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Obdulio

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Everything posted by Obdulio

  1. Personally I use Input Mapper for all the extra features it gives my controller, the problem it emulates it to be a 360 controller. So a UI mod for PS4 buttons would be extremely helpful.
  2. Thank you for replying to my question Antistar, I'll have to study up and now i have an idea where to start. Looking forward to the release of your mod. Thank you for sharing your work with us.
  3. Alright, since I know there won't be a stand-alone version of this mod being a replacement after all. What would i have to do to preserve the original weapons? Perhaps making duplicates of them? One of the reasons i ask is because i favor having as many different kinds of weapon as possible plus the mod Extended weapon mods by Akhanami https://www.nexusmods.com/fallout4/mods/8276/?tab=3&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D8276%26gid%3D1151 I imagine will not work once WARS comes out and i'd like to keep using it. If i were to make own patch for W.A.R.S what should i study up on so i can make my own?
  4. So here is a mystery i've been having for quiet a while, certain weapon mods i try to edit within the creation kit cause the program to crash, yet others do not. It only happens with a few, example... 10mm SMG by Major_McCrackin http://www.nexusmods.com/fallout4/mods/22223/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D22223%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D5390900&pUp=1 Is one of the mods that crashes, The creation kit loads it up just fine but if right click on the weapon and hit the edit button it just immediately crashes. Another one is... Glock M78 knife by KittyThePwner http://www.nexusmods.com/fallout4/mods/17071/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D17071%26preview%3D&pUp=1 Same thing, creation kit loads up the mod just fine but as soon as i tempt to edit the weapon itself "Creation kit has stopped responding " Does anyone have an idea of why this might be happening? is there something else i need to do to edit the mod?
  5. Gotcha. I'm not demanding vanilla weapons be spared, I just wanted to have a clear picture of the mod with no misunderstandings. Thank you for taking the time to read reply to my post. Looking forward to seeing the mod finished.
  6. So are the weapons going to replace all the original weapons out right within the creation kit? or only replacing the weapon with your own weapons in the level lists? In other words could i go into the creation kit and reintegrate the old weapons myself back into the level lists or were they overwritten by the WARS ones?
  7. My apologies for not noticing that post Anistar, thank you for taking the time to read and respond to my question. Looking forward to seeing your work, I'll find a way to manage.
  8. My only hope is that there will be an optional stand-alone option of this mod that works along side the vanilla weapons.
  9. As the title says I'm trying to figure out to create a music type playlist set to play for only specific enemies, I notice Bosses have specialized tracks just for them and from what i can tell its due to a keyword being tied to them. So I created my own keyword and applied to the template of the npcs i wish to have a custom track for then when i put the song in the kit i did copied the same method the keywords for the other songs did. http://i1180.photobucket.com/albums/x419/Obduleo/example1.jpg However in-game the track still doesn't play, I get the vanilla combat music. Is there a step I'm missing?
  10. If there is one thing i'm sorely missing is making my own "hero" soldiers completely customizing their rank and mixing perks from a classes to my hearts content using mods like.. Jumpstart by tracktwo http://www.nexusmods.com/xcom/mods/611/? or XCOM ToolBoks by bokauk http://www.nexusmods.com/xcom/mods/79/? [ Back when that used to work ] From what we know of XCOM 2's modding so far is anything like the two above mods possible this time around ?
  11. None of it is working for me, did an update make all of this obsolete?
  12. n/m found out that the troopers don't spawn in that spot and whats on the GECK are unused leftovers. Though i wonder if there is a way to have them spawn at that point?
  13. Try using http://newvegas.nexusmods.com/mods/34832 and http://newvegas.nexusmods.com/mods/35262 along with NVSE http://nvse.silverlock.org/ just run the 4gb loader exe file and it'll run nvse automatically.
  14. I haven't read anyone else having this issue but on the point of the quest where you meet up for the assault only the one Sargent is there and the rest of the troopers are missing. I had my own mod that modified the trooper's gear but didn't change anything else i thought that might have been the issue so i disabled the mod and went to a save before the point of the quest started and the troopers still don't appear, then i disabled every mod and just left New Vegas and its DLCs and still they don't appear. Any ideas? Thanks in advance for taking the time to read my problem. update: Okay so the the troopers on the other side do spawn however the troopers to have to spawn in your spot don't spawn in.
  15. I guess i'll have to settle for that then, and just transfer over any new weapon and armors manually. Thank you for your time. ^ ^
  16. As the title says, I would like to know if there is an easier way then scripting something to add items to a vendor outside. I have made a vendor chest for Chet in Goodsprings and that works well. I made one for Michelle in 188 Outpost, she is outside but she has a buried chest nearby her. Now The Arms Merchant thats at 188 has no buried chest.. so i thought i could maybe just add a buried chest nearby and give her ownership .. copying everything Michelle has set in her chest but for the Arms Merchant however the new items don't appear. Same goes for the Vendortorn at Gunrunners he has no buried chest anywhere. Is there something I'm missing ? I rather not use a script but it looks complicated as hell and it seems like you have to point out every single item your adding instead of just pointing toward a preexisting chest. Thanks in advance for your time.
  17. Well i recently began to merge mods together for personal use, with the app TESsnip and i had done before and it worked properly but went over broad with too many armors and weapons i didn't use and were just taking up hard drive space. I've started over again this time learning about the "Sanitize" option [ i didn't use this before ] and the find duplicate ids [ i didn't bother with this the first time either... ] and i went and made sure everything was set properly [ for example THEWICKED's armors clash when merged everything is suddenly MasterAsssassin too a long time but i adjusted them properly ]. I then made Outfits for npcs using the armors merged from the other mods. In the preview of the Creation kit everything is appears as it should in game however the characters are completely naked and only wear their secondary sleepwear clothes if they have them. I went back to check and everything seems to be in order in the Creation kit but the armors do not appear in-game. I attempted at actually adding the armor into their inventory rather then just set it as outfit, when i hire the follower and check their inventory their armor isn't in there. I made sure to save my settings in the creation kit before hand. I think anyone can assist me ? Thank you in advance for taking the time to read my post.
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