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dikr

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Everything posted by dikr

  1. Hmm, weird ... invalidate older files then? http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
  2. You also need to build your CBBE Body or CBBE Body Physics to the same preset you built the clothes to. Methinks that's your problem. Unless you have a mod installed with a custom body using nifs in another directory than the standard one or something like that.
  3. My new game starts always run smooth too. Takes a while for saves to become bloated and the Sanctuary area is pretty low on what it asks from your system too. Much better impression to see any limitations in regards to frame rate would be running it with mods, at level 40+ and shot in Boston with some fighting nearby.
  4. It seems the neck is set as a reference in your OS screen and I think while exporting it rearranges the mesh parts around your neck instead of your torso. I think that might be your problem. Anyway, try importing a body, set that body as a reference, select all other parts, then select all bones and use the Shape > 'copy selected weights' command. You can delete the body afterwards. Then either export the nif of save it as a BS project and build it in Body Slide (after first closing all BS / OS windows!). Hope that helps.
  5. Might it be something to do with berry Mentats or an eyewear mod / power armor HUD mod; stuff you are wearing? https://steamcommunity.com/app/377160/discussions/0/458604254432702823/
  6. My guess is you missed one or more files. Redownload the mod to your desktop and look at the file structure to see exactly what it adds then navigate to your game folder / data and check the meshes, textures and material folders for matches. It's probably simply a texture replacing your vanilla files in data/textures/Armor/Fatigues, or something similar. Delete that and you should be good.
  7. Looks awesome. Great trailer too. Gave me that old school Doom vibe.
  8. Might be, but it's also a balancing act for gameplay's sake. A trade off between a reduced detection bonus (+ all the perk related goodies) and more range (+ a more satisfying, empowering sound effect); both having an advantage. Remove the only advantage non-silenced shooting would have and there's no incentive left to play without suppressors at all, (as you would have to call 'em that if you really want to be accurate). This would leave us with emptying our mags with impotent "pft, pft, pft" sounds at bullet sponges all the time and I noticed that actually impacts my immersion. Personally I like having to make choices like that, whether it's totally true to life or not, it is to me when I play the game.
  9. Ah, to allow mods to get a second chance next month around, I reckon. I hope it is stored, or if not, that it could be implemented without much of a hassle.
  10. As of now the Mods of the Month listing gives you an overview of 5 mods per month. Which yields a functional listing of the most voted for mods in a quick glance, no contest there. That overview is as it should be. Actually in my opinion it's the best browsing methods to discover worthwhile content on the site when you're not looking for something specific. (As the 'most popular mods of all time' listing is heavily biased towards early mods with huge amounts of people playing a game). Only problem is that it leaves out all other mods that people have voted for and didn't make it to the top 5 for whatever reason. In that sense, a lot of worthwhile mods can easily drop of the radar when it expires after a few weeks in the trending and most popular overviews and just didn't cut it to be part of the 'lucky 5'. I reckon the site tracks all votes for all files but it isn't fully exploited beyond those 5 each month. So it would be great to have a button on top of each month's listing with "view all voted mods this month", leading you to a listing, similar to all other listings that sort most endorsed, most popular, but of course, with all the voted for mods that month. That way all those voted for files would always be accessible without cluttering up the current overview. Cheers, Dikr p.s. Here's a mock-up with the button to make it clear at a glance what I'd like seeing added. The button text could probably be better worded though.
  11. That one is from Easy Girl! I reckon :)
  12. 31 years ago, I'm afraid. Some 2d game on my father's Mac where you had to kill invading forces from a static mortar position. Played it for hours. Then Shufflepuck Café and later the original Doom and Duke Nukem. First RPG like experience which I really enjoyed was Myst. Oblivion was indeed an eye opener in being a non-linear, open world rpg.
  13. Well, in that case it seems you'd better play some more unmodded Fallout 4. I, for one, would rather perform a lobotomy on myself with a power drill than do exactly that but everyone is different, like some of us are better at finding, recognizing and appreciating great mods than others I suppose.
