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Showing results for tags 'clean'.
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I noticed Dani is ALWAYS grimy and dirty. In FC5 and FCND there is a mod that cleans up the MC and other characters and I was wondering if somebody could do that for FC6? It would be great to play this game again that way.
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- dani rojas
- mod
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I personally hate most of the scopes in the game, because of these issues: Poor contrast between background and reticle/crosshairs. Baby blue crosshair on baby blue background sucks, even under the best lighting circumstances...Too small and indistinct reticle/crosshairs. Some of the reticles are so tiny/ thin that they disappear in the noise.Extremely poor visibility through tinted background "glass". One is literally like a welding glass...Too much "noise" with loads of unnecessary lines and other graphics purely there for the "cool factor". Specially hate anything moving. Why the f*#@ is there a compass on the Achilles!!!Would it be possible to fix these with a mod? Maybe a simple re-texturing job could fix most of the above? Dunno the complexities of this, but would greatly