Jump to content

StormWolf01

Supporter
  • Posts

    2491
  • Joined

  • Last visited

Everything posted by StormWolf01

  1. OOOOOOO!! That's cool! Thanks for sharing that, Larry! Did it help you out? Blinx, you just reminded me of how much I really dunno about texture working.... :laugh: Larry, if you want to see what the files look like for a character in Xedit, I posted one very recently here: https://forums.nexusmods.com/index.php?/topic/12356978-how-to-changealter-appearance-of-nuka-world-npcs/&do=findComment&comment=118658723 That first area that I highlighted, is where the Head Parts data is listed, and that's what it looks like. If you are curious ;)
  2. I think that at one point somebody agreed with you, bro ;) https://www.nexusmods.com/fallout4/mods/7977 I dont think it would stay permanently in my LO, but yeah... that could be some hard SnG :D :laugh: Aye. Mama Murphy is the only one of them that I don't Dislike. Tho... I really... really... seriously... wish... they'd stuck to the concept art. In her case. She be damned hard on the eyes :yucky:
  3. Hmmm. Wow, that's really interesting, and good info to have. Thanks so much for posting that, LarannKiar! :yes: :smile: Here's a screenshot that I took of Mag's file, from Xedit. I DO apologize if it takes a while to load, scrolling images usually do :sad: The information that I highlighted in orange is everything that has to do with her face/body. Now, interestingly.... I thought perhaps that she was going to have a really high FMIN setting, which was why the morphs might not be sticking. However, she doesn't have one. (Blue Green highlight, very bottom of the pic.) So that shot that idea down! mkultra. This is basically all the face information for Mags. This, essentially, is what you would need to edit, to change her looks. I don't do the CK (I can't figure it out!) so I don't know if they have an on-screen editor like some other games I've played do. IE: A window that you can visually see what changes you are making to the faces.
  4. Heyas Warden :) Yeah, tbh... it would be a lot simpler to convert them to esp lite files. Which are .esp files with the .esl flag on them. There's tutes on how to do that, if you need to look up the process. There is a limit on the .esl files themselves. Not that they won't run, but over-stepping the limit means deep tihs for save games. The limit for a .esl file is 2048 records. The documentation is that if you exceed THAT, you get formID bleed over. And can potentially corrupt a save. Here's a quickie on the subject. https://www.nexusmods.com/skyrimspecialedition/mods/21618 Take note of what Obscene wrote about straight up .esl files not adhering to LO. That's why I recommend lite .esp files instead. ;) UUUUUGH.... Time Trials :( I feel you on that one bro. Seriously! So yeah, going the conversion route would most definitely take considerably less time, and a lot less effort that you need, for doing that texturing work. And yeah... Photoshop is damned bloody expensive. :mad: And by switching over to that whole monthly subscription, they really get ya by the got ya! :mad: :mad: :mad: Here's advice on that. If you want to invest in it, and don't want to go the monthly route. Check on ebay, amazon, whatever site you use/prefer for Photoshop CS 6 or even 5. Those older versions are simply pay once. And sometimes you can see a good deal on a used copy... as long as it has an authentic key. Definitely check the seller's feedback before investing! No hurry, it's not urgent, and you've clearly got a deadline ;) Whenever you can get to it mate :)
  5. When you're testing on a new character, this may make it easier for you. Holotaped Fast travel. https://www.nexusmods.com/fallout4/mods/22172 Save you some time and effort for not having to go from one side of the map to the other. :wink: Just make sure that your character is developed enough to be able to fight all that stuff off and survive. If that queen shows up, she's a real she-dog to try to fight if you're not ready for her!! Or Have the killall console command at the ready :wink:
  6. I agree. It's baked in. I would say the likelihood of mod removal fixing the problem to be very very slim. :sad: I just checked thru SKK's mods. I THOUGHT he had a mod that would safely move the workshop, but I was mistaken. :sad: Or I overlooked it :sad: There ARE mods that allow you to move a workshop, but some of them are not safe to use. And I never tried any of them, so I don't know which ones are which. It's either a mod that makes changes to the Castle itself, or a mod that made a duplicate of the castle's workshop, and placed it somewhere else (whereever the mod is located). In a lot of cases, modders will (incorrectly) (not that I'm placing blame... workshops are Extremely difficult and tedious!) make a duplicate of an existing workbench, and then add that into their new settlement location. I have a strong feeling, that if you don't have any castle mods, this is probly what happened. [Edit] There is also a possibility that a mod affecting the minute men quest lines may also be the culprit. As that particular shop is directly connected to several quests [/Edit] My advice is to look for those as suspects. Then disable them, and test it on a fresh character. A new, clean save, is the only way for sure to know if it's fixed or not.
