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gislijohann

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About gislijohann

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    Giblib#3264
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    Iceland
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    Fallout: New Vegas

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  1. This is a bit late but if anyone is running into this issue. You have to generate the precombine data for the cell. "World > PreCombine Geometry for Current Cell" in the CK. Keep in mind this creates precombine files you'll need to include with your mod. Those files would be data/Meshes/PreCombined and data/PS4 (Not sure whether the ps4 one is required though obviously. I haven't tested it.)
  2. Found out how to fix it, just had to load the commonwealth then load back into the cell.
  3. Pretty simple really, I have an interior cell, I ticked show sky in the lighting tab, sky shows up in the ck, but ingame the sky is completely pink. Anyone know what I'm doing wrong here, help would be much appreciated :smile:!
  4. Thank you guys so much for the help! It works, but it doesn't seem to matter whether the esps for the original 2 mods are on or off in the load order (it wont launch if you don't have them in the data folder, which is what I wanted). Should you have the esp's on or off, or does it not matter?
  5. Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers) While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all. Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that. Will the solution require you to have the original authors mod and my mod before the esp patch in the load order, or for you to have them at least. If not I'd ideally want to avoid just taking his script and using it in my mod, but if there's nothing else that can really be done I might just ask him if he's fine with it.
  6. No its not based off of theirs, i made it about a month before power armor scaling came out. Here's a link to it https://www.nexusmods.com/newvegas/mods/59399 That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this.
  7. I have a mod that edits the stats of the enchantments that power armors use and I'd like to try and make the Power Armor Scaling mod (https://www.nexusmods.com/newvegas/mods/59705?tab=description) compatible if possible with an update file or something if possible. Power Armor Scaling also changes the enchantments which causes a conflict, is there any way to make my mod work with it.
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