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e1grey

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Everything posted by e1grey

  1. Yes. I do excactly that every time I add new outfits - rebuild all groups just in case. I thought that, perhaps, I missed some square that I should've ticked or something, but judging by what people generally advice in numerous threads and comments sections I've looked through, I'm not doing anything wrong. I still suspect that the game or Bodyslide somehow replaces the new meshes with the originals, like it happens with Evil Detective outfit. It also happens with Combat Leg Armor Variation. I installed it and rebuilt all groups in bodyslide, and the armor didn't change until I reinstalled it and started the game without building it. I'll try to reinstall CBBE tonight without building the outfits, and see what happens. I use vanilla body shape so I think it's not necessary anyway.
  2. The newer version doesn't seem to have changed anything. The armor clips through Dirty Army Fatigues pretty much the same way as on the screenshot I posted. If you're not experiencing this issue in your game, I don't think you should bother. It's an issue I can live with. I was just curious if anyone had something similar in their game, and if anyone knew what might be causing it. One sort of similar thing I remember that happened with Evil Detective Outfit. There's a mod that changes male mesh so that it fits female body. Whenever I built it in Bodyslide, it changed to original mesh file on its own, even when I manually copied the replacer mesh into the folder. Maybe something similar is happening here.
  3. I I use the main file, so I'll try to edit according to the second image you posted. I'm not sure I'll need a bash patch. My levelled lists seem to be fine. Most (if not all) of my mods that add items to the leveled lists use script injection according to their descriptions (some mod authors even kindly included in-game controls so that the player could decide whether he/she wants them in the leveled lists or not). I can't say that there's a mod that's prioritized, at least, not to a point that it annoys me. The problem with super mutants wearing those goggles is that I think they shouldn't have any hi-tech stuff on them, including firearms. Bethesda should've made them use throwables, like spears, hatchets, or machetes instead. Thank you so much for your help. ADD1: I also use Better Locational Damage mod that edits vanilla levelled lists and allows some management of the leveled lists through MCM. I'm a little afraid that a Bash Patch may mess things up. ADD2: And then also I use Fallout Anti-lazer mod that removes all energy weapons from the game. I'm not so sure a Bash Patch would be safe to add. I've never done it before, and I really don't want to mess up my playthrough.
  4. Thank you. I'll try it as soon as I get home (not until my 16-hour work shift is over, of course).
  5. Thanks a lot for such a clear reply. I thought that mods usually use one (vanilla) or the other (script) method to add things to the leveled lists. Does this mod use both? Or, am I getting this completely wrong? Also, unfortunately, I don't know what a bash patch is, neither if it's applicable or necessary with this mod.
  6. I'm using a mod called West Tek Tactical Optics by fadingsignal, and I want the goggles to stop appearing on super mutants. I believe it could be done by editing values in FO4Edit, but I don't know excactly what to edit. I thought about removing the super mutant entry in the levelled lists section, but I don't know if it may cause issues. Can anyone explain which value stands for what and if it's safe to remove entries from levelled lists? [sorry for my poor terminology]
  7. Well, it did something. The straps look okay, but the armor plate and the pouches are clipping into the body. The armor clips through non-vanilla outfits too, but not as much.
  8. I came across a post describing apparently the same issue I'm having, and it mentioned something about underarmor scaling that can be adjusted in Creation Kit, which I have zero experience with. I would love to use Mercenary Pack but it still has a lot of problems with CBBE body (texture stretching, etc.).
  9. There are bodyslide files for vanilla armors - they're included in CBBE mod (I checked the meshes folders, they're there), and I've tried building them to CBBE Vanilla many times, both batch-building and separately. Some of the vanilla outfits work fine with armor (like Minuteman outfit), but others don't (e.g. Road Leathers). Replacers (2pac's and Lazman's), unfortunately didn't make any difference. I don't think it has something to do with building them wrong; as I said, some of them work fine, others don't. Though the outfits looked differently with replacers, the issue with the armor persisted. Even if they worked I wouldn't use them because they're a little too skimpy to my taste, but it was worth a try. There's another issue with some of the outfits (so far only those from mods). When my character wears them, they make her look more buff: the shoulders are much broader and overall body is bigger. No idea why this is happening either. The game and the mods are freshly installed. I haven't done anything other than adding the outfits and building them in bodyslide. I hoped that I was just ignorant or forgot about something, tried searching other forums too with zero results. I guess I'll just wear only the outfits that don't have these issues for now.
  10. Okay. It appears that not all of the vanilla outfits behave this way. Shirt vest and slacks outfit works fine. The armor hovers over army fatigues and potentially over other outfits.
  11. Here are links to screenshots with a standalone outfit and a vanilla one. Same thing happens with the shoulder bag. https://steamuserimages-a.akamaihd.net/ugc/776231853756381426/687F474129A5CD22F9F4545BA459C365EBE45B96/ https://steamcommunity.com/sharedfiles/filedetails/?id=1867033355
  12. I'm having an issue with vanilla armor and outfits. Vanilla outfits fit fine but armor pieces, for some reason, hover over the outfits as if my character's body is bigger. I've batch-built all the vanilla outfits and armors to CBBE vanilla preset. Standalone outfits work fine; minor clipping - which is expected with some of them - but no hovering, they fit tight to the body. Am I doing something wrong? Has anyone had this or similar issue?
