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MarinaHyde

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About MarinaHyde

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    Germany
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    Cyberpunk 2077, Fallout 4
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    Skyrim, The Witcher 3, Dragon Age: Origins, Fallout 4

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  1. I already changed my language in the Steam library, however the audio is still German - only the texts are in English. What have I missed?
  2. Here's my solution - sorry it has been taking so long! I will take my player home Solstice Castle as placeholder; the steps are going to work with every other player home. Open SSEdit. Right click anywhere > "Select None". Type in the name of your player home in "Filter" > Solstice (...). Click OK. Click on the plus icon next to Solstice Castle. Search for "Location" > click on the plus icon next to it > choose the interior cell with the inn, in my case "00SolsticeLocation" (make sure you do NOT choose an exterior worldspace). In the right window, scroll down to "KWDA - Keywords (sorted)" > "LocTypeInn [...]" - that's the culprit. Left click on it, then > right click > "Remove" > "Yes, I'm absolutely sure". Close SSEdit > save your changes with "OK". Done. If you are currently in your player home, fast travel to a place far away, wait/sleep for a day and travel back. If you have any more questions, please don't hesitate to post them here, AND write me a message - I will do my best to help you.
  3. Edit: Issue's solved. I'm going to write what I did to remove it next week. Hey there! I'm having some sort of issue with Solstice Castle (or any home featuring the following). Since it contains an optional "innkeeper", many of my (custom) followers consider large areas of the castle as an inn, and act and speak like they were visiting a default tavern, even with NPCs disabled. Plus thanks to the Creation Club mod "Bards College Expansion", there are changing "word duelists" visiting inns, and unfortunately those men spawn inside the castle too. Killing them doesn't help, since they change regularly. So I would like to ask for a "tutorial" on how to remove that "inn flair". I wouldn't mind loosing the option to re-enable the NPCs by the way. Any help would be greatly appreciated!
  4. Edit: Solved it! I need to unpack the BSA textures. x) Hey there, I'm currently trying to make my first follower overhaul for which I imported a head created with RaceMenu. Nifskope tells me I needed Eyebrown_n.dds for the eyes and MaleBrow1_n.ddc for the eye brows, but I can't find them. I must say, I'm using MO2, so I can't find those DDS's in my SSE\Data folder. I even searched my whole PC for the files, but it only showed mentioned files for other mods or games. Any help would be highly appreciated!
  5. Uuh, thanks but no thanks, that mod is literally just about blowing things up and choosing evil options. Great for a Raider-ish playthrough, but not what I‘m looking for. However, since you have played the mods I mentioned, I‘d appreciate any input you can give me (please see my comment to Djinn Killer).
  6. @DjinnKiller: Thank you very much for your reply! I would like to tell you what I‘ve written to another user, and, since you obviously like that mod series, I‘d love to here your opinion on it: "I'm having some issues with all that modern looking, large dancing and prostitution buildings in the series of Recluse's and Thuggysmurf's mods. Not because I'm against "un-lore-friendliness" (Is that even an existing word?), but because it makes my General kinda interchangeable for a lack of a better term. I thought she was the only one capable of building clean and wealthy settlements - that's what make them so special. x) (…) I love new content, but whenever I look through that mod series (Project Valkyrie, Outcasts and Remnants, Depravity, etc.) I‘m getting the impression something is really ... off. And I can't put a finger on it. Maybe it's that feeling that it's mostly made for men with all that kinky stuff (which is not bad at all, please don't get me wrong), or the mentioned quests feel out of place, I don't know." Edit: Almost forgot: I did read the FAQ, but it raised even more questions.
  7. I‘m pretty sure that’s from PMC Operators Pack. The cape could be from Maxson's Cape.
  8. I‘m sorry, I didn’t mean to sound rude, I just followed your advice: "Typically the author knows what will happen so best to trust their judgement first". I really meant no offence.
  9. Because a kind translator of the mod, who knows it very well, told me there was no need to start a new game, I asked Otellino, the mod author, himself. He said there is absolutely no need for starting a new game (see screenshot). I don’t know with whom you have spoken, but I assume you just have had bad luck.
  10. Wait, have I missed a line? Did the author of AR2 say a new start is required in their description? Another kind user, who also knows this mod very, very well, told me that it was safe in my case, 'cause I haven't even touched the main quest once.
  11. Thank you for your reply! Do you know that from experience? Because Project Valkyrie alters the MQ as well and can be safely installed mid-game, so the author. Still, if you say it might make the game unstable or the MQ buggy, I‘m not going to install AR2.
  12. Yes, I know. I said I would like to KEEP that option.
  13. Did you delete the ccBG files located in your Data folder? Since you are using MO2, did you start F4SE through your MO2 (you probably have, I just wanted to make it sure)?
  14. Hey there, I would love to expand my Commonwealth by some faction mods, preferably mods that edit the main quest. I would still love to destroy both the Institute and the BOS with the Minutemen (or with one of the new factions) in my current playthrough. The mods should be addable mid-game and not conflict which each other. Another user has recommended the mods listed below; they said they were all compatible together, but I would like to hear a second experience just to be sure. If you don’t have all of these mods, but know a few things about one or two of them, I‘d love to hear your opinion. Oh, almost forgot: I know, Sim Settlements makes great additions to the main quest, but sadly it’s completely incompatible with my mod list and my clean settlements. We Are The Minutemen (already installed Tales of the Commonwealth (already installed) Outcasts and Remnants Fusion City Rising Project Valkyrie The Bleachers: Fens Sheriff Department America Rising 2 South of the Sea Northern Springs The Responders Any help would be highly appreciated! Many regards, Marina~
  15. Hi there, If I remember correctly, there once was a mod (which hopefully still exist) letting you change your settlers equipment with a hotkey instead of talking to them. Does someone know the name of that mod? Many regards, Marina~ Edit: I found it! The mod I was looking for is Quick Trade. Edit II: There's an even better version: Quick Trade Redux.
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