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What you see there, is the absence of a specular map (*_s.dds). Either it does not exist, is in de wrong place, has a bad size, or the previous goes for the material. There is always a chance it is the .nif which has an incorrect material string. or if absent, only a diffuse map has been assigned. etc. So, deleting said material files, might solve the problem as well as possibly cause it. It might make no difference. Of course it might help find the problem by renaming the folder temporarily, or something like that, to see if the "default" CBBE (?) skin works fine. The number of "body, face and hair" mods makes me wonder as well, I do not know any of them, so are these presets to use with outfitstudio? or are 2 or more trying to modify the base game bodies? If the latter, then a conflict between those could cause all sorts of stuff.
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"The same thing that makes you think you are allowed to talk to me like that and live." *point blank shot in face* I lost count of the times I did that. Sadly, there's nothing there to damage. No looks, no brain, no manners... wait... maybe she could be President
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Is that so? Hmmm, that might be another reason I've had no such misery since downgrading. Got a new NB shortly after the NG version was released and installed everything with the latest versions, but that screwed up my modding. So, I downgraded it. I still had a backup (old install) on my old NB and copied that to the new one, after renaming the "Fallout 4" folder to "Fallout 4.NG". Set the update options in Steam to: "Wait until I launch the game" & "Pause background downloads while I'm playing". (Technically this alone should prevent updates getting downloaded ... but, yeah...) To disable steams forced update completely, I set the .acf file to read-only as well. (I did all of that on my old NB before as well, to prevent the NG from installing when released) Haven't had any trouble since. (yet)
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pre NG or NG? 1.10.163 or 1.10.1984 version?
RoNin1971 replied to Seallv's topic in Fallout 4's Discussion
There is nothing YOU need to apply. It means the archives for the NG version are exactly the same. The newer ones contain nothing new that the old ones don't have. Except, they (beth) changed the version number for the (new/NG) archive, so they won't run on the old version. ...and THAT's what you need to keep in mind. Although they are technically compatible, the new version number prohibits loading them on .163 So, most old mods (not depending on F4SE), will load on the NG version. Nothing new will run on .163 Most old mods using F4SE should actually be able to run on NG, but since F4SE itself is one off the few mods that needed an update, anything using it should be modified to work with the new F4SE NG version. Not all old mods are being maintained/updated, so you might be missing out there. For new players its better to start with the NG version. It brings you close to nothing (on a PC), but at least it supports widescreen & you are able to use more mods. Old and new. You just might miss out on old, F4SE dependent mods & ultimately that might be your only reason to downgrade. For older player with an established mod list, its not a good idea to upgrade, for all the same reasons. In short: I agree with subaverage -
For this a single activator (water) should work. the entire object will act as water (interact = drink), but for a barrel thats ok. you don't realy need a collision specific for the water unless the barrel is big enough for a swim.
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How do you apply a collision to a curved wall?
RoNin1971 replied to Crash180's topic in Fallout 4's Discussion
I'm a bit late, but still, my 2 cents: Using a convex hull isn't going to work well with curves. It fills all "holes" (& inner curves). Better to use the mesh option for creating a rigid body. I used to create curves using separate boxes combined into a single (compound) collision, as that way it works since each box gets a convex hull which matches the box. Nowadays I use a mesh more and more to create a rigid body. Frequently the same mesh as the visible object. (depending on detail). Especially walls and similar low-poly meshes can easily be used to create the collision as well. As you mentioned, there is no 1:1 link between the texture/material and collision. So to get things like the sound right, you will need to cut up parts and join others. Not to mention simplifying some of it. Still, I found that, at least for myself, in the end the easiest and most accurate way to get a collision is by doing just that. Duplicate the meshes in Blender. Delete anything not needed (e.g. decals). Strip the material (not required), separate & join parts based on true material (metal, concrete, etc.) Simplify the mesh (less faces) if needed. Export it to a nif. Import into 3DS, create a compound rigid body, set the type & material, export & convert it to a collision (Elric). Instead of using a nif and 3DS, you can probably use an .obj & nifskope. -
what is a forcesteamoader and how do I run it?
RoNin1971 replied to DirtyMoFo's topic in Fallout 4's Discussion
you can add it to the shortcut behind the .exe -
I don't know. I don't use mod managers. It has the option, according to the description. So maybe you need to 'activate' the load order sorting or something like that?
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Don't know if it will solve anything, but at least the "Unofficial Fallout 4 patch" has to be the first (.esp) in your load order.
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Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
No problem -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
I'm not familiar with the bethesda site, but when I use "search" it doesn't find it. When I went to Games - Fallout 4 & then used "search mods" I found it. Although without a picture. (no idea how that works here) Sorting on latest and filtering on Vault-Tec & Workshop got it up too. -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
The link above should take you there. With almost 800 views, so it should be available. -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
Just uploaded a new version: https://mods.bethesda.net/en/fallout4/mod-detail/4370948 I only need to know it all functions, but only superficial. Does it load correctly. No missing textures. No missing menu icons (previews). No sudden CTD. Try to build a few pieces. If that all works I'm satisfied it works as my PC version. You can report right here or send me a message. If you do find anything wrong, be as descriptive as possible -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
Not too much on Beth either it would seem. Was curious about it.