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  1. It is true feedback is important. But a lot of mods, you could write a novel in the description about what it does and most will not read it. If it's short description, people will read. After that I use the comments section to handle questions or suggestions. Main thing that bothers me is modders who put up a mod and turn off comments right away then delete bug reports and seem to be completely closed off to feedback. Usually, the mods are terrible and I think really, they must know. Turning off comments on a page like Xedit is different. its just too popular to even keep track of them all and the more popular a mod is, the more disrespectful comments will be aimed at the authors. its just ratios. As far as balance.. there is just too many variables with added mods. So you can really only balance things to the base game. Many of the modders that create high quality looking armors and weapons do tend to make them OP if based against the vanilla game, I can only imagine their mind set it.. "This took ME two months of my time to make, I feel it should be valuable/powerful etc" I don't like it either but modding should, imo require basic knowledge of using Xedit if you want to really enjoy a balance game. the combinations of mods that require patches are infinite but your own load order is easy to balance and patch yourself. Its the old "give a man a fish../teach a man to fish.." saying
  2. I have read problems (and fixes) about 4k textures causing blackface bug because the skin tint is wrong resolution. Skin tint is only something used on NPCs with skin tones or extra textures like scars and make-up etc I think ..and of course player. My npcs are much simpler and use none of that. I found a site that up-scales PNG to twice it size and I cant see any quality loss, so I'll try that for the diffuse. I did find an online paid service that can upscale to huge wall print sizes without loss as well as remove compression caused artifacting.. or whatever its called.. Sounds impressive and rates were ok. $6.99 a moth for up to 999 images per month or a per image payment system. Lets 16k every texture in the game. hahahaha
  3. yeah but most hd mods dont go into too much detail of what they do. I can find 4 k human skins sure, but only want the Ghoul male and female textures.
  4. The HD DLC Diffuse textures for some textures such as female ghoul, are exactly the same resolution and file size as the vanilla diffuse textures. But the Normal map and Specular are both increased to 4k?? Is this Bethesda just f***ing with us or could they legitimately no give a larger diffuse cos they made the files during making the game a max of 2k and so only could increase the Normals and Speculars without seeing quality loss? I am sure the bump detail of the skin and shininess will look better, but... I could do that myself. Was hoping for 4K diffuse textures. I am sure some diffuse texture in that pack might be 4K but sadly not the regular, non-feral female ghouls.
  5. hey, I was the guy helping you with this on Facebook. I cant remember if I asked, but, are your headparts made to use custom race? or are they human race? It is area that asks for valid race. If you send me your esp and meshes/textures, I can take a look at it. its probably something simple, but there is so many things it could be that I would need to write a novel of questions to you.
  6. Think I figured it out. copy all worldspace records into new esp as override. copy the mist static as override into new esp. Make a new mist static id in the new esp, then select the previous mist and select change referencing records, change it to you newly created mist id form. then run the cleaning tool. Incase anyone else has this issue ans only wants to copy one or two static ids from a mod into their worldspace.
  7. Hey. I have my own flora mod and wanted to use elements of Misty pines overhaul to test them together. I deleted all the static trees placed by misty pines overhaul, so in worldspace it gives unresolved error for where ever a tree was placed by that mod. Next I ran quick auto clean mode in xedit. but it did not remove the errors?? did I miss something? Underdelete and disable references function is obsolete but I think that would have been the way to do it in the past. I only want to keep the ground mist records but there is way too many to do it manually. For an example of just how many records of mist there are, I changed reference ID of the mist to a new one and it was going for 45 minutes before I ended up just killing the program. This image is after running the Quick Auto Clean function https://imgur.com/kEB6zI1
  8. I notice that a video I linked to my mod from youtube looks terrible if played from the nexus page but if going to the youtube page itself it looks better (still s*** tbh. lol, but much better) what is up with that? No one is gonna copy link and watch on youtube, they will just watch video here... then comment that it looks s***. The mod I noticed this on was really just a joke mod, so no big deal... but... is this how nexus is? https://www.nexusmods.com/fallout4/mods/42815?tab=videos Compared to https://www.youtube.com/watch?v=kFRRpw4ddkg Possible it might be speed and server distance for me in Australia... idk, does the nexus vid look ok or bad for you?
  9. I cant figure this out. Tried several times to place some blood splatter decals in the basement of Concord Speakeasy along with some set dressing pieces. The blood decals are no-where to be seen in CK until I adjust positions of x,y,z axis. then finally it might show up, sliding up the wall, or partially on a furniture surface. How do you just place them on the floor? found nothing from google about this and the CK page about decals really doesn't mention much. I notices most on the floor in that area has decals already of rubbish etc. Can there only be one decal type placed down? CK it such a cumbersome tool All I keep doing is selecting ground mist or a wall panel etc and accidentally moving it while trying to add these damn decals. Should I just use Xedit and swap the original trash decals for a blood reference? I was trying to avoid editing vanilla records.. Idk, this is the first real thing I have spent couple of days on (on and off) and not eventually figured out.
  10. Ah, I knew it was one of those on the bottom line near C I tried Z and X, I thought I tried V too... lol. But then figured out, I was able to right click and paste into the CNam description and when I was in xedit later, I could drag and drop that to the correct record line. Obviously not ideal but I go between the two programs anyway as I prefer xedit for most things. Gonna try control V now just to check if I actually did try that already.
  11. Awesome, thanks. There is not many things Xedit cant do and CK is just so slow, but this will make things much easier
  12. I found out its the tool with the bouncing ball icon in CK that will make them go limp.
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