  7. Yes, if you want to lose a bit of your sanity, while playing it! :laugh: It really is a good mod tho. DDP is one heck of a modder or group of modders. Ebai. I don't say this to be mean. It's honest, heart given advice to try to help you out with your request. This is extremely vague. When somebody says "I saw this in a video" you need to at least link to the video. Usually if it is not something that is commonly known to a lot of players, people may not know what you're referring to. And when it involves researching youtube videos, it is just too much legwork. So again... in genuine interest to help you out, please provide reference material to what you're talking about. It's possible that it may already be a mod, and somebody will recognize it. ;)
  8. I'm pretty sure that the range for the lockon is perception and perks, with a base figure. Not sure how it's calculated up tho. :wacko: No, what you really, really want, is to add it to a 8x+ scope :wink: But. That's easier said than done. At least... for me. :sad: :sad: [Edit] Heh. Ok. Maybe that IS easier done. I forgot about ECO...!!! With ECO, you can manually set the magnification of the sites! sights, even! So even with the targeting computer, you could set it to say, 8, 12, or I think even 20 zoom, and see if that would work. https://www.nexusmods.com/fallout4/mods/55503 [/Edit] That would be really funny! Especially if the missile launched them, before detonation! THAT would be hillarious!!! :laugh: :laugh: [Edit2] Heh. Is that a missile in your pocket, or are you just glad to see me? :laugh: [/Edit] While I would love a FnF Fatman.... I don't really think it's possible. Like grenades, it has an arc. Just not one that we can see. Arc weapons will NOT fire in a straight line, or one that can be altered. There are alternate animations for grenades, but even they suffer from the heavy gravity and low range effect settings on the weapon. Maybe if it was an an all out project? New animations, different weapon/ammo class? Eh. I'm missing something with that pickpocket. Either I can't find... or I dunno... the right setting that affects the range of the pickpocket. I may (if I remember, now that the workweek is starting back up) even have to see if there's something in Stealth perk for it. But demmit...! I WANTS it!!! ERM. Ok, mental note. Check all levels of the pickpocket perk too.
  9. I dunno why I think this is SO funny! The condition for pickpocketting a grenade is called "Set Can Explode Pants" !! :laugh:
  10. Yes, yes, Yes! Let's go anti-aircraft with the missile launcher! HAH! Never ending! THAT would be so much tons of fun! I'm surprised I've never thought of it! :D :laugh: Hm. Target locking. Hm. I wonder... how hard would that be to make for other weapons? Hm. Target locking on a laser gattling, with a barrel system that would narrow their cone of fire down significantly, and lock on to a vertibird..... HMMMM.... And they say that lasers can't curve... PSH! :laugh: OBTW missles out of a minigun don't work well. :pinch: They collide mid-air and chain react. No bueno! :wallbash: I used to have a mod that let you make MIRV missiles. THAT was tons of fun, especially clearing out those super mutants outside the water plant, if you can sneak up on them without going into caution :D :D Pop all 4 barrels and just watch the firestorm :D Oh lord! I just thought about looking up the Pick Pocket skill and super extending the range on it, so that you could drop a grenade in the gunner's pocket from range. That would be funny as hell to see. But gah!
