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shefski55555

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  1. Leave a comment on this article. You can say anything you want. (The site rules still apply!)
  2. I have a strange but with the sentry bot's headlamp. The light has become very blocky and looking at it causes my fps to fall through the floor (GTX 1070 for reference it doesn't normally go over 30%). Now I could only find 1 other case of this and no one seemed to know what it was. The lamp was fine when I saved my game last night, I did install a few more mods today but I have since disabled them all to try to fix this. I also installed a couple enbs to try them out Natural-Lighting HD ENB & Improved and Expanded Everything ENBseries Preset (previously id only had the shadow fix installed). I have however removed these now as well as enbseries entirely using Enb and ReShade remover (bat file) Removing the automatron's head and replacing it does fix the issue but a quick save then quick load caused it to return. If anyone has any suggestions on what I could try to fix this I would appreciate it. I haven't verified my game files yet as I believe that'll really f-up all my other mods? So I'd rather leave that as a last resort. Screenshot: http://drive.google.com/file/d/16xSLaQ7hQCL6biCVHqJDgz_1_3MPYsqX/view?usp=sharing Update: Verified Cache problem persists Update2: After uninstalling and reinstalling a load of mods and trying different combinations I've given up as the automatron was bugged from the kellog mission name bug anyway, it does appear however that the lamps on sentry bot enemies were still fine, so IDK I even installed a custom headlamps mod and applied that to my automatron to try and fix it to no avail.
  3. thanks a lot! ill give this a go when I get home today :)
  4. OK so I had a request for me to put one of my mods onto bethesda.net for the PS4 as its quite a simple mod I figured this would be easier enough. I knew about the restrictions for bsa files on the ps4 but seeing as my mod only used a rotated vanilla asset (just because I thought it looked slightly better) i thought that it would be a simple task of changed the models in the mod to use the vanilla version instead of my rotated one. The problem is I cant seem to find a way of telling the custom models to use the nifs in the vanilla bsa. I've tried just straight copying the original item's model file path into the custom item's one but it still looks in the data folder. For example if the vanilla path is "folder 1/ folder 2 / model" for the original item if i put this in the custom item's model file path it brings up the error symbol showing it cant find a model. Basically my question is, is this a possible thing to do or not and if so where am I going wrong? Thanks :smile:
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