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Try doing the Billy's quest (Kid in the fridge) before to face Tessa. If not, someone says that the fist is carried by other of the gunners bosses there. Remember that the weapon "Good Intentions" (laser rifle) doesn't appears in the inventory of the boss killed in that area. You have to find it on the floor. Maybe that happens with Tessa's fist too, sometimes, somehow... you know, bethesda buggy games.
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Looking for a Mod, I can't find
Fallout4Shepard replied to Chrollor's topic in Fallout 4's Discussion
FallUI Inventory FIS If these can't help you... :ermm: you can try looking for the same category, and if not.... :wallbash: -
I heard Vortex nowadays is a good mod manager, but from my personal experience, Mod Manager 2 is the best one and not only especialized in FO4. Don't be afraid to switch your mod manager, that shouldn't have any effect into your savegames neither your mods if load order and install options are correct. MO2 works with a Data esctructure independent from the data folders of the game and keep them separated, then "injects" everything when the game is launched, so, if any conflict or trouble with your mods setup it's easy to amend or turn back the situation. Also, it is easy to use when you understand it. Basically, (if i'm not wrong) Vortex is more "automatized" and MO2 is more "manually", load order of mods and plugins is the main point. Don't be afraid to mess up with FO4Edit, the most important point you have to take in consideration with mods, modding and their tools is to do backups of everything. FO4Edit also does backups of the files you are touching/changing (always ask you for to do that before close the program if you forget it). So, play with it, check the results of your changes and improve them or just restore them if something goes wrong or just you don't like it. Remember, doing backups of your savegames, and your mod files before you install or modify anything, is the way to be safe and to restore your game and mods confirguration. GamerPoets has good and easy tutorials to understand the basics of MO2 and FO4Edit.
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Definitely both are great mods. For my need, Transfer Settlements mod is the one that will keep a place in my setup. My days as a builder in this game has gone, for that reason I've openned this topic. But if it wasn't like this, my choice would be Clipboard mod. Clipboard offers you a lot of more options, it is more like a building tool with the plus to import/export your settlement designs. I really like how you can import/export just an especific area. You can just save a whole building (that buidling where you put a lot of time decorating and making it exactly as you want) and it lets you Imp/exp it to other places of the same settlement, same playthrough or to others, and do it repeatly many times as you want everywhere. You can easy to build a big city everywhere with this mod. By the way, I found some of issues with TS mod: -Doing exp/imp of Sancturay Hills or RedRocket could mess with the other place mentioned. -If you start an importation in 3rd person camera, you could get a glitch idle/animation of your character always touching the floor when does any interaction or just changeing camera 1st-3rd person. That will remain permanently. -Sometimes the wires connection are messed up and you have to manually re-establish all them. No issues found for Clipboard at moment, I've spent less time with it (as said TS fits my need), but be carefull, if you dont use correctly Clipboard mod you can break few things and regret for it. I can say, it is not a tool to scratch/clean a place. So, can any of you confirm if it is possible to install TS, then, import/export few blueprints and then unistall it without break your current savegame?
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Russian Special Forces weapon mod gone - why?
Fallout4Shepard replied to Wolfbane771's topic in Fallout 4's Discussion
The russian translation one is still up. English is gone, because we're all imperialist spies. Not useful and not funny reply. I'm sad I had to read someone bringing to here that kind of topics current days. Actually it IS useful, as it states the mod is still available, albeit only in Russian. As it was reported missing a full year before "current events", there is no direct link, So Vladolf Putin's invasion is not the reason. Which doesn't mean warnhammer99 is wrong. Such is the hatred in the world amongst a lot of people (on all "sides"), sadly. (well, some, like Vladolf, deserve it.) Actualy it is not useful. Only the translation is up but you need the original mod. Link in Nexus is hidden and the external link to discord is expired too. It doesnt matter, if it was reported missing a full year before "current events", the reply from warnhammer99 is written after that "current events", and a year and a half after the OP opened this post (which also makes it less useful for him, for sure). So first, we had a sad reply, and now, the best example of "how to lose your time reading forums" -
Russian Special Forces weapon mod gone - why?
Fallout4Shepard replied to Wolfbane771's topic in Fallout 4's Discussion
The russian translation one is still up. English is gone, because we're all imperialist spies. Not useful and not funny reply. I'm sad I had to read someone bringing to here that kind of topics current days. -
Fo4Edit Newbie with 2 questions
Fallout4Shepard replied to Fallout4Shepard's topic in Fallout 4's Creation Kit and Modders
That's really great. Found the way to solve my second question. Now the original Vex NPC is disabled with the patch, and only Eden is Vex :D And following your suggestion deleteing QNAM values and Face tinting Layers made the skin of "Eden Vex" be in pale color, confimed checking it with looksmenu ingame. I have to say, also I've changed her head skin texture from female-midage to female-young. Not sure if it also helped, I'll do a testing later. Successfully my first patch, I know was a simple task, but still, it is my first experience, maybe I'll upload it. Sincerely, a lot of thanks for your help Blinxys. Now I have to learn how to develop another pair of ideas I have, but I think I've enjoyed more to make that simple patch than to play the game XD. -
It's a pitty I'm late to this discussion. I'm with an idea for a Minutemen mod giving you functions like to pacify enemies perk that makes you feel like a policeman or the ability to recruit temporary random NPCs for a quest like a real militia general. For example: You arrive to a settlement and an NPC approaches you to tell you that a friend was kidnapped, then, you recruit 2 or 3 followers from that settlement that will help you to rescue the friend or to clean the raider's camp that are threatening that settlement. Better if the followers could die during the mission, more immersive.
