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Kaya47

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Everything posted by Kaya47

  1. Hey guys Just found this gaming satire website that took a stab at Fallout 4's base building feature. It`s pretty funny :smile: Fallout 4 – The Sims Crossover DLC Announced
  2. Got my self a new game. Thanks BrownPastel you have +1 for replying. Cheers!
  3. Tried a mod called Beautiful Elves by Dar0ne45 and finally got my elf looking decent. I`m quite pleased by the results. Now i want to know if my game will get unstable after disabling Ethereal Elven Overhaul. I know it`s not good to change/add/remove mods after starting a new game. Will this affect my game or should i begin a new game?
  4. Thanks BrownPastel! I`m also looking for mods that change models. I fail to sculpt a beautiful face with vanilla meshes lol
  5. Hi guys! So i`m looking for mods that improve the face of female characters. I see all these pics with beautiful girls posted on the front page and no matter how hard i try, i never get the same results. So i`m asking you, fellow nexus members, what mods are you using for your pretty ladies? I`m playing as a high elf, using Ethereal Elven Overhaul mod. Any advice is welcomed!
  6. If you considered removing your mod from Nexus, please provide us the uninstallation guide. I`m sure there are several scripts that need to be stopped before removing this. I feel bad doing this as it was a good mod but i can`t continue using an unsupported mod. Thank you
  7. Iron sights are off for all 2 handed weapons. I didn`t have this problem before so it might be a mod screwing up the sights. I remember that the standing position tended to differ from the crouched position when aimed through iron sights. The crouched position had a perfect alignment while the standing position didn`t. Unfortunately now they are both the same. I tried AlexScorpion`s mod, Sniper gear, which also has a perfect alignment. It isn`t aligned for me. I unchecked all the mods from my list, uninstalled Weapon Animation Replacers mod (thought that could be the problem), started a new game but the sights are still off for all 2 handed weapons. Welp!
  8. I`m having this model on which i applied an edge split modifier. When i export it as a nif file, there are portions where the modifier doesn`t work. Not only that but there are parts where the surface gets even darker. I didn`t have this problem until now, if i try to export something else it works fine. This means that it`s not the exporting script that`s having problems, it`s the model itself. And the normals are not flipped, i even tried a Ctrl + N and got the same thing.
  9. Hey buddy nice to see you back! What`s up?
  10. Hey Camon nice to see you back!
  11. Your load order is really messed up, start with the esm files, continue with item/building mods (PortableCampsite.esp, Military NV Backpacks - Weapons.esp, Liberty Loft.esp, etc), perk/stat mods (More Perks Update.esp, xatmosSkillPerks.esp, Realistic_Repair_NV.esp, Reactive People - Ultimatum.esp, etc), WMX mod, companion mods (Companion Sandbox Mode.esp, A Better Boone.esp, etc), adding npcs mods if you have any (like AWOP, IWS, Monster Mod) and finish your list with mood/weather mods (Nevada Skies, Electro-City, ILO). Also make sure you have the latest update for ILO. An older version was causing me trouble
  12. Not only that works but it`s conflict-free! Thanks ozziefire!
  13. Ok, so drktrper was right! Now it works. Thanks drktrper! ozziefire so adding this script will ensure that there will be no conflicts? As it seems, this would be the best choice. Can i add lists instead of weapons? My weapons are already in a list along with some ammo. So instead of AddItemToLeveledList LL2Tier2Explosives25 WeapNVDuctamite 1 1 100 can i write AddItemToLeveledList LL2Tier2Explosives25 0WithammoSyr 1 1 ? Lists don`t have health so i`m guessing that 100 shouldn`t be added to that line Kudos to you ozziefire!
