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Benjango

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    https://www.castingcall.club/benjango
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    Benjango#5210
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  1. Well i started fresh and remade my first bit of the mod. Just a retexture of the hooded rags. Attempted to place an npc into qasmoke, Going into qasmoke showed no npc's around.
  2. I'll be making my own LL changes to the mod, as well as not making them craftable. So in that regard I suppose just ripping out what i want is the way to go.
  3. Most of the mods I have permission for usually just add retextures for vanilla armors/ clothes, or add new outfits and such.
  4. Would i need the ESP from other mods to make their assets work? Say I'm using the Shoulderbag Mod for my project. I have permission to use the assets for my mod. Is it better to use her esp as a master for my mod or just rename a bunch of the assets to fit my mod? Also how do you make an empty mod? Do you just make a new folder in the mods section of the instance?
  5. Back in April I started plans for a Railroad Overhaul. The first part I'm currently on is attempting to add more combat ranks and outfits to just give them a fresh coat of paint. Something to make them visually more interesting. I've gotten permission from two dozen mod authors around the Nexus to use their assets in my mod. I started learning how to replace textures, materials, learning how to work parts in nifskope, etc. Honestly it was a lot of fun doing so. When it came time to actually implement these things into the game is where I started having issues. Here was my process. I had all mod assets in the game's data folder on my SSD. Downloaded MO2 and created a portable instance titled RR Project and also had copies of all the assets in that instance mods folder. Downloaded CK and installed it into the game's data folder. Work on the mod via the CK in data. After saving a new version of my mod, I'd copy the project's esp and paste it in a mod folder for MO2. Run the game to see if the changes were made to my liking. Repeat. For a while this worked, but I couldn't help but wonder if I had been over complicating it. Does my project need to have its assets in two different places? Do they need to be in the game's data folder? Can I not activate CK in MO2 and work on the project properly from there? Asking around on discord servers got me a different answer every time. I guess my question ultimately is If I'm making a mod using other peoples assets, where should I put them? How do I properly create a space to work on this project without bloating my Fallout Game Folder? Is that even possible?
  6. As the title says, I'm looking for someone to either make a patch for these two mods or perhaps give me some information from VFP to allow it to work properly with SKK SAS. As it stands right now, SKK SAS has a conflict with VFP which is that any vertibird that attacks your settlement will use the BoS paint scheme from the VFP mod. SKK by itself uses the basic crashed vertbird texture, so when using it with VFP it seems to pull from BoS for some reason. I've asked SAS's author, Skk50, if he would be willing to make some kind of patch to work with VFP, however he has asked me to try and acquire information from VFP to allow it to work better with his mod for SAS's next update. I, unfortunately don't have this kind of skill and all routes of communication I've tried with other users thru DM's or discord has produced nothing. So if anyone out there wishes to help either by making the patch yourself or directing me towards something that can help me find the info needed so I may get back in touch with the mod author I would appreciate it greatly. As a bonus bit of patching, the new wasteland garage mod came out with a scrap version of a Vertibird which would look great for when SKK uses raiders for an attack force in both SAS and Combat Stalkers. In the end I'm looking for some better functionality between these mods: SKK Combat Stalkers SKK Settlement Attack System Vertibird Faction Paint Schemes The Wasteland Garage If you wish to help with this mod, or even help me help myself by showing me how to find the info needed, I would greatly appreciate your time. For information on what SKK50 needed for the patch to work, see the spoiler tag below.
  7. I do have that one in my current load order. It doesn't have a sentry bot at the main gate unfortunately. I use it in conjunction with Goodfellows DC defences and DC more security mods. Neither of which have a Sentry Bot either.
  8. As the title says, the mod in question is a DIamond CIty based one. I want to say that it increases the quality of guards outside the city. One thing in particular I found useful in this mod is the fact it places a rather large Sentry Bot at the DC gates. For the life of me I can't remember the name of it and so far my searches pull up nothing close to it. Any help is appreciated.
