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TimOliver

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  1. I HAVE INSTALLED IMMERSIVE CREATURES AND MORE WEREWOLVES. SO IT COMES OUT THAT I HAVE 2 DIFFERENT WEREWOLVES IN SKYRIM. BUT I WANT TO HAVE THEM TALLER. IS THAT POSSIBLE? CAN SOMEONE MAKE ME THIS? I HAVE TRIED IT WITH SSEDIT BUT THE WEREWOLVES DOESNT CHANGE THEIR SIZES.
  2. Hi, i have a Texture Bug i dont know the specification of this kind of Bug. Its like an infinite echo of the texture in an specific area in the sky when its raining. Its duplicates the rain drops and leaves a trail of copies of them. Fallout4.esmFallout4_VR.esmDamage Threshold.esmPANPC.esmNAC.esmhangmansalleypatch.espdetailedferalghouls.espConceptCentaur.espFamished.espASmallFeralRoach.espSuperMutantSkeletons.espGOREmod.espMeleeWorld.esp1FOM_FireAxe.espWhispering Hills.espVivid Waters.espM2_Flamethrower_2.0.espKatana and Nagamaki.espMoreAccurateWeapons.espNoSurvivalDiseases.espVivid Fallout - All in One - Best Choice.espWhispering Hills - UI Sounds.espWhispering Hills - Silent Hill Music Only.espNo Seeker Boulders.espTougher Vertibirds.espFaster Deathclaws.espRRShuttersAndDoors.esproadflare.espWaterpumpWithBucket.espSpotlightFix-300-Shadow.espBeSeated.espFail's Sensible NPC Health - VR.espBladedWeaponsReduxForVR.espPipBoy-VR-Light.espNightOfTheCreeps.espBuildableBurningCampfires.espTurretStands.esp99PercentTougherDeathclaws.espBetterJunkFences.espNAC-FarHarbor.espNAC-NukaWorld.esp10mm.espDarkerNights.espDarkerNightsDetection.esp It happens jn the other world from the silent hill mod. It seems like the engine cant deal this dark sky there also chem like effects i have tried it without NAC and Darker Nights. But it is Wispering Hills (the other world)
  3. So i have done this like you told me but the Xenos wont get invisible. They just flee in the early morning and stay at a random point in a idle position. When enemies nearby they get killed. So i decided to uncheck the "combat disable" in the day disbled script/quest. So they flee wait and when someone comes near they kill them. Its not 100% but i like it. I have given them 130 animation bonus in the stats and this is realy fast and a real challenge when they attack. 150 was to fast it think it fits to ghosts/grazy demons ^^. Maybe an idea for the next mod. greetings Tim
  4. Okay thx i have found the value to change it in the quest to choose the npc to spawn. And when i leave the npc "xenomorph" as the author of AOT it has created the xenos do attack me. The Xenos now appear on night and attack everything and flee when the day comes. But only one thing. The cloaking effect is missing. What do you think is it a special texture for every race or just an missing checked option in a script or mission?
  5. Okay i looked at your mod quests and scripts and its very complicated. I dont see anything to choose an "npc" to spawn. Its very twisted and when i replace your created ghoul with an xenomorph the game dont want to start at all. It returns directly to desktop. But now i have found out when i use an vanilla npc like deathlcaws it will work. They spawn at night. So there is a problem with the source when i use 2 mods at a time. I need to merge them to have the xenos in your mod. You know i love the thrill of a night spawn. I play it on VR in Survival. And your Mod is just great. Thx for it. :-) Update: So it worx. I merged the esp. and now xenomorphs are spawning at night. But they wont attack. They flee from me. Must have top do with on of your scripts. Need to check this out.
  6. Hi Thx for your reply. Im trying as you told me. Hope This will work :-)
  7. Hi there ,i hope you can help me. I want to replace the night of the creeps ghouls with the xenomorphs from the Alien of the commonwealth mod. https://bethesda.net...-detail/4045023 I already have done this with the creation kit but it wont work. I loaded fallout.esm Aotc as active plugin +night of the creeps The mod wont load sometimes and when it does the ghouls are still there. What can i do. I just want Night encounters with xenomorphs. The NOTC is scripted i have no idea how to script. greetings Tim
  8. I cant see the glowing of the headlamps of the npcs when i look at them. I mean the lamps are working fine. They have a light spot in front of them, a light beam. But when i look at them. It seems like they are turned off. Can anyone help me with this? I really miss this glowing effect when you look directly in to a lightsource. Thx Tim
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