  14. Thanks Glenstorm for your answers, kudos to you. Unfortunately it still doesn`t work. Need help with this, if somebody knows what`s wrong please leave a comment. I will give full credits for the help! There are some people waiting for the next update, everything is set except for this. I didn`t find any tutorials either
  15. I`m level 21 and i`m aware that these weapons will appear after level 15 (i set them to be like this). The mod is not complete, those containers were used before i added the weapons to the leveled list and i think i will use them again. So should i consider that my list is correct? Even if it isn`t working for me? I wouldn`t want to release a flawed file
  16. Changes don`t reflect in game. I tried waiting 3 days, checked different cells and got nothing. Fiends, NCR, Powder Gangers are still equipped with vanilla weapons. Anyway, i plan to make it a master file for expanding possibilities (awop patch, etc). Thanks for your response Gribbleshnibit8, kudos. Can anybody confirm my leveled item list is correct? (still isn`t working for me)
  17. Need help with leveled items. I tried to add some weapons to the list but somehow it doesn`t work. What am i doing wrong? Here is a link to the esp file: https://rapidshare.com/files/2728055413/Kaya47NF.esp This is for my Nordic Firearms mod. Thanks!
  18. Don`t know why but, as far as i remember, when i tried this all the items were removed after restock. I`m gonna give it a new try, thanks guys, kudos to both of you ;)
  19. Problem is if i untick the 'Respawns' box all items inside that chest will be removed after 3 days (when the stock will be refreshed). I want them permanent until they are sold out.
  20. Hey! Is there a way to place items to a vendor so that the items won`t respawn or lose after stock refreshing (usually 3 days)? I want to make them buyable only once. Thanks!
  21. Ctl+J and make sure you have only one material for that object (to check materials press F9 and go to Link and Materials). If you have two or more, delete them until only one remains. In this case you`ll also have to merge the texture files into one dds file and make adjustments in your UV. For UV adjustment, select your object, go to Edit Mode (Tab), select all vertices (A) and go to UV/Image editor. Go to Image -> Open and load your merged texture. After this all you have to do is fit vertices onto the image
  22. So are you using the shield as a weapon? The weapon body location is actually the place where the weapon is holstered - usually on the back. I don`t know if there are any shields for fallout but if you have one then you can simply open Nifskope and <copy/paste over> the NiTriStripsData from your mesh to the working mesh. LE: Oh man i forgot this isn`t a Fallout related only topic :) If you`re talking about Oblivion then try opening two nifskopes, the first one with a working vanilla shield (for example Iron Shield) and the second one with your exported shield. Expand branches (NiTriStrips) from your exported shield and right click on NiTriStripsData and select block -> copy. Go to the Iron Shield, expand branches, right click on NiTriStripsData and select block -> paste over (NOT PASTE). Now the model will be pasted on the Iron Shield. Select your textures and you`re done! Save your Iron Shield as your shield and use that.
  23. Has a solution been found? I`m having the same problem as azhtek`s. I tried GECK PowerUp and when i open a cell (Horowitz farmstead - 000daccb) it pops up these: MODELS: Could not get file for texture textures\character\mouth\mouthraider_n.dds. ANIMATION: Bad note string "Sound: WPNBearClawWhoosh" frame 8 in "Characters\_Mate\h2hattack8_a.kf". ANIMATION: Animation group note problem. See EditorWarnings.txt file. After i place the container in the cell and try to save i get: FORMS: Failed to CreateGroupData for CELL form 'SLAbandonedFarmstead' (000DACCB) After i close geck powerup: MODELS: ModelLoader still contains 7 NIF files. When i open FNVEdit i have this: http://i900.photobucket.com/albums/ac201/kaya47/error.png In the messages tab: Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ XNAM - Water Noise Texture" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ XNAM - Water Noise Texture" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ XNAM - Water Noise Texture" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ DATA - Flags" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)" Warning: Comparing sorted and unsorted entrie for "CELL \ XNAM - Water Noise Texture" in "SLAbandonedFarmstead [CELL:000DACCB] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at -12,31)"
  24. Hey abysmalxD. Have you checked the latest version? Scopes are now removed and made optional by modding. I realised that many people hate scopes :) so there you go. Somewhere today i`ll release another update. If you have any other suggestions feel free to leave a comment there. After all all this stuff is made for you and not for me :) cheers!
  25. Yes, it was related to esm files. I haven`t placed FalloutNV.esm first in my load order. Sorry for the open topic
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