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Frank0815

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Everything posted by Frank0815

  1. hello, i have several weapon mods, the last one i installed was hallgarth's shotguns, one of the guns added by the mod is called caravan shotgun. i made some changes in fo4edit, i carefully deleted all shotguns but the caravan. now living raiders spawn with different guns, like vanilla double barrel, caravan, pipe guns, 10mm, militia rifle (mod) but all the raider corpses added by the game (best example is the college square location) have the caravan shotgun. it's annoying and i'd like to understand why. i look at the leveled list entries in fo4edit, i find raiders and vendors, but what does it depend on, what weapon spawns on a dead body? (sry if my english is weird) edit: i made one more change in fo4edit and now it seems to work, so... sry for the false alarm!
  2. oh so it means, there is a chance the weapon is legendary? thats good enough imo, at least theres a reason to run to the location and take a look instead thinking "why the heck would i run to that hospital for a lame 10mm??" i dont know if u are currently playing but i'd appreciate if u'd share your experince with the mod.
  3. heeello so i installed it and it didnt work for me. maybe its on my end. i installed it mid-game and i already had some notes in my inventory. i know of two different notes giving u those weapon quests, gunner and settler. so i thought maybe the game already triggered the quest/weapon, so i ran to the location of the note, picked up the (non legendary) weapon and started a new one by running through boston and looking 4 another quest. i kinda immediatly found another dead gunner and ran to that new location but again the weapon was non-legendary. thx anyway and again, maybe its on my end but i dont think u need a completely new save game for this or do u?
  4. hi, u know the notes u can find on dead bodies that say for example "recover the 10mm from medford memorial hospital"? everytime i find one i think, how awesome it would be if its not just a boring 10mm but instead a legendary version. does a mod like this exist?
  5. hello, since the forum guidelines recommend to not bump a thread but instead start a new topic, i'd like to post this again: i find a lot mod weapons like the glock p 80 or the scar by doombased on legendaries and its too much imo. is there a way to change a value or so in fo4edit? so when i look at, for example, the Glock in fo4edit, which i find quite often, under "quest" -> "scripts" i find LGND_PossibleLegendaryItemBaseLists_GunGroupHigh LGND_PossibleLegendaryItemBaseLists_GunGroupLow and LGND_PossibleLegendaryItemBaseLists_SpecialGuns. when i compare with Wasteland Melody's Chinese Assault Rifle, which is definitely a rare find on legendaries, i only see LGND_PossibleLegendaryItemBaseLists_GunGroupHigh is it possible to make changes there?
  6. hey, i just tested it by letting some trader shoot me and it works! so, thank u very much for your help! i wanted to change BW for years! :)
  7. hello, so... this isnt easy for me cause of the language barrier and i dont know how to upload screenshots somewhere, but: i didnt understand everything you wrote, but i tried my best :) and i changed dtEnergy. now that only changed the energy resistance (as you wrote) but not the damage resistance. the damage resistance changed after i edited the '30' a couple lines above, under 'Property - Rating', 'Value 1 - Int'. so i changed both of the 30s to 10 and ingame it worked, both damage and energy resistance is 10. now my question is, if i did it correct, or: what does the 'Rating' stand for?
  8. hey, neutering sounds good, now i'm not sure which values to change. under 'property' - 'value 1 - int' and 'value 2 - float' i think... could you do me the favor and take a look in fo4edit? i'd really appreciate that!
  9. hi, so, i think ballistic weave is okay but op, so i'd like to delete only mk2, 3, 4 and 5 and keep only mk1. is it possible to get rid of those? cause when i look in fo4edit, i find it under 'object modification' but i dont see the option 'remove'.
  10. hi, what do i need to change the reticle, not crosshair, of the reflex sight of a mod weapon? i'd like to change the circle/dot to only dot.
  11. hi, so, one might say thats not a huge problem... but i find a lot mod weapons like the glock p 80 or the scar by doombased on legendaries and its too much imo. is there a way to change a value or so in fo4edit? edit: so when i look at, for example, the Glock in fo4edit, which i find quite often, under "quest" -> "scripts" i find LGND_PossibleLegendaryItemBaseLists_GunGroupHigh LGND_PossibleLegendaryItemBaseLists_GunGroupLow and LGND_PossibleLegendaryItemBaseLists_SpecialGuns. when i look at Wasteland Melody's Chinese Assault Rifle, which is definitely a rare find on legendaries, i only see LGND_PossibleLegendaryItemBaseLists_GunGroupHigh now i dont want to just delete stuff cause i dont wanna screw things up. what would be the correct way to make changes there?
  12. hi, haha thats nice of u but i dont think its necessary :smile: thanks for looking in the files! that helps a lot, now that i know its on my end. since i only have one pistol mod installed (hk usp by wretched89) and the problem occurs with the deliverer and that one pistol mod, its most likely thats the one mod causing the problem, right? i am currently playing fo4 therefore i dont wanna delete the mod mid-game. but i will, once im done (or dead since i play permadeath...) and then check it. once again, thx for the help!