  14. I'll probably stick around for a good while as FO76 is a completely different kind of game. It has the FO4 looks and flavor and shares some mechanics but the experience will be very, very different. Not too keen of jumping aboard a multiplayer, instanced lobby train again where 'open moddability', the persistence of the game world, your personal rp experience and the story will be very much sacrificed for multi player viability. Fallout 4 might not be the best possible Fallout game in terms of story and writing but to me it has always been a highly entertaining sandbox which does a LOT of things reasonably well. Also by far the most stable & optimized Bethesda game I've played with a ton of mods (had to get used to not crashing every hour or so when I first played it, hehe). The only thing that gets stale after a few years is redoing the same old quests and dialogue for the xxth time but mods keep it fresh enough for me.
  15. Looked into it for a bit. Although I am by no means an expert I wonder if the "UsePowerarmorframevault" keyword is required. Never had to use it for my clothing / armor additions. Also missing the "ma_armor lining" keyword and it might require Objectype and/or ArmorBodyPart keywords. I would play around with that. Best to post some screens so more knowledgeable folks can easily check your armor templates for possible causes. And also look into (more?) existing mods that do similar things to see how they implemented all the keywords. Good luck.
  16. Yeah, pretty much what I described as being the cause. For all I care those buttons are above a post rather than below it but the division with other posts should be more clear.
  17. Thanks so much for Bodyslide and OS. Couldn't live without them and wouldn't be able to make the mods that I make. Also OS is a creative tool way beyond it's outfit and body focus. Last thing I mashed up in outfit studio? Palm trees!
  18. Pretty solid idea if you make endorsements file / version based. Then again ... there are mods that by nature, don't require much updating, and mods that require it regularly or need a ton of alternative files to cater for everyone. So it would benefit certain mod types. Maybe an alternative to your idea would be every user being able manage their own top 100 mods (or modders!). For those mods / creators that deserve more than simply endorsing. In that way you would create a parallel database of highest 'personally rated' mods or modders. (Which would only be of use if it would paint a different picture than current FOTM lists and other charts, and that's the question). To me there's a more urgent issue with endorsements though; most users don't endorse. Ever. That's a sad state of affairs. I.m.o. recently downloaded files + endorsement option should be prevalently displayed on the front page rather than always a couple of clicks away or in its separate page.
  19. Wasn't questioning you, just joked around with some of the most prevalent, redundant error messages I see when I am modding myself.
  20. Post by 'twistedfatal' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings. p.s. Also 'TEXTURES: TEXTURE ERROR : Unable to load file 'Data\Textures\DarkGray.dds' :) I got used to only click it away after loading and before saving but while using the CK it's often easier to just leave it open and in the background rather than continuously accepting those warnings. (during editing cells it is more annoying though).
  21. @HadToRegister & RGMage2 Exactly what I'm talking about and I'm pretty sure that what I described is the main cause. Glad I'm not alone in Wrong Quote Button Clickers Anonymous. :)
  22. This is kind of a nitpicky thing in regards to the forum layout (coming from a web designer) and maybe it's a personal 'disorder' by having a highly visual brain, but I very often click the wrong quote button in long threads as the bar which contains it (as well as the Back to Top, Report (!), Edit and Multiquote buttons) has more of a visual link (in tone) with the post below it. This is due to the two horizontal tonal bars behind the quote bar creating a rudimentary gradient towards the post underneath rather than the other way around. And additionally due to that bar sitting right on top of the next post without division, much like tabs. A solution would be to simply swap those tones around, but any, more obvious, visual divide between posts should do the trick. edit: To see exactly what I mean this thread needs a few more posts :smile: re-edit: typo and the remark that this is obviously regarding the desktop version of the forums. Regards! Dikr
  23. To me it is a very handy archive for quite a number of things but above all it's a main 'endorsement' hand out portal as it gives you the opportunity within the overview to endorse as you can't endorse files at the dl page right after downloading for good reasons. And with endorsements rates being as low as they are (even for high quality mods) we can't do without it in my opinion. I would agree with optional deletion if there would be an alternative overview promoting to endorse recently downloaded mods on the front page or something like that.
  24. You might be able to build something nice with a custom Weather Type. Not behind the CK a.t.m. but if it looks a bit like this: https://www.creationkit.com/index.php?title=Weather it should get you places.
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