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Fo4Edit Newbie with 2 questions
Fallout4Shepard replied to Fallout4Shepard's topic in Fallout 4's Creation Kit and Modders
Thank you for your answer Blinxys. About my first question: Brown face issue isn't the problem here. Eden looks fine with Vex appereance, just too dark-red color skin. When i open looksmenu in game she always has established skin tone in cooper color. I want to get it in pale or pinky colors (I'm not sure if in english they are called as it, but the point is to get her skin lighter than it is now). Changing QNAM RGB values or Face Tinting Layers RGB values seems not to have any effect ingame. I was wondering if there is a parameter where I can to chose the exact skin color being it from the same colors list available ingame useing looksmenu. For example pale skin color. About my second question: Yes, I've copied the whole NPC's (Eden's) entry into a new esp, and manually copied settings from Vex replacing values in new esp. I know I can take all the stuff I need from Vex original mod, include it in my patch and delete the Vex mod ESP from master's list of my patch. But with this patch i'm also trying to learn how to do patches/mods that I can share with the world without steal the work of others. So, if someday I decide to publish this patch, anyone that wants to use it also will have to download the original Vex mod. My goal is to make Eden to have the appereance, the outfit, the combat style, and s.p.e.c.i.a.l stats from Vex, and keep everything else as it is in Depravity mod to work correctly (like dialogues, packages, keywords...), and additionally to get the original Vex NPC disabled through my patch without console commands ingame. It is ugly to have to open console, click on Vex original NPC and type disable. I got everything as I want to be except for the original Vex NPC(and skin color). She still is on the Sanctuary bridge. I've searched around and I've found a similar patch that changes Eden by Skadi companion, and in this patch skadi original NPC is disabled. I've downladed it and checked with FO4edit, but due my lack of knowledge I cannot find the way how this patch gets Skadi disabled (maybe I've seen it but I can't identify it as the parameter/value I'm looking for). <English is not my native language, sorry if any grammar or expression mistake> -
Well, I'm not a modder but since nobody is giving any point on it... maybe a brinstorming could help... And If the baby is also a skin texture not a physical item? I mean, maybe the cirb with the baby held is a skin of the crib itself. So, could be possible to make crib's skins as your designs that includes the baby on them? to be visible when you drop the baby. Or could be the original crib's skins tagged in some script linked to the baby? So, you should include your skins on that script?
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As title has addressed... Recently I'm making a patch for Eden from Depravity mod to have the appereance and few features from Vex companion mod useing FO4Edit only (I haven't knowleadge for to use other modding tools yet, and I dont have Creation Kit). At moment, I got everything working correctly I could change Eden's appearence, her inventory, and some features as perks and so on. Tested in game and "it just works" as intended, except 2 points: 1- Skin color/tone of Eden is bronze, and it looks too dark with Vex body textures. I can't find where are the parameter/value for to change the skin color as they are classified in game's customization. I've tried changing values in QNAM - Texture Lighting and also in Face Tinting Layers (1168 Skin tints - skin tone) but I can't see any difference in game. If someone can point me or teach me the right way for that? it would be very helpfull. 2- My patch uses Depravity mod and Vex companion mod as masters of course, however, as my intention is to make Eden to be Vex, I would like to disable Vex NPC from the original mod in game and... i really don't know how to do that or even if it is possible to do it without take the stuff from Vex original mod for to add it to my patch and then disable the ESP from Vex original mod. That would be same than to delete Vex mod as master. Any hint with that point? In advance, thanks for to share your wisdom
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more than 2 years as a member of Nexusmods and I didn't know there is a category called Transfer Settlement Blueprints XD. Both mods seems to be right what I'm looking for, I have to try which one could fit better my need. Btw, I've seen that Clipboard has a new version here. Thank you for your help.
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I am looking for a mod or the knowledge for to import and export the design of my settlements in current playthroughs to the new ones. I was looking for that but I found only AFT mod(Amazing Follower Tweaks) with this feature where you can import/export a snapshot of your settlements. But this mod also adds a lot of features that I'm not interested. Can't find either where to get the knowledge for to do that without creation kit. If someone knows a mod with that function specifically and only, or an easy way for to do that with console commands or any else... Thanks in advance for your replies