  11. Singularity, that is great news! I am glad to hear that it's running smoothly so far! That at least tells us that it's not a problem with your actual game, or possibly some of the software on your computer :D Before you start re-activating the mods I really do want to offer this advice tho. Think ahead. Have some idea of how you want your load order (LO) to be, before you start activating. What I myself would do, is put together your list in advance and only activate from the top, downward on the list. The reason for this, and the reason I suspect your saves went bad, is because of the way that this game saves game info, relating to mods. What happens is that this game assigns number values to information provided by .esm/.esp/.esl files. Say that you have the main file, and all 6 DLC. Those are going to automatically be assigned numbers from 001 to 007. And anything after that, will progress by where they are on the list, working from top to bottom. Why this matters. Say that 012 in my list is a gun mod. Every gun made by that mod, and every attachment for that gun, is going to start with 012 in my save file info. If I put a couple of other gun mods in my LO, ahead of that gun, now that gun's info no longer starts with 012, it's now 014. Which doesn't match what is in my save info. So when the game loads up, and it scans my chosen save file, it's going to have a bug. One that is going to get written into my next save. So what I'm saying is for prevention. To try to help you keep this from happening again. Have a plan when it comes to your load order. Don't install new mods on a current playthrough. Test them out on test characters first. Ones that you can delete if it causes problems. Try to install new mods at the lower end of your LO when possible. Not always possible tho. :( And don't install a lot of new mods that use .esm/.esp/.esl all at once. Good luck! I hope to hear good news about how it goes!
  12. Hiya Larry. Ok, so I really don't know much about actually doing texturing work. I know a little bit of the basics about what they are, and whatnot. So I'm afraid that I can't help very much on that front. Other than to ask for some of the more knowledgeable people, if the diffuse, normals, and speculars also have to be re-res'd? And whether that might be why your results are showing up as green? As for the hi-res DLC. It's garbage. Feel free to get rid of it, post-haste. It is totally NOT optimized properly, and as you said... takes up a lot of space that isn't needed. Especially for something that hurts performance. There are definitely much better done hi-res packs available from competent authors here on Nexus. I mean... there's a reason why it's the only DLC that Bethesda gives away. I will also agree, you are working with a lot of different textures. I wish that I could give you some advice on that. But again, I know just enough to get myself into trouble. :laugh: I do want to add tho, that while YES, a lot of the reasons for the brown face bug ARE texture related... that this game can also cause the problem with some of it's lighting effects. From my own experience I get it sometimes when underground, with lighting effects mixed with fog effects. To the point that fast traveling doesn't fix it, and I'm forced to move to a previous save. Which if it's a save where the bug had already gone into effect, it is still there, on the reload! The brown face is even apparent in the save preview thumbnail.
  13. Ram, I understand. It's time consuming, and time isn't always something that we have in abundance :( OoooOOooo! Now I'm sorry that I asked about the Gyro. That sounds freaking fantastic! :woot: Sadly, my Wolverine Ultimate doesn't have a tilt sensor! :( I may look into the features of the Steam Controller, and do some reading of reviews. That really sounds like an awesome feature to have. So it does leave me wondering tho. Is the gyro aiming controllable as far as the acceleration? That's one of the biggest problems with playing this game with a controller. Is the stick acceleration for aiming. Really hope that things go well when you get a chance to test!
