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Unofficial Patch Project
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About MadCat221

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    The ChatBreaker

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  1. 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 exclusive since Skyrim's NIF format, which is perplexing because it's a step backwards from FO3/NV's. I had to separate out the glowing bits and also make a third set of glassy reflective parts. Additionally, I tried to make the ports emit a light cone with a gobo to simulate the three port holes, but it seems that gobos don't work on light addon nodes attached to weapon meshes. Shame... =============== 3. INSTALLATION =============== This is an module-less mod, solely comprised of loose asset files. Install into your Data folder. ================== 4. ADDITIONAL INFO ================== For those who may be wondering where the unusually short "sniper" barrel on the screenshot plasma gun is from, it is another of my mods: Plasma Carbine Barrel (https://www.nexusmods.com/fallout4/mods/22679). Essentially, it is the missing step betwen the short "barrel" and "sniper" barrel for semi-auto fire, for those who want a better mid-range plasma gun. ================== 5. VERSION HISTORY ================== v 1.0: * First release.
  2. 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 core to power up a frame. You end up seeing the back side of the chest frame when you do. No socket prongs that plug into the fusion core, not even just a dark cavity. Straight through. This mod corrects that with a simple darkened cavity and a proper cap at the back of the socket. ========== 2. DETAILS ========== As stated, the fusion core socket is filled in with a cover on the back end so you don't see straight through. Vertex coloration ensures that it looks like a darkened nook that light can't easily get into. =============== 3. INSTALLATION =============== This is an ESP-less replacer, so just plop straight into your Data folder. I only foresee one overwrite; concerning power armor frame material bugs. This is based off the fix for that used in UFO4P, and won't interfere. ================== 4. VERSION HISTORY ================== v 1.0: * First release.
  3. 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.
  4. Common sense is like deodorant: Those who need to use it the most refuse to use it at all.

  5. Dunno what to tell you, man. That's a telltale neck seam normal map mismatch.
  6. No, I know what I'm looking at because I've seen it before.
  7. 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.
  8. 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.
  9. Goodbye fair AFKMods Chat... I am sorry I broke you that one time.
  10. 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 sure something's not baked in from adding. I also shot it a bit, 24 shots. 601/625 = 0.9616, and 96% charge remaining was what the removed core reported when back in my inventory. I think it's working fine, barring my finding something out in the picking-apart. EDIT: After reading the description on that mod some more, I went back and found an ancient save before I ever got the Repair bobblehead. I added all three perks in, and there was no problem with it going all the way to 999 on the counter without the Repair bobblehead perk present.
  11. 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/14689?
  12. So seven times out of eight having no rares, and then suddenly one time out of eight having a whole slew of rares is correct? I'm not really believing that's intended. That's unlike any vendor inventory behavior I've seen in previous BGS games.
  13. There are actually two points to enter a Chance None, and I think their behavior differs (much like conditions on MGEF and SPEL forms). I think that Chance None on the form itself is rolled for every count in a superior list's entry to it, while Chance None in the superior list's entries rolls for all-or-nothing. That's how Sclero is seeing the behavior he saw that piqued his suspicion of an oversight bug. The weapons merchant list in the group was set up with the Chance None >0 value being on the sublists' forms, instead of in the superior list's entry referral to the sublists. That one seemed to be the only one set up that way. Not to be taken as empirical, but it always seemed to me that the weapons merchants seemed a bit better-stocked than most of the others.

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