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Hello everybody I noticed my weapons' damage dropped (melee, didn't check guns) to about 25%. The last time this happened was after completing Children of Ug-Qualtoth (https://www.nexusmods.com/fallout4/mods/43527), but it came back to almost normal after fast travelling/sleeping. But this time it didn't work. Any idea what might be causing this? Looking on the internet they said that some factors can be dr*gs (I don't use them) some perks like Big League (didn't take it) nocturnal (I have an item with that, but unequipping it doesn't change the weapon damage, and also the time of day doesn't seem to affect it either) I have to say that in these days I have tinkered a bit with legendary effects (Legendary effect overhaul mod and various patches) but I can't really pinpoint what might be causing this. Any help would be very appreciated Thanks and have a nice day Also I don't have the new update
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Thanks for sharing this, but to be honest I had terrible experiences with mannequin mods in skyrim and I would not have used in FO anyway
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I use these for that https://www.nexusmods.com/fallout4/mods/35737 https://www.nexusmods.com/fallout4/mods/27004 And probably a couple other I can't check right now I know there are other mods creating new jobs btw, there's one for a "sheriff" doing desk work or something. Better stores let's you plant weed and mushrooms (1 settler for plant) etc
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Hello everybody Let's say that through various mods I equipped some NPCs to have a characteristic appearance (=hunter, medic, scavenger, whatever) What should I do if I wanted to make them usable from someone else? As I said, noob question, not even sure if it's possible to do this. Pics: random example (synth medic) Thanks to everyone who will answer
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Thanks a lot, this worked! I did as you said, I found an armor the Synth could equip, and copied the ARMA entry in the Workshop Cage mod Then I edited all entries to match the relevant Vanilla Lab Coat entries Curiously enough, I didn't even have to edit the Additional Race entries, even if the Synth from Workshop Cage mod is his own race
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Thanks for your answer! I forgot to add, it's a Gen 2 (I think) I'll try that solution as soon as I have some free time
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Hello everybody I captured a synth with https://www.nexusmods.com/fallout4/mods/71624/ intending to use him as doctor in Hangman's Alley. But it seems I can't make him equip a lab coat. Does anybody know how could I fix this? Do i have to change body slots, or the synth race? Thanks everybody
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Any (vanilla body) female synth follower/companion?
Duzlo replied to Duzlo's topic in Fallout 4's Discussion
Looks nice, thanks! I'll check it better when I have a moment -
Hello everybody, my first post here Is there any mod that adds a female synth follower? I'm not interested CBBE or similar mods Thanks for your answers!
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EDIT: someone on reddit gave me this piece of advice: "try simply redo the ARMA/ARMO/OTFT entries for the Redguard from scratch". I did. It worked. No idea why. Anyway thanks again for helping me You're right, sorry. The item is from a mod. I did "Copy as a new record into.." of the relevant ARMO, ARMA and TXST entries from OriginalMod to MyMod: this way I don't need OriginalMod as master for MyMod. I have copied the meshes and textures from mesh\OriginalMod and textures\OriginalMod folders to mesh\MyMod and textures\MyMod folders, and I upgraded the paths in the ARMA, ARMO and TXST entries when needed. Now I'll copypaste the tutorial, I will write like this to indicate what I did, and like this what I did not, with an explanation for the reason why I didn't. To create a Texture set: In the Object window expand the menu Miscellaneous, select the TextureSet category and then choose any of the existing Texture sets. Double click on the selected Texture set and a window will pop-up like the one shown in picture Texture set. In this window: Change the Texture set ID to make a new set of textures. (I did not change the formID, because I had already created an entry with tse5edit) You can set up to 8 different types of textures in one Texture set. The most commonnly used are the Diffuse (colour) and the Normal map. To add or change one of the existing textures:Repeat the process for each of the texture files you want to add to this texture set. (I only need to change one texture) Highlight the texture you want to change by clicking on it Press the Edit button: this will open an explorer window. Go to the folder where your texture file is, select it and then press the Open button. Now you'll see that your dds file is displayed on the preview window. Once you are done, press the OK button, the CK will ask you if you want to create a new form: answer Yes. (CK did not ask me if I want to create a new form, because I had already created it earlier) Create a new Armour Addon by making a copy of the existing Armour Addon we want to retexture (see Add the armour to the game using the CK for reference on how to create Armour Addons). (I did not create a new Armor Addon because I had already created it earlier) On the Armour Addonproperties window, press the Select button of the Bipped model that contains the mesh that you want to retexture. This will open a window like the one shown in picture Assign the Texture set to the armour. In this window: Select the node you want to retexture and right click on it and then select New from the pop-up menu. A window will appear showing all the available Texture sets. Choose the one you want to use and press the OK button. Now you'll see that, in the preview window, your armour has a new texture. If your mesh has more than one node, repeat the process as needed but take into account that you only have to assign texture sets for the nodes that you want to retexture. If you want to leave some of the nodes with the textures that the base mesh uses (like for example, the parts where the skin is shown), you don't need to add any texture set to those nodes as shown in picture Assign the Texture set to the armour. (I only need to modify one node) The last step is to create a new Armour object and placing it in the world (see Add the armour to the game using the CK for reference) (I didn't create a new Armour object because I already created it earlier, and I did not place it in the world, because I don't want my object to be found somewhere, I want it to be equipped by a NPC) I really want to thank you for your patience and for the time you are spending to help a random noob from the internet. You are a kind person.
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Thanks for your input, I think I've made a small step forward. I followed part of that first tutorial and it kinda "worked"...in a messed up and unwanted way. CK removed the master from my mod, duplicated the npc, changed the formIDs and other stuff I did not fully understand. Just, why? So, (with tes5edit) I re-added the master, changed the formIDs to the correct value and...TA-DA! Texture does not show up, again. How can I solve this?
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Thanks for your answer, but there are some details that are still obscure to me 1)As I said, when I open the mesh in nifskope, there is no path leading to "color.dds", because the mesh itself is not supposed to be linked to one single "color.dds" anyway. So I am not sure in which BShader entry I should link "color.dds" in the first place. 2)The game itself is using the same mesh with different textures all the time, why would that be different for me? 3)Yes, as I said, the paths are correct, that's exactly what surprises me: for the white girl it works, for the black girl it bugs. I even wrote in the Redguard TXST entry the same path\color.dds I wrote in the Nord TXST, and still, the Nord was cool, and the Redguard was bugged.
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Hello all, noob here Situation: 2 NPCs, I want to give them two different versions (=colors) of one item. The two versions use the same mesh, but of course not the same dds. Each of the item version has its own ARMA, ARMO and TXST entry (+OTFT for the NPCs to actually equip it). In both cases, the references are consistent, that is Both TXST entries are referenced by the respective ARMA and ARMO entries Both ARMA entries are referenced by the respective ARMO entries Both ARMO entries are referenced by the respective OTFT entries Both OTFT entries are refenced by the respectif NPC entries. The paths in TX00 and TX01 are correct, and the respective *.dds files are actually present in that folder. Still, one loads, and the other one does not. I even tried to change the TX00 path of the "Redguard woman" to use the .dds file used by "Blonde woman". Still no texture for Redguard, texture ok for Blonde. Just to be clear: opening the .nif file in nifskope and checking bshader paths does not help, because that .nif file is not supposed to be linked to one single "color.dds" - there's actually no "texture\color.dds" path in the whole nif file. I honestly have no idea what the issue could be. Thoughts? Thanks to everyone who will be so kind to help me! :) Screen https://i.imgur.com/bt6pPSw.jpg
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I already know I won't win, I just want to lower the chances for everyone else :( Joking ;)