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rad666a

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Everything posted by rad666a

  1. I seem to recall a mod that remeshed the UC Pilot helmets to have their visors up, like similar mods to the Crimson Fleet helmets. Now that I want it, I can't seem to find it. I'm beginning to think I was hallucinating. Does anyone else remember this, and (more specifically) point me in the right direction? Thanks in advance.
  2. I just looked through the "Images" section of "Settlement Objects Expansion" and it is there, along with a whole bunch more. Thanks!
  3. I'm sure you've seen them, the light boxes doctors use in hospitals to look at X-rays and such. You see them in the hospital in the game. Is there a mod that adds these to the settlement workshop (I've looked and couldn't find one)? Are these already in the game and I just missed it, and if so, where are they (also looked and could find them)? Thanks in advance!
  4. As a very minor mod author, but one who qualifies, I thank you for the benefit Dark0ne!
  5. I like Survival Mode, but I have a problem with the diseases, but not the how they work, but the diseases themselves. Example: Insomnia is not curable with Antibiotics (Believe me, I wish it was). Is there a mod that changes the diseases themselves? The only things I have been able to find are ones that turn them on or off, not change them. Thanks in advance.
  6. It did. Game version is now 1.07.19, and F4SE looks for 1.07.15. Just have to wait as patiently as possible for the team to update it. :laugh:
  7. Is there a mod where, when a piece of Power Armor (say, the torso) is reduced to zero HP it is permanently destroyed (ie, it disappears) rather than removed and placed in your inventory? It would make all those suits you trip over in the commonwealth more useful...
  8. In response to post #37743310. "Have supporters always had the benefit of no ads?" Yes.
  9. I don't have any animation mods and it does it for me as well. It is affecting not only my PC, but every female NPC in the game.
  10. I have created and published a mod called Better Crafting Station Perk Requirements. that changes the perk requirements for the various crafting benches in settlements. However, as a user pointed out, I forgot about making the "Blacksmith" perk allow you to make the Weapon Workbench. Using FO4Edit (obviously), is there a way to create a conditional statement where you need either "Gun Nut" or "Blacksmith" (an "or" statement, instead of the default "and") in the same constructable object record? If so, how? I know how to do it in Skyrim, but that was using the CK. Failing that I can create a separate constructable object that can be built with the "Blacksmith" perk. The other way is neater though that creates less of a mess in the build list... Thanks in advance!
  11. ;) Sometimes when I ask a question I go back over the problem with a different perspective and see what I missed the first time. Even though I know this often happens, I still have to ask the question to get the mental gears turning.
  12. First of all, I cannot wrap my head around 3D modeling, I've tried for years (since the days I was modding Oblivion all the way until today), and could get the hang of it, so I cannot do this myself. The one major thing about Heartfires that has bothered be the most (other than the too bright lighting issue) is the fact that all the houses are exactly the same. What I would like to see, at least on the outside, have the houses look different. The Morthal hose should be a big, brooding, solid stone edifice, the Dawnstar house should be a combination of stone and wood, and the Falkreath house can stay the way it is. Optimally they would use different models and look a feel drastically different, even if it's just a texture change it would help. Like I said at the start, I can't do it. Can anyone out there do it? Has it been done and I'm being dense and wasting your time? ;)
  13. Nevermind. I missed the whole "extract your three language string files form the bsa" part. I can load the Hearthfires.esm in the CK now.
  14. I've always found the ambient lighting in the Hearthfires homes to be too bright. I've looked around and have not been able to find a mod that does what I want. I know how to darken the ambient lighting in locations, and thus make it myself, however the CK crashes whenever I try to load Hearthfires (I have tried everything I can find to fix this, and nothing works. Dawnguard, Dragonborn, and multiple other masters all work fine, it's just Hearthfires), so I can't do it. Can anyone out there point me to a mod that makes the Hearthfires interiors dimmer, or build one for me? Thanks in advance!
  15. I have seen some commenting about modders who left and tried to sell their mods, and how they should feel stupid. Everyone, try to remember what makes us great. We are a community, hell, we're a family. No matter how you feel, or which side of this you were on, we have to put this unfortunate few days behind us, try to heal and move on. We are stronger than this.
  16. Is there a mod that adds a Court Wizard or Spell Merchant to Falkreath? Note that I use JK's Falkreath so a full Falkreath overhaul will probably not work.
  17. OK, I have a large armor mod that stores all of it's data in an ESM. "Great!" I think, I can now change things around (change armor cataegories for a few and remove some others that I don't like) to my satisfaction using a dependant ESP. Not so great. I have been able to move things around to my satisfaction, that works fine. The problem is I can't get the one's I want to remove, gone. I delete the crafting recipies in the CK and it shows them with a "D" to mark them as deleted, but they still show up in game, even from a clean save. What am I doing wrong?
  18. Oh sure, no problem. I found some nifs left over from an ENB install that I took out a week ago. Odd thing is it never cause a problem before. I don't remember exactly, but I think I found them under "meshes/effects/".
  19. Thanks for that. I tracked it down and got it sorted out. Working fine now.
  20. OK, I've run SKyrim with my current mod setup many times. I have not added a new mod for some time now (shocking, I know). I recently ran the launcher and had to relesect my mods from NMM. Now I get blue squares for most (but strangely not all) snowflakes. Screenshot: http://img821.imageshack.us/img821/7524/v0h1.jpg It looks all the world to me like a missing texture issue, but I can't for the life of me figure out what. I tried adding a texture replacer for snowflakes, but no luck. Any ideas?
  21. I'm working on a house mod (and let,s be honest, who isnt), and I've run into an odd issue. If I have a light source, with our without shadow casting, things look and work fine in the CS. However, in game the location will CTD within 10 seconds if I am anywhere near it. The particular corner is very dark without a light and I'd like to at least get it a little brighter without increasing the ambiant light levels. It isn't a huge deal for me, it adds to the overall atmosphere of the place, but I'd like to know why. Does anyone know what could be causing this?
  22. Nevermind. I appears to not like a Z-rotation value of "0". I'll have to keep that in mind.
  23. Ok, oddly enough it seems to have something to do with WHERE it was. I moved the Mannequin to a different spot in the room, rotated it about 90 degrees, and it now works. Why? Is it the angle or the location?
  24. OK, I'm trying to add a Mannequin to another person's house mod, but it isn't working. Here is what I have done: Added a PlayerHouseMannequin, placed where I want in it's own little, separate navmesh triangle. Added an XMarkerHeading. In the PlayerHouseMannequin, added a LinkedRef to the XMarkerHeading with no keyword. in the XMarkerHeading, added a LinkedRef to the PlayerHouseMannequin with no keyword. From the Trigger menu, added a MannequinActivateTrig. in the MannequinActivateTrig, selected Player Activation on the Primitive tab. In the PlayerHouseMannequin, added the MannequinActivateTrig to the Activate Parent tab and selected Player Activation Only. Stacked everything, with plenty of room around the Mannequin for the Trigger. Saved ESP Closed Creation Kit. Loaded Skyrim Loaded save outside of cell with new Mannequin. Entered cell with new Mannequin. Tried to Activate new Mannequin and cannot. There are three other Mannequins in the cell (without XMarkerHeadings, and yes, I've tried not using one) set up the same way as above and they work fine. What am I doing wrong?
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