being able to manage and lead a larger amount of people, so I think the raising of the settlement cap is a great idea to the perk. I think it would also be beneficial to increase the settlement happiness with it. Maybe +5 +5 / +10 +10 for settler cap and happiness base increase to happiness? :)
  12. We're given a square to work with as our texture file. If it's more sparse, the moon will be a lot smaller. I'll see what I can do. :)
  13. Do you have a screenshot of which door frame and which walls you would like to match better? :)
  14. Maybe just editing the HP pool of them to being much higher. They are pretty heavily armored, but can't take even as much damage as you in a power armor suit. xD
  15. Woot! You're welcome! :blush: Looks good my friend. :laugh: /installed. :cool:
  16. I think activating the Cannibalism perk would be a good way to unlock human recipes in the cooking menu. Have to have a raider leg or something for one of the recipes. Etc, for all the body parts of whatever you scavaged. :D That would be pretty fun. There is a mod out there that mods the loot tables already for killed things, to add their body parts to the loot table.
  17. http://www.nexusmods.com/fallout4/mods/4267/ :cool:
  18. I'd make sure they have an updated NMM. The older version had some issues with sorting when they would remove a mod, and re-add it back. They might have previously deactivated it, or downloaded a new version of your mod, and while still using the old NMM could have issues when it tries to reinstall the mod. :smile: This might be the issue. But... Even then. It's not your fault. Its the noobs. :P
  19. Yep. I was able to pick it up, etc. :) The cube map that is applied to the texture on the NIF is for the actual strip you're trying to get rid of. It's not needed on the base texture. So what I did was just completely remove the mesh for the strip and all of its contents leaving just the base square.
  20. I could see this being a pretty good mod, and a logical request given the pipboy isn't really used for jack s#*! in this game as it is. Give it another function. However I have no idea how this would be scripted. It is a pretty complex mod, and will need to wait for the GECK and F4SE functionality.
  21. We have to wait for the creation kit before new meshes can be edited or modded or added. We have no way of importing objects to nif at this moment. Just 2 more months, and It should be out, or close to release. :) Then you'll see all kinds of crazy mod ports from skyrim. :)
  22. I did as you asked which were great suggestions, and still was only able to find the Piles of Trash that I was able to find through Textures. Looking at Nif Objects to see the BGSM, and pulling up the BGSM to see what Textures were used. I was still not able to find this texture or mesh or material. I'm new to modding, but was not able to see anything in any cell, and I went to numerous other places to try and find it. Found it! :D Finally. OMG. Thanks for the help everyone. :)
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