  14. I was busy with other tasks and mods, but finally downleaded Transfer S. and Clipobard R. Give me few days to check them and I'll be glad to bring u my feedback That definitely happens! I know how it goes! No worries, and no hurries ;)
  15. Heyas Warden :smile: I really love some of the designs and creations that the VTAW project have come up with. They are some really awesome mods. However, yeah. The fact that there's so many of those plugins, isn't exactly load friendly :sad: Ok so the only way that I know of (NOT saying that there isn't a better way, but that this is the way that I know) of trying to merge without a master, is to replicate all the required files in the .esp files... manually. :rolleyes: :yucky: In essence, pick one of the mod files, and use it. Load it up, along with all of the others in Xedit. (Make your backups before starting this long, tedious process. Especially because it IS a long, tedious process so there's a lot of room for error!) After loading them up, and choosing which one you want to use, you will need to go into the Left Side panel, and start creating new file entries. You can name them exactly the same as those from the other .esp files. Once you have one of those created, you can then use the CTRL + Click method to open that file, and the matching file from the other side, and use the Compare function from the Right Click menu. Over in the Right side panel, you then drag and drop all the information in the original mod, into your new blank slate. No real editing needed, just all drag and drop. Tho double check to just to make sure that everything copied over. Rinse and repeat. Alllllll the way down the list. I honestly recommend doing this, only two mods at a time. To avoid confusion in your editing, to simplify the work flow, and to test things out, when you get the first one copied over into the original merger mod. I do not however, know how this affects ba2 based files. I've heard there can be some problems. You may end up having to unpack them and use loose files. But again... I dunno for sure. :sad: PS: Oh, by the way.... :wink: Still waiting to hear back from you about those invisible lasers and laser "Beam" autofire :wink:
  16. No problem at all Singularity! I've had this problem too, and I know what a pain in the tail that it is! Hopefully we can get you up and running again, without problems! (Errr... wait, this IS a Bethesda game we're talking about....!) Ok, joking aside, yeah. Let's see what we can do to get your game stabilized! :)
  17. HY - Your ending comment about the MM. I was thinking about that. And I was thinking "Yeah, the only manpower they really have, is the player. And what comes out of the settlements. Then I was thinking. Hmmmm. Mod idea. Minutemen come to assist MM settlements when they come under attack. Cool! Yeah... way above my ability! :laugh: RR Tech. The Railway Rifle. (I can't say that once fast, much less 3 times fast!) Extremely cool weapon. Particularly when the spike takes a body part with it. AND you can sometimes get some of your ammo back. Butt-ugly design. Noisy for a stealth group. No silencer option. Big and heavy. And slower than the mailman on a sunday. Love that gun. But yeah... it's as flawed as the group that makes it. I'm a lot the same way in a lot of my plays. I take the intro quest, and the quest to Arkjet, and then don't do anything else with them. Ryse/Rice/Reese/ wtf ever his name is, I can't stand him. I never take any of his radiant quests, and spend more ammo than I should, putting his essential butt on the floor. The Arkjet mission is REALLY good for XP, and for ammo for energy weapons (tho I prefer ballistic or melee) or for scrap or sale. Plus, you can cook up some Danse Flambe, if you choose to :D " I don't want to be hit by any stray bullets." Oh. Really? Heh, ok. No bullets. *Evil grin* Heh. Loooove shooting me some verti birds. MMMM hmmmm! :laugh: The first time I went to investigate the airport, after they'd arrived. Ohhhhhhhhh Boy did my rump get lit up! At least 4 armored knights with laser gattling guns! ALL I could see, was red beams. That's it. Nothing else. Just red beams. Yes indeed. I like hunting BoS. They give me a lot of goodies to sell to the traders :D TBH, IMO... NGL... (what others can I think of?) The biggest fail about the MM are Guess it... wait for it..... here it comes.... Preston Garvey.
  18. There's also the Irish. Particularly those who have a heavy Gaelic accent. I'm not even gonna try to type out what some of them are saying, cuz the accent and slang is so thick it doesn't reach to my brain to understand it! (We had a very, very popular Irish Pub in my hometown. A lot of the circuit performers made their rounds thru our town. So yeah, got to hear a lot of that.) Thats not a complaint or anything. Just another example of how the same language can sound oh so much different. HAHAHA and there's the stereotypical American. "G'on gedoudda heyah!" "Go on, get out of here!" (Think of the accent that Val Kilner used playing Doc Holiday in Tombstone). Or that really, really old "You little whipper-snapper!" Uhhhhhh...? Say what? daheck is a whipper, and how do you snap it? :laugh: There was a vid that popped up on my news feed on my phone. Didn't watch it, but it was about an Australian lady who moved to the states. She was documenting all of the trouble that her accent got her into, because of how she pronounced words that got mistaken for other words.