  13. hi, thx for replying, 1. english isnt my main language, 2. im a noob when it comes to CK, fo4edit etc. and im still kinda trying to understand what u wrote :) so i had the problem with the deliverer, no wonder i never had it in the past cause i never gave it to a companion... and i had the problem recently with 2 mod weapons, a pistol and a rifle. question: i deactivated (not deleted) my weapon mods and the problem with the deliverer was still there. is it enough to deactivate mods to check if they cause problems or is it necessary to delete them?
  14. hi, tried with preston, cait an mccready. suppressed deliverer is still loud when they shoot, suppressed 10mm is silent. i have some weapon mods, does a mod cause this?
  15. hi, i navmesh the outside of my housemod and test it with an npc but she suddenly stops and runs to a place without any navmesh. sry for strange english... i think u know what i mean. i am trying to fix it all the time but i always have the same prob and don'T know why.
  16. hey i have a problem. i'm building a house, the cell is finished, i want to change the cell's name again so i right-click the cell, click edit but then i cannot make any changes cause everything is grayed out. i cannot click "ok". how do i solve this? edit: i'm sry but i found it... clicked on another cell and then on mine again and now it works.
  17. hi, i have sometimes some (smaller) problems with npcs: groups who travel are just standing around for example or they react strangely in some similar ways (one of the 4 travelling cat-merchants was sitting outside whiterun, but without the 3 others and without the tents). and problems with the music: sometimes i get in a fight but the fight music doesn't start, and sometimes after a song is over, the next doesn't start for a minute or so. playing skyrim with steam for the first time, played it on the 360 before and i don't think it's normal. could this be caused by mods? i don't know if it's necessary but here is the list of mods i use: detailed cities extended vanilla weapons weapon variant expansion dragon bone weapons complete morrowind armor for skyrim scout armor build your own home hunters cabin of riverwood water cottage hermits tree house enhanced blood textures pure waters camping lite is there something i can do about it?
  18. found a solution already http://dl.dropbox.com/u/41058482/SkyrimMods/Ridgeview/FloatingGrass.txt
  19. hi, i played a few house mods, got them mostly via steam and in some mods i have floating grass or rocks and i have the feeling that the mod itself is not the problem so i don't know what causes this. maybe another mod causes this but i can't figure it out and the other mods i play are not this big... i don't know if this helps but here is the list with mods i am currently playing: detailed cities extended vanilla weapons weapon variant expansion dragon bone weapons complete morrowind armor for skyrim scout armor build your own home hunters cabin of riverwood water cottage hermits tree house enhanced blood textures pure waters camping lite hope someone has an idea, greets!
  20. i'm a little confused to be honest but i think i'll use these only: Max Level 99 Level Cap Increaser Skill Workaround and it's correct that i can download and install them with nmm like all the other mods right? because that's the easiest way for me i think.
  21. thx prensa, this definitly helps, but to get this right: i don't understand "I made an FOMM pack of all these (Max Level 99, Skill Workaround, Ultimate Perks & Wasteland Mastery) for ease of installation." (my english isn't perfect, sry) so i would download all 4 files with the nexus mod manager which i use, then make the changes with the fo3edit and then it works?
  22. hi quick, the game is currently working fine but i'll keep that in mind so thx!
  23. hi, like the title says, i want a good level increase mod and to be honest i found enough but i just am not sure, which mod(s) i should use, and in which order i have to install them because i see people have some issues with some of those mods. so i want to ask you guys what i have to do. i am currently level 19 i think, i have a goty version and i have these mods installed: apocalypse armory, weapon mod kits, some armor mods and some other small things like a tent and backpacks. level 50 or 100 cap would be nice. thx and greets!
  24. hi guys, i need your help... this might be a little complicated because 1. i'm german, my english is okay but not perfect and 2. i already tried a lot to fix the crash. 1. what crash? well i have a german computer, after 2-3 hours of playing the screen gets black and a note says "fallout 3 doesn't work anymore." i don't know if u know that crash but it's always the same crash. 2. what i have: the austrian goty, it's patched with the austrian patch (game says 1.7.0.3), win7 64 bit, radeon hd 6870, quad core 2.4 ghz, 4 gb ram. i have a lot of mods installed, mostly little stuff like new houses, also nmcs textures, apocalypse armory, CALIBR, weapon mod kits, dcinteriors and some more. 3. what i did already: i cannot remember exactley cause everytime someone said something in a forum or so, i did it... like the bUseThreadedAI=1 iNumHWThreads=2-thing, turning off the auto-saves and i tell the game to run under win xp sp 3. like i said i did a lot and it still crashes. i REALLY wanna play the game, you might say at least u can play 2-3 hours before it crashes but it's annoying to play and wait 4 the next crash. do u guys have any ideas or tips why i still get the same crash? thx! edit: because i did a lot of things but i cannot describe in english, it might help if u first ask if i did certain things before giving advice i guess, thx. :)
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