  13. Can somebody make a mod similar to Fleshy FEV Hounds by Spiffyskytrooper? To me, green skin looks very unnatural and silly, making super mutants look like bald, gun wielding Hulks. I think they would look aesthetically more repulsive as hostiles if they had human-like skin. The fact that they would still be called greenskins in the game woudn't bother me much.
  14. I'll just leave a link here in case people are still searching. Mod names don't always have all the 'key' words in them. https://www.nexusmods.com/fallout4/mods/32033?tab=description
  15. There is a positive aspect to Pagliarulo's writing. I can now download any mods that go against the continuity and lore without them becoming a problem, because there are way too many things making too little sense in this game. Like many things in F4, the story and the script are only a few steps little further from being just a concept. Had it been more fully developed, I think, it would probably become confining, like the main quest.
  16. Basement LIving by fadingsignal - https://www.nexusmods.com/fallout4/mods/10967 It gives you not one but ten interiors that can be built in a settlement of your choice. Nearly everything inside is scappable, and allows building pretty much anything.
  17. It would be great if it was possible to make photographs that could be put in frames in settlements - the way the weapon racks work - and a player could have all the memorable moments on a wall. It would probably require F4SE to work. Also a working camera could be used in bounty quests so that quest givers could confirm that the target has been killed.
  18. Does anyone know a guide on how to make replacers for in-game banners, billboards, posters, etc.? Preferably, a video tutorial for dummies. I've been using a mix from different replacer packs, but I really want to try and add my own stuff to the game.
  19. There's a mod that adds almost all vanilla weapons as apparels (https://www.nexusmods.com/fallout4/mods/20838/?tab=description). It also includes two pistol holsters (one regular and one specific for 10mm pistol). The problem with them is that the straps aren't positioned to be tight to the thigh. And they don't morph if any of the sliders are adjusted in the Looksmenu. The only way I could find to make them fit properly was to adjust the thigh shape to the holster. This, unfotunately, results in clipping issues whenever a thicker outfit is equipped. When I loaded the holster in the outfit studio it looked weird. The straps were separate from the holster, and, well, it didn't look they way it looks in the game. I poked around, and couldn't figure out what to do. Can anyone make the holster adjustable in Bodyslide? If there's a specific tutorial on how to do it, can anyone please share a link?
  20. I’m not putting a lot of faith into the whole private servers and modding thing until there is some definition of what level of modding is even going to be possible. Are we talking about a PS4 level of modding? Something more extensive? We don’t yet know anything on what “modding” means for this game, so I’m not getting my hopes up without more info other than “mods and private servers are coming someday.” The devs are likely going to have hard time deciding what is “safe” to expose to modding for multiplayer (ie: potentially various scripting elements) and what isn’t. And I’m willing to bet real money that private servers will be a paid “premium” service on top of the $60 entry fee. Monthly subscriptions available in the Atom Store, perhaps? No thanks. That being said, it only took one clever person with a Sharpie marker to defeat Sony’s vaunted “copy proof” CD DRM in the early 2000s.There is already an FO76 mod section here on Nexus with some replacer items. It’ll be fun to see how people hack the Gibson with this game. I had a strong physiological response to this reference for some reason.
  21. F76 looks like a really good multiplayer mod for Fallout 4. Even if I wanted a multiplayer mod for Fallout 4, I think I wouldn't buy it as matter of principle, because I was shocked at how poorly supported F4 had been when I came back to it in 2017, two years after release. And I only came back to it because I learned that it can be modded. I'm still playing it thanks to mod creators who not only keep adding great stuff to it, but also have been fixing it all these years. I have the same reason not to buy anything from CC. The game still has main-quest-breaking bugs - the main quest is broken! - and they decide that it's about time to start adding paid content. Not to mention the fact that those glaring problems are only the tip of the iceberg of what's wrong with the game - it's unfinished. I paid for an unfinished game. I don't want to pay for anything else until the issues with F4 are addressed. They, most likely, won't be. And even if I look at F76 as a pack of new content, it doesn't all seem new. In fact, much of it looks pretty much the same as in F4 (weapons, enemies. etc.) It even looks as if F4 was just an asset storage for F76 and they had to turn it into a game because they weren't ready to make a multiplayer version. And it doesn't look like that big of a pack compared to what I've got from nexus. I probably won't even know if I like F76 or not, because I'm not buying it.
  22. Okay, I played a little longer, and the edit doesn't seem to affect certain spawn locations if the automatron quest has been finished. But now I've started a new playthrough and there are no robots or rust devils at all, which is great. The quest still triggers fine, but there are no random encounters and no robots at their spawn locations. I don't know if I should do the quest (just for the experience boost); they might start spawning, which I don't want to happen. There's much more variety in enemies now (with the mods I've installed) and in loading screens as well. I guess I should stay away from Ada now.
  23. The same way everyone in the Commonwealth knows what you have done as soon as you do it, despite lack of any communication system. Magic. With the exceptions of quest givers. You still have to go back to hand in quests that take less time to do than to travel to the quest location. I believe there is a communication system in the game world - BOS should have some sort of radio - there's no such system, however, implemented in the game mechanics. And the magic of everyone knowing about things they're not supposed to know, well, I would call it a convenience for the writer.
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