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Unofficial Patch Project
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About MadCat221

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    The ChatBreaker

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  1. Just to make sure, what official version is it reporting now? You can check on the "settings" submenu on the main title screen menu. It's reported in the lower right corner.
  2. Update to the latest official version of the game, as per the instructions on every download page for the mod.That line I quoted is a telltale sign that you are on a pre-CC version of the game, as there are keywords that were added in 1.10 for CC support that had to be reflected in the Unofficial Patch.
  3. Version 1.0.0


    ==================================== DAWNGUARD ARSENAL SPECIAL EDITION ==================================== Author: MadCat221 (MadCat221@gmail.com) Version: 1 First release: APRIL 21, 2019 1. Introduction 2: Installation 3. Version History 4: Credits =============== 1. INTRODUCTION =============== The Dawnguard. Skyrim's last best hope against the Volkihar Clan menace. They have a variety of specialized tools of the trade. However, this arsenal seems... incomplete. They have a Crossbow, a War Axe, a War Hammer, and a small collection of Sun Damage s
  4. Version 1.0.0


    ================== GLOWING PLASMA GUN ================== Author: MadCat221 (MadCat221@gmail.com) Version: 1 First release: July 18, 2018 1. Introduction 2. Details 3. Installation 4. Additional Info 5. Version History =============== 1. INTRODUCTION =============== For as much green glowing wads of plasma it shoots out, the Plasma Gun itself doesn't glow much. There are a few green bits, but... no glow. This mod rectifies this glaring oversight. ========== 2. DETAILS ========== Glowmaps and enviro-cube maps appear to be mutually exclu
  5. Version 1.0.0


    ==================================== POWER ARMOR FRAME CORE SOCKET FIX ==================================== Author: MadCat221 (MadCat221@gmail.com) Version: 1 First release: April 15, 2018 1. Introduction 2. Details 3. Installation 4. Version History =============== 1. INTRODUCTION =============== When the BGS modelers made the Power Armor frame, they probably thought they were saving a bit on the polycount when they omitted filling in the back of the fusion core socket. Unfortunately, you look straight down the socket whenever you pop in a fusion cor
  6. Figured out another Unknown Int in a record flag set in FO4 for Location Data. Details in the bug report form for the mod South Of The Sea, specifically the ticket "SOTS interferes with Automatron's Eyebot Pods". Summarizing: <Unknown:14> on LCTN forms is also "partial form" flag like for QUST forms.
  7. Common sense is like deodorant: Those who need to use it the most refuse to use it at all.

  8. Dunno what to tell you, man. That's a telltale neck seam normal map mismatch.
  9. No, I know what I'm looking at because I've seen it before.
  10. That appears to be caused by a mismatch between the head normal map and the body normal map. You will need to find matching normal maps between the head and body, or modding tools to blend the right neck normals.
  11. If you wish to have an Ebony Blade that can be taken to a grindstone, you can make your own. It's a simple affair in the CK. Start by looking at Constructible Object (COBJ) forms. No matter which route is taken, one of the two stances on this issue is going to complain about it. Convincing arguments were made that it didn't belong in USLEEP/USSEP, so it was removed.
  12. Goodbye fair AFKMods Chat... I am sorry I broke you that one time.
  13. I wrote down some notes on my testing of this fix, and posted them to the ticket: https://afktrack.afkmods.com/index.php?a=issues&i=22322 I'm guessing the maker of the mod you're using didn't try reloading while equipped after adding perks or something, because I stripped out all the fusion core perks and then just re-added Nuclear Physicist 1. Like before, it stayed at 500, but reloading put it to 625 (25% of 500 as per the perk description) without putting any partially used core back in my inventory. I'll pick apart the perks in the CK and the bobblehead addition method to make su
  14. The bug fix is simple: boost the lasergat's ammo capacity to what Repair+Nuclear Physicist x3 would make it... 1100. Without them, the charge will still be 500. With partial perkage regarding fusion core power draw, it works accordingly. Reloading produces the proper partial charge left in the core. Only buggy bit is acquiring one of those perks while you have a LaserGat equipped, but even then it's not a big deal because reloading does not affect charge percentage of the removed core re-deposited in inventory. I learned of this fix from this mod: http://www.nexusmods.com/fallout4/mods/
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