  19. Hi Charon! Ok so I haven't looked at the mod pages, from a mobile platform. So I'm not exactly sure where the button is, on a phone. But at least on the PC... There on the banner image on a mod page. You will see a horizonal list of green buttons. The second from the left button has a paw print, and says "Track" on it. Clicking that, adds that into a list of mods that you are watching, will get updates about, etc. For the now, that's about the only tool that we have, for keeping tabs on mods that we want to get back to later. Awesome suggestion. Yes, it would be very nice to have! To get to the list, you will want to go to the root page of the mods for the game you are wanting to download from. https://www.nexusmods.com/fallout4 As an example. If for example, you download mods for Fallout 4, and also for Skyrim. I am PRETTY SURE that the mods you track, are separated, and you would need to go to the mod page for each game you're DLing mods for, to see them in that particular list. Along the very top of the page, you will see some options with what look like Arrows next to them. The one that you want to click, is listed as MODS v click on that, and you will see an option for Tracked Mods. And there you can see the list :wink:
  20. Oh WOW. o_O I just checked into that. Looking at my own, or either of you, it's a very MUCH more abbreviated list!! Did that happen with the site updates recently? Oh lord, finding threads that I was keeping tabs on thru my comments in them... is now ... gone...! Geeze! I seriously hope this hasn't gone into effect for staff members as well! That would be a massive kick in the stones as far as researching posting history on somebody!!
  21. Awesome! I'm glad to see that things got worked out for the best. :) Sorry for the late response. I took a week or so off, for personal time :laugh: Jay, thank you, very much. I appreciate that quite a bit. :) It always feels good to be appreciated. :) Again, really hope that your YT channel does well! On that note... Thanks Bizkit! You guys have always been awesome! :thumbsup:
  22. Heya Ram, no problem, let's see what we can do here. We got a lot of good info to work with now. Primarily that we have two installs. One that works. So we have a control group! :smile: :dance: Ok. So I'm still going with my first thought, that you've got a mod in there that affects the keybindings. I'm leaning more towards that, now that you say that the two installs have different load orders. So here's my first suggestion. On the laptop. Disable all mods. Try a fresh, new character. Test to see if the controls work correctly on a savegame/character that doesn't have ANY mod data saved in it. IF the controller functions correctly... then we do know that it's a mod causing the problem. If that comes up as the cause... what you will want to do is compare your modlist on both machines, to determine which mods in the LO (Load Order) may be the problem. ( I recommend taking screenshots of both mod lists, that's easier for me, at least.) Keep in mind tho that if you are using any mods that use F4SE, you are going to need to look inside the F4SE folders in your data folders, as well. The next step would be to take that same test character, load up all the mods that are the same on both lists, and test. If still successful/positive results, then take it one at a time. One at a time, activate the questionable mods, and test. Still on the test character. Now. If the problem is there on the brand new test character, it's either one of 3 things. There's a problem with your game install. There's a problem with your gamepad control files. Or there's a problem there on the machine. Such as possibly a piece of software that is interfering. Oh! One last question. Just thought of this. Do you play with any kind of overlay software? Such as the Steam overlay, or screen recording software, performance monitoring software, etc? Also. One more question. Ok, fill me in. What is a gyro function? You've piqued my interest with this term :D
  23. Hi Singularity. Ugh, this is one of those really annoying problems with the game. Sitting in front of the machine, worrying "How far will I get, before this crashes??" The first thing that you want to do, is determine whether it's your load order, a particular mod, or if your save games are bad. Several of your symptoms are making me think it's the latter :( Particularly with it freezing during a save. But you're going to need to do some testing. The first thing I'd suggest, is to remove all of your current savegames from out of the fallout 4 documents folder. Just Cut and Paste them into a new folder somewhere on your computer. Now, you're going to want to start up a few new characters. Tho you don't have to start them all up at the same time. 1) Test the game as virgin as possible. Play a new character with only the bare minimum of mods that you can't play the game without. This will test to see if it's one of the 3 problems I listed above. A) If it starts crashing with a bare minimum of mods, its one of the mods. Or a problem with your installation of the game. B) If the character runs fine without crashing, it's very possible your other saves went bad. 2) Start up another new character. Activate about 1/4 of your mods, and test for a while. 3) Start up a new char, activate your entire LO, and test for a while. 1, 2, and 3 - DO NOT add new mods to your game while you are testing. Repeat. DO. NOT. If Step 2 or 3 starts up the problems again, then we can try to slueth what mods are causing you these nasty problems.
