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Ataiel

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  1. Took another half hour of swapping out HKX files one at a time to find the culprit. It was a sneakmt_idle.hkx file gumming up my works. Now everything works cohesively together.
  2. I've been scouring the internet for the last hour looking for anything to help with a particular question I have, and Ive been drawing blanks. So maybe I can get an answer here. Ive installed Realistic Ragdolls, FNIS. Ive since installed Pretty Combat Animations. I'm mostly happy with everything. It all works well, theres no issues there. I'm not entirely new to FNIS and altering the vanilla animation set, with the likes of XP32. The issue I'm running into though, is replacing an hkx file from Pretty Combat Animations(PCA from here on out). I had previously installed the bow animations from Elegant Archer and it worked flawlessly. This was some time ago, and I had since washed it all clean and reverted back to Vanilla everything before setting back to creating an animation collection Id be happy with. I replaced the Bow Sprinting animation from PCA, with the animation from Elegant Archers simply by replacing the HKX file. Worked fine, all is good there. I also decided to replace the Stealth Bow Idle, which I thought was "sneakbow_idledrawn.hkx." The PCA idle has the bow sticking in the ground, which I don't care for. The Elegant Archer one is much more appealing. However, upon replacing the HKX file, nothing happens. I still have the PCA animation. Is there a reason its not being replaced with the Elegant Archers file and animation? What am I missing here and doing wrong? Is it even viable? Any insight would be appreciated.
  3. I'll start off with visible holstered weapons. I know theres quite a few that want this. Now, I'm only vaguely familiar with the system, based on what I can extrapolate from Skyrims engine, so I'm not sure if this is even possible. I'll keep my fingers crossed though. I was also absolutely lazy when typing this up, and I failed to search to see if any of these had been suggested as I was mid game when I decided to post this. At any rate, thanks for reading or even considering these. They may or may not be doable, I really don't know. Which is why I'm here. They may also only be doable once the CK launches. Which is perfectly understandable. Summonable Power Armor: Now, I prefer stalking the shadows and moving around the map on foot. Stalking around in bulky power armor is silly to me. However, on occasion Id love to be able to call in that extra firepower for fights I know I wont be able to handle from afar with my gauss rifle. So I'd like to see the ability to pop a flare, or in some other creative way, and have a designated set of power armor "dropped" in a la Titanfall. Itd be rad, Id think! Laser Designator: I absolutely LOVE the Artillery ability you score after doing some work for the Minutemen. The flares are rad, but I think a laser designator of some sort that allows us to "mark" a spot more accurately would be pretty awesome, as well as from a decent range. Settler Scavengers: Being able to send settlers out to scavenge "junk" for building would be nice. Even if it was only random what they would return with. Though an option to send them to find, or lean towards, specific items like "screws" would be great. I could lug around less crap. Radio Freedom: As I stalk around finding targets to laze with the artillery ability, I listen to the radio station. The music has become extremely boring and repetitive. A mod removing it altogether would be great, or perhaps creating a second station that functions in the same way, but without the music. A True Survival Mode: I was disappointed to find that Survival difficulty was pretty much only doing half damage, while taking double damage. Id like to see an actual Survival Mode, requiring drinking, eating, sleeping. No fast travel, and whatever else creative innovation can be dumped into such a mode.
  4. I've ventured into the avenue of Nifskope. Upon inspection of my skeleton.ini file it would seem there is no specific "two handed weapon" node. There's a weapon on back node, and a sword on back node. Should there be a two handed weapon node? Any insight would be appreciated.
  5. So, I have an odd issue I'm trying to figure out the cause of. I'm using XP32 with the 1h over the back, Dual Sheath Redux, and FNIS. For whatever reason, a 1 handed sword sheathed on my back stacks directly on the 2h handed location. I'm trying to figure out why, as I'd rather have it next to the 2hander. Any ideas? In my previous iteration of a modded Skyrim, it worked as I am currently intending. But upon a fresh install with up to date mods, I cant seem to achieve the desired effect. Any advice would be appreciated.
  6. Seriously. When are these people going to grow up?
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