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e1grey

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Posts posted by e1grey

  1. removing mods and continuing on that save is not a smart move, generally speaking, and it's best to avoid doing so if at all possible.

     

    that said, my advice in this situation would be to scrap (not store) any paintings you've built in your settlements, and make sure you've read the descriptions and sticky posts of the mods you plan on removing to make sure you know to uninstall these mods. mods that add new menus to the workshop/build menu usually do so with the script injection method and will state how to properly uninstall without losing menus in the description of the mods- some require to use a chem to uninstall, some have a holotape to remove safely, others use Settlement Menu Manager, so there are a few different ways.

     

    without knowing the mods you plan on removing, that's all i can really say about it.. just make sure you read up on the mods you plan on removing so you uninstall them safely. it's simple, but not a one size fits all situation

    Nothing is mentioned on the mod pages about uninstalling them. They don't add any subsections, but only paintings to the "paintings" subsection. I wouldn't be asking about it here, if the modders had put their warnings in the descriptions.

  2. Hi.
    I downloaded a bunch of standalone paintings to add some variety to decorations, but then I discovered the mod Posters For You, which allows to add my own images to the workshop menu. Now I want to get rid of all the paintings I installed previously, but I know that deleting some workshop mods may mess up my menu. Does anyone know if it's safe?

  3. This baffles me. There's a mod called Unique Player and Followers REDUX, wherein you can find a plugin called UniqueFemalePlayer.esp. The changes enacted by this plugin are entirely straightforward: For actor "Player" (00000007), It points "WNAM - Skin" to its custom "PlayerSkinNaked" armor, and "FTST - Head Texture" to its custom "PlayerSkinHeadFemale" texture set. It is the latter I am interested in. This set points to custom textures in custom paths. Those textures are definitely there. So as long as this is all that is necessary to cause "Player" to use these custom assets, things should definitely be working as intended. They're not. I even painted a big "X" on the face texture so I would be 100% certain, and yes, the game is ignoring this mod's override and using the texture at the default path, same as all the NPCs. There's no "load order problem" or whatever. No basic oversight like that is going on. There's some fundamental quirk about how Fallout 4 handles this, and I'm left scratching my head. As far as I know, the mod's author is currently similarly baffled and so is anyone else who was looking to use a custom face texture for the player character. Has it really taken two years for this problem to be discovered, or is there a simple fix that I just haven't found yet?

    Is this about the weird back of the neck texture mismatch? This issue is so old, and don't know why but there are hardly any attempts to fix it from anyone. Every thread usually ends with no practical answers, even from the mod authors, as if they all missed it somehow.

     

    Sorry. I don't have any info on it; I'm not a mod creator. Just letting you know that, yes, there is an issue related to what you described, and it hasn't been solved in a looong time.

     

     

    There's a mod that's supposed to fix it, but, judging by the bugs tab, it doesn't, and it's not maintained.

  4. I assume they made blocking so that the player wouldn't be able to block every single attack. They should've done a better job with enemy's attack distance and telegraphing. Especcially with ghouls - their animations hardy qualify as punches, yet they drain a lot of hp in just a couple of hits.

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