  9. Started a heavy modified Horizon playthrough recently (219 active plugins), and everything was running smoothly until a few days ago. I don't think either the number of mods I use or my rig is the reason for the crashes since I've been on this playthrough for around 20 hours without major problems. The game CTD's on opening the AID tab and scrolling down. In this case, usually around the Trauma Kit https://i.imgur.com/oCKAcoz.png I opened up FO4 Edit to find this error while loading my LO https://i.imgur.com/tOkq00i.png All this is happening BEFORE the update to Creation Club. (Game version 1.65 I think it was? Whichever it was before the Doggos were implemented.) The UI crash I've seen fixed before by getting rid of mods that alter sorting options in the inventory. I'm using a mod that does tweaks to Horizon's sorting options. Turning off that mod does nothing. I also tried getting rid of the Prey suit but apparently I'm doing that way incorrectly because then the main EXE doesn't load. Any help is appreciated. Here is my Load order for those interested
  10. Thanks for the reply. I guess it would also help to show my specs as well. I run a GTX 1070 with 5 gb of ram so the textures I had in my LO shouldn't be an issue since NMC's biggest version is 2k. I did try a clean reinstall and got rid of NMC and WMX (some folk were stating that WMX had mesh / texture issues with some weapons). I even run with the 4gb patcher for NV. Unfortunately I still get the same black bar and wonky assault rifle textures. I haven't been experiencing any CTD's yet and the ENB boost I use (enhanced shader) gets no slowdowns or any other issue on my machine. Honestly everything runs fine thus far with the exception of this minor/ major texture issue. Would there be another way I could resolve the issue? I just really don't see card limitations being a problem in this scenario. Thanks again for your help and input.
  11. The Tale of Two Wastelands site is giving me errors in its forum, so I decided to post the problem here since most the stuff I'm using is NV related. Lemme know if I should post somewhere else. I started playing TTW and noticed some old fashioned texture issues. Warped weapon texture on the Chinese AR, and black bars on bodies. http://imgur.com/a/VmOkG Looking around online and on what parts of the TTW site i could access showed some similar issues with no fix working for me thus far including re-installing mods and the games themselves. People have said the culprit is WMX. I've tried three different ways of having WMX in my load order and thus far none of which is working properly. Here's my LO for those interested. Luckily it isn't a mile long. Any help on the matter is greatly appreciated.
  12. This isn't anything game breaking, but it is something that has my head tilting in confusion. http://imgur.com/a/npLEs As you can see in the link, the female casual outfit on Nora has a texture issue. It views the same way inside the CBBE outfit studio. It's odd that this happened on my current playthrough, since all the texture mods I use currently are the same I've used for the past six months. What normally causes this issue? What would be the best way to fix it? Could I find the texture that the outfit uses, delete it, and have the game cache verify? Any help is appreciated. Here's my load order just in case.
  13. At the moment in game, my character is level 12 and I've only done up to searching for the lost patrol at the sensor array for the BOS. I'm playing with the Immersive Gameplay survival mod so leveling is really slow for me. If you're curious here is my load order. The load order isn't perfect by any means, and I'm trying to find an order that works. (which so far this did until now :P) I'm also trying to experiment with mods that could work with IG, so it is kind of a mess. As you can probably see, I am near the end of the limit, so I'm looking into doing merges for the numerous Sim Settlement addons I use along with others.
  14. luckily I do have a save just as I approach the first door. Just to make sure, can I untick the esp or do I have to deactivate the mod in order to properly find the culprit?
  15. After typing that in, the console seems to accept the command but no message appears. That's the command for Tradecraft's first stage correct? Unfortunately the command literally does nothing in my game. The console takes the command but no messages or new quests pop up. Not sure if this will show up but here's what everyone does when Des stops talking and I complete the initial quest. http://steamcommunity.com/sharedfiles/filedetails/?id=1087514624 In the pic everyone just piles into the false door entryway, and Deacon is dead silent when I try to speak to him. Is there any requirement to start Tradecraft besides finding the Railroad? Perhaps I need to be higher level? Kill Kellogg? etc?
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