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MadCat221

Unofficial Patch Project
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Everything posted by MadCat221

  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

    31 downloads

    ==================================== 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

    31 downloads

    ================== 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

    29 downloads

    ==================================== 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/
  15. 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.
  16. 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
  17. Time to do potential hardware correlations here too: Gameboy and Kesta, what is your video card? Mine is an Powercolor Radeon R7 370 with 4GB 256b GDDR5 RAM. I heard that even nVidia cards get it too, though, and people suspect it's a problem with the game itself.
  18. That is a possibility. Have you tried BA2 archiving everything to see if the problem disappears? I am not barebones on mods, but not hugely over-modded yet, and I am contemplating total BA2 archiving of all loose textures to see if that solves the rainbow mipmap corruption. Be sure to configure the Archive2 utility correctly to pack them as BA2 texture archives. It alternately manifests as the wrong texture's mipmap, and on mesh bits with transparency, by disappearing at non-max mipmap levels.
  19. I have a few inquiries about precombined meshes in FO4. I recently just successfully fixed a positional issue via directly altering a precomb mesh in NIFSkope, circumventing the problem of disabling precombines in that cell when doing so (here). I am now searching for some way to more reliably correlate a precomb BSTriShape to the object it represents. To find the precomb nif in the first place, you have to get the RefID and then use FO4Edit to get its formID; [REFR:00066BCA] (places BillboardWilsonAtomatoys01 [STAT:00178BC7] in GRUP Cell Temporary Children of AtomatoysFactoryExt04 [
  20. I just found a third security controller terminal without a holodrive; the sergeant's in the BADTFL office. This time, I corrected it via de-nulling that COCT subrecord to 0 in FO4Edit, going around the CK entirely. Its attached turret was responsive to alterations made with the Total Hack turret tape.
  21. It appears that those two unknown flags are ultimately irrelevant to the holodrive. I unflagged those two on the Curator terminal in the Boston Public Library while still leaving that COCT at 0 (not null) and it still accepted holotapes. The Total Hack Turret holotape still functioned on its attached turrets too; scrambling the turrets' targeting parameters causes them to shoot each other. The existing unaltered terminal in Sanctuary Hills that had COCT = non-null 0 and never had Unk 4 and 13 ticked also accepted holotapes. No turrets to test since it's just a chem dealer's log, but the game
  22. I was tasked with killing some thug murderer and a crooked chem dealer before getting to Kendra. Are you listening to the radio while inside Goodneighbor's boundaries?
  23. The COCT field is actually an item entry count. The grayed out subrecord right beneath it is "Item", and gives a form record reference and item count to a holotape when the COCT reads 1. Here's the Vault 111 rec terminal that I used as a "has loaded holodrive" reference: It too has Unknown 4 and Unknown 13 tagged in the header subrecord. I randomly clicked around, however, and found a terminal that has COCT = 0 (and not null) and it did not have Unknown header flags 4 and 13 tagged. I'll check in-game to see if it has a holodrive.
  24. I am really sure. Here's some screenshots: In the CK, it is clearly a checkbox. Leaving the dropdown blank results in an empty holodrive (as opposed to no holodrive) I analyzed other terminals to make sure that's how it's supposed to be. The screenshot reflects my alteration to that terminal to enable the Total Hack tapes to be used on the turrets and protectrons attached to it. In FO4Edit, it goes from null to 0. On computers with a drive and a holotape in it, it is a 1 and has the item ref info listed below it. Additionally, Unknown 4 and Unknown 1
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