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DeltaType90

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  1. Does anyone know how to fix this? :confused: Only seems to happen with custom portraits :mellow: Any help would be much appreciated :thumbsup:
  2. Hey guys, yes I am back with another question hehe :happy: For a while now I have been trying to make a mod that will replace the Pack Brahmin with a piecemeal Sentry bot made up of parts from the Robot DLC, but no matter what I do, it just won't show up correctly (most attempts ends up with an invisible bot). If anyone would be up for having a look and tell me where I am going wrong, this is one of several ways I have tried setting it up. The .ESP only requires the Fallout4.esm and the DLCRobot.esm https://www.mediafire.com/file_premium/f76ktc632h1gqdp/TEMPORARY_-_Brahmin_Replacer.zip/file As always, any help would be much appreciated :thumbsup:
  3. Okay, I found a way to do it, it is still manually done, but at least it is faster than before :dance: Thank you for the replies and suggestions, much appreciated :thumbsup: :thumbsup: :thumbsup:
  4. Overriding means keeping the original .ESP, which is what I want to avoid :confused:
  5. This is basically how I have been doing it so far, but it takes an insane amount of time, so I was hoping there was a tool for it hehe :sweat:
  6. Thank you for the very elaborate reply, appreciate it :thumbsup: But I am sorry to say that this was not what I meant :confused: Basically what I am trying to do is this: I want to create a single .ESP (my "main" .ESP) containing every new weapon I add to my game, so I have them all in one "place", making it easier to use the data to build replacer mods for my personal game. But this requires that the IDs doesn't change in the main .ESP, when I add another .ESP to it. So far I have only found tools that will merge .ESPs indiscriminately, resulting in the renaming of IDs in both .ESPs, which will then break any replacers I have made using the main .ESP as a master. What I am looking for is a tool that will merge new .ESPs into the main .ESP without it touching the existing IDs of the main .ESP. Hope that makes it clearer :sweat:
  7. Hi guys and girl :smile: Anyone know if there is a tool that will allow you to merge an .ESP into another .ESP (or even better, into an .ESM) without changing the existing data of the 2nd .ESP? I can only find tools that merges two .ESPs together, rearranging the IDs of the data in both :confused: Thanks in advance for any help :thumbsup:
  8. Will have to look into all of that, thank you! :thumbsup:
  9. One of the first things I did, doesn't free enough memory, sadly... :confused:
  10. Did anyone ever find a real fix for the sporadic recurring game stutter? :unsure: It seems I am now one of the unlucky people who have the bug where the game begins to freeze (temporarily) and stutter every 5, or so, minutes when in the exterior world space, and my game is sadly now close to unplayable :wallbash: I seem to remember having read that it has something to do with the game pulling too much memory from the computer (I'm on PC), so when the PC try to run background programs, there's not enough to keep the game running smooth, and it starts to stutter :wacko:
  11. Hey guys n girls :smile: I am working on a weapon in FO4Edit, and I have given each mod combination in the "Object template" a different "FULL - Name", and I would like each combination to keep these names when they spawn in-game. But all I get in-game is each combination using the base "FULL -Name" instead of the names of the combinations... :wallbash: Can anyone tell me if there is a way to make each combination to keep their individual names in-game? :unsure: Any help will be much appreciated :dance:
  12. Nice! will give it a try, thank you :thumbsup:
  13. Hey guys n girls :-) It seems my current version of Nifscope (version 1.1.3) does not work with FO4 (any changes I make to a model will make it invisible in-game for some reason), so can anyone recommend a compatible version? :-) Thank you in advance for any advise ;-)
  14. Hehe :laugh: Thanks again, will try and have a look :thumbsup:
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