  24. Indeed! Its like... Dude, I served in the same army as your founder did! I fought at Anchorage! (I think the male was at the battle of Anchorage?) STOP calling me "Civilian" ! And that first introduction. The dialog options are CRAP. "I intercepted your distress beacon." or "I heard your call for help." or "I heard heavy combat and came to investigate." Extended Dialog has been a thing for quite a while. I haven't played any of the previous games (yet). So while I don't really know a whole lot about the evolution of the BoS, other than their origins... I blame Li'l Artie (Elder Maxson) for the current state of the BoS. At least, the ones under his command. Excluding the other faction(s), I mean. He's just the tail end of a mule, to try to stay within the anti-swearing rules. Hence why I really enjoy the mods that allow us to take him down. But in my mind, he's a lot of the reason for the rampant human superiority complex in his faction. And yes, there IS the argument of deliberately recruiting those who share a mentality that it the most workable towards your goal. I also don't like those sidequests of subjugating the settlements. As for you being a part of humanity... that's debatable. The player character I mean! :thumbsup: (Just throwing a joke in there!) I mean, I don't wanna start up the whole debate as to whether the PC is a human, or a synth. But, just for myself, I kinda enjoy doing a "rogue synth courser" type playthrough. But yeah. I destroy the institute, pretty much every time that I play through til towards the end. And I've outright committed homicide on Shaun many, many, mannnnnnny times. Preferably with melee. (Damn I need that mod that allows us to manually kick in the melee special kill attacks!) HEH. It's too bad we can't port over some of the Doom special kills. Some of those are absolutely BRUTAL. The Minutemen... Ok. I get it. It's historical Boston. They were part of the legend and lore and history of the place. But the outfit is just TACKY. Their ideals and goals are good. But yeah. They got too much internal politics, didn't put a damper on it, and they wiped themselves out. I DO kinda like the thought that you are building up an army, towards taking on the BoS or taking on the Institute. It's OMG... I'ma actually say it... it's a more immersive way of thinking about it. If the RR had similar, I think it would definitely help out with them as a faction. Tho, TBH, when the PC joins them, they're BOTH dying breeds. The MM are just a few steps closer to extinction. Another thing that I don't like about Des. She mourns the loss of her fellow activists. But will throw every single one of them away, towards the end result. She's really Not a competent leader.
  25. BA2 is the Fallout 4 archives. I dunno the mod, since I didn't put much time into settlements, back when I played the game. There's a possibility of loose files, but again, I dunno. Talon. Essentially what is happening is that the clothes aren't made for the bodies that are being used. Wearable items REPLACE the parts of the body that they are assigned as slot numbers. So say that you have an arm guard. That replaces the arm, not just worn over it. If the mesh doesn't match the body, it's not going to show up. That's why you're getting the "Floating head syndrome". (Yes. That IS the name given to this happening....) Try downloading the mod file again, MANUALLY unpack the files. MANUALLY place them in the directories that they need to go into, in your Fallout 4/Data directories.
×
×
  • Create New...
OSZAR »