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Andrewupkins

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About Andrewupkins

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  1. I just buy a new PC azus tuf and tried to install on it the cracked FO4 version I used on my previous one but at the begining of the installation an error happen :An error occurred while unpacking does not match checksum and it don't pass the 0,0 % I know it's not the tiny repack crack that don't work because it's the same that the one I installed on my previous PC I also try with EL Amigos crack for the familiar the same BA2 prey something file very first file can't be install mark the same error message so it's something on my PC. I downloaded the latest c++ 2019 distributable, and this new PC contrary to my last didn't had windows 10 on it so I installed it don't know if that the difference with my last PC and the reason that can't install FO4 if someone as a clue would be very appreciated. Banned - TVD.
  2. Because I can for example copy some of my NPC into my target mod for some, but others the target mod don't show up in the copy as new reccord into window if someone can explain me how that work please ?
  3. Well I seem to have find a way, by changing the Form ID in FO4 edit so it replace the vanilla NPC with my face edited copy, seem to be used by the script and quest hope it will not mess thing up
  4. I used face ripper to have some custom face I made in game then I copied as new record into in the mod I want to add them to through FO4 edit. Then I used my duplicate npc in the Creation Kit Geneva for example and make her used the trait template to use my custom face npc but it create a distorted face on her and other few npc, but work fine with others npcs, does someone know an other way to swap this npc face with mine, in a similar way that make it all in the same mod to not have a bunch of plugin that come after.
  5. Well nevermind I found it it's in the object template just like for the armor you click on the actor and click on the object template and add the robot part
  6. Thanks, ok i'll stop screaming but i found the securitron faces in object but now how do I equip it to the actor inventory seem to only be the weapons not the face No idea, I don't use that mod. My guess is you'd have to duplicate an existing face object, replace the face in the dupe with yours, then add your face to the list of available modifications. Or, just open a face you don't use and make mesh or texture changes to that one, which will replace the face you don't like. You don't even need the CK for a mesh or texture swap, you can just replace the mod's files with your own. Ok but where do you see for your vanilla robot the equiped part in the first place in the inventory in the CK or did you used the CK at all ?
  7. Thanks, ok i'll stop screaming but i found the securitron faces in object but now how do I equip it to the actor inventory seem to only be the weapons not the face
  8. I try for example to modify the face of a securitron from the capitol wasteland from the CK but don't know where do we edit robots parts
  9. I have added the WD katana mod as a plugin for my mod, how do I suppress/clean this dependency from my mod if I don't use it anymore and don't want to recreate my entire mod
  10. I was trying to use the ProTec helmet for an overhaul in the creation kit all armod addons that I equip in the object template in the Creation Kit show up in game execpt the no baclava variant it make the helmet invisible for some reason is there an other way to equip armor addons in the CK ?
  11. Allright, thanks for your answer I am not used to Nifskope but I will try to copy all the asset without adding the TankTruck as master in FO4edit and see how it goes
  12. Ok so far I did this, -In FO4 edit I loaded Fallout Tank Truck.esp and Mymod.esp -I added FalloutTankTruck.esp as master to MyMod.esp -I copied as overide into (into MyMod.esp) the 2 static object Tank Truck & Tank Truck Wreck and it ask me to rename their ID so I name them "MyMod_TankTruck" -Then I quit and save -I open the CK with MyMod.esp and FalloutTankTruck.esp (flagued as ESM in FO4EDIT) But I don't understand what I am supposed to do now because MyMod.esp have FalloutTankTruck.esp as master so I will not see the Tank Truck in my game with my mod unless I also have FalloutTankTruck.esp loaded I am probably dumb but what's the missing step where MyMod.esp have the Tank Truck in my game without FalloutTankTruck.esp loaded ?
  13. Ok so I did this, -In FO4 edit I loaded Fallout Tank Truck.esp and Mymod.esp (Strider5 is the mod author so I only need this one esp) -I added FalloutTankTruck.esp as master to MyMod.esp -I copied as overide into (into MyMod.esp) the 2 static object Tank Truck & Tank Truck Wreck and it ask me to rename their ID so I name them "MyMod_TankTruck" (oustside them their is only workshop categorie version of them that you can add in your settlement, also I don't understand what you mean by "already referenced by other records in the master plugin") -Then I quit and save -I open the CK with MyMod.esp and FalloutTankTruck.esp (flagued as ESM in FO4EDIT) But I don't understand what I am supposed to do now because MyMod.esp have FalloutTankTruck.esp as master so I will not see the Tank Truck in my game with my mod unless I also have FalloutTankTruck.esp loaded I am probably dumb but what's the missing step where MyMod.esp have the Tank Truck in my game without FalloutTankTruck.esp loaded ?
  14. Hey me again, so I tried that copying Fallout Tank Truck Static object as a new record into my mod in FO4edit but it asked me to add Fallout Tank Truck as master so it's the same as in CK still adding plugin my don't include the model do I do this wrong do I need to copy more than the static object "as new reccord into" for my mod to become independant of the Fallout Tank Truck esp ?
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