-
Posts
371 -
Joined
-
Last visited
Nexus Mods Profile
About XunAmarox
Profile Fields
-
Country
None
Recent Profile Visitors
51723 profile views
XunAmarox's Achievements
-
Any tutorials on modding this game?
XunAmarox replied to YeastyDynasty's topic in Hogwarts Legacy's Discussion
I haven't seen any but since the game was made with Unreal Engine I assume you'd unpack and repack the files with Unreal Engine's UnrealPak.exe (command line). This should show how that works: https://youtu.be/AElxgCRXF64?t=134 Once unpacked the files will probably be familiar enough formats to mess with. This is assuming it's not encrypted but seeing how there hasn't been a tool to decrypt it yet many mods I assume that's not the case. The game engine seems to be using Unreal Engine 4.27.20 so that's the version you'll need. -
Ah so I do edit it through the forum. I never would have expected that. Thanks.
-
Specifically how do I edit the "about me" section of my main site profile? I know how to edit my forum profile but can't seem to find how to edit my profile on the main site. This: https://www.nexusmods.com/users/848320 I could have sworn I had it saying something in the about me at one point...
-
[WIPz] Fallout 4 Script Extender (F4SE)
XunAmarox replied to behippo's topic in Fallout 4's Discussion
I read online that F4SE adds a setname command that allows the renaming of objects, like containers. I have F4SE 0.3.0 but it tells me there is no setname command when I attempt to use it in-game. If there is indeed a setname command included, how do I use it? http://i.imgur.com/9ERhSOc.png Maybe someone just forgot to include the script with the latest version and all the people installing over their older versions of F4SE never noticed because it was in one of those?- 717 replies
-
- f4se
- script extender
-
(and 1 more)
Tagged with:
-
This problem is downright bizarre. I've created a new armor combining the combat armor light chest, and medium arms/legs with CBBE's Outfit Studio. I tested it extensively in-game as a replacer for the Vault-Tec Security armor. It works perfectly in-game. Doesn't even have any clipping at this point. Can put it on and take it off no problem. So then I go to add it with FO4Edit as its own standalone armor. I copy Armor_VaultTecSecurity111 and rename it Armor_VaultTecSecurityXA. I copy AAVaultTecSecurity111 and rename it AAVaultTecSecurityXA. And then literally the only thing I change is linking the armor addon to the armor, and bam. Instant CTD when trying to put it on. Keep in mind that the newly created armor addon itself is still pointing to the tested and working mesh that I was just using as a replacer, so I know that's fine. I also tried the proper method first using Armorsmith Extended as a master and the keywords from ArmorKeywords to make it craftable, with it being its own unique file in its own unique directory and with a constructible object made for it, but after a certain point I had to simplify my testing parameters as I was left completely scratching my head as to why it isn't working. At this point I'm even more perplexed than I was to begin with. It's an armor rather than an underarmor so I didn't bother attempting to import SCLP data in the CK, though I did try the entire process all over again in the CK to see if maybe it was just FO4Edit being dumb. Turns out the CK is even more dumb. It crashes every time I click the button to try to set a new mesh. Dunno what's up with that. Maybe there's some way to do an integrity check with the Bethesda.Net Launcher for it or something... I dunno, but clearly I can't do that in the CK. It's freezey and crashy on the best of days... I tend to try to avoid it tbh. Surely there's some simple necessary step that I'm just overlooking... edit: I tried importing SCLP data too just for the heck of it because at this point I've got nothing. Didn't work either... didn't think it would. I've been inspecting some other mods that add armors and honestly I really don't see what the heck I'm missing. edit: Now I'm getting the CTD even as a replacer. It seems it may be the NIF after all... edit: Issue has been resolved. I redid the entire process. My guess is that some errant vert was left over from when I moved and deleted the verts for the top leg straps.
-
CBBE head skin color glitch.
XunAmarox replied to thechampagnepapi's topic in Fallout 4's Discussion
Had the same problem. I manually updated my CBBE when I came back to playing because my stuff is highly customized. Suggested fix here didn't work, though I did have that file so it may have partially helped in the end. Turns out I didn't have the CBBE.esp. Hah. Tossed it in my data folder and activated it and my skin problem cleared right up. -
Adding a new Workshop Menu VIA the Creation Kit
XunAmarox replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Thanks. Useful info. Everyone seems so caught up in the fervor of only doing it via script injection that it's hard to actually figure out how to do it the original way, which is kinda helpful for even figuring out the script injection method since it's not really so much of a tutorial as just a script template. -
For some reason in my game greatswords (no matter the tier) only do 1.xx damage and daggers only do 2.xx damage. I haven't played the game in years so I assume it's some mod or GDA edit or something messing up all greatswords and daggers in the game. If this is the case, is there some way that I can find what is causing it so that it can be removed? Ordinarily I'd just disable all mods and enable 5 at a time or so until I narrow it down but modding with Dragon Age is way more convoluted than that. I've figured out that mods seem to (mostly) be in "Documents\BioWare\Dragon Age\packages\core\override" but other than that I'm not really sure what's safe to delete, or where all a modification of this magnitude could be taking place. edit: I think I figured out what's going on. Looks like it's this mod: http://www.nexusmods.com/dragonage/mods/400/?
-
Could you add a way to block someone without them having commented on one of your mods?
-
Vault Girl Mod Development Thread
XunAmarox replied to Deleted4077875User's topic in Fallout 4's Discussion
Here's a different set of vault girl bobbleheads someone made: http://www.nexusmods.com/fallout4/mods/8469- 1047 replies
-
- bigcman123
- vault girl
-
(and 3 more)
Tagged with:
-
Moving away from our forum software sounds pretty scary... the comment system on the site proper is often pretty buggy. Grid multifactor authentication is my favorite. LastPass has it as an option. Not everyone has a smart phone, you should keep that in mind.
-
Trying to access the Nexus sites via the main portal sends to ex: http://www.nexusmods.com/fallout4/? but this page tries to load for several minutes then gets a connection reset; however, other directories load instantly, for instance: http://www.nexusmods.com/fallout4/mods/? or http://www.nexusmods.com/fallout4/mods/searchresults/? This seems to be the case for all of the Nexus sites that I checked.
-
In the Bugs section of a file I am unable to edit my post. There's an edit and reply link and after making the appropriate edits to the post the SUBMIT button does nothing. Here's the bug section I tried in: http://www.nexusmods.com/fallout4/mods/1145
-
I seem to recall when I got crippled or injured there should be a little pipboy up in the top right of the screen showing my injury but it doesn't seem to show up. Is there some setting that makes it appear, or some mod, or something? edit: It turns out that it only flashes for about a second when an injury occurs which is supposedly normal behavior.