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Mattcarrisosa

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  1. Anybody else experience this? I'm pretty stumped.
  2. Hi guys, so im working on a mod that allows you to recolor most outfits in the game, I've had success with every other outfit i"ve done, but for some reason the courser outfit won't change. Texture https://imgur.com/a/2GkzUfz In game https://imgur.com/a/VrRRNWn I know that the courser outfit has physdata on it, but idk how that would be causing this. I'm pretty confused, MacCready's worked just fine, idk.
  3. Hi, i'm trying to update previs/precombs for tales from the commonwealth. I'll copy over the data in fo4edit, accept adding masters. Then when I load it in ck it hard crashs, I have the multiple masters option in my ini set to 1.
  4. Hi guys. I'm currently facing textures popping in and out of existence when trying to rebuild previs for Morexplore and Commonwealth underground and forgotten places. Morexplore breaks precombs in 5,1 and CWUaFS breaks them at 0, -1. So what i'm doing is adding the esm in wyrebash, then I load them both up in the ck, go to each mentioned cell and I regenerate precombines for current cell. Then I generate Precombined visibility for all loaded cells then I generate visibility for all loaded cells at 0,-1 and 5,1. When testing the patch though I get major texture popping. I did go into xedit and deleted the few items that disturbed precombines in these cells, the [Placed Object] ones before trying this however, could that mess it up? I've also tried loading automatron along side them to see if that makes a difference.
  5. Are these an issue in Fo4? I can only find info on Skyrim, the few sources I found say fo4 isn't as volatile as Skyrim was with these? I wanna use Commonwealth underground and forgotten places, Morexplore, tales from the commonwealth and stumble upon interiors. The thing is there's navmesh conflicts between all of these. They're all compressed navmeshs so non of the mods would be referencing a deleted navmesh. I wouldn't even know where to start if I had to fix them. If I have too i'll learn though.
  6. So I deleted every edit to the dlcs (besides automatron) in xedit, how do would I go about removing the dependencies now?
  7. I removed the Far Harbor and nuka world alterations, but I still can't remove the dependencies.
  8. I want to apply this patch https://www.nexusmods.com/fallout4/mods/46065 to just the automatron version of bostonfps, how would I go about this? Removing the edits to nuka world and far harbor and the reliance of the masters?
  9. https://www.nexusmods.com/fallout4/mods/43974?tab=description Evlizer gave me permission to port his mod but i'm hitting some roadblocks. so far ive loaded up the mod in vortex selected the esp version, pick the version that fixes precomb, loaded the ck, go to file, go to data, make the plugin my active, then I upload the plugin to bethesda.net. Everything goes through but When I go to east city down or any place that has tales, it crashed. So I feel like im not uploading the mod properly, am I even do it the right way? Do i need to pack files into the archive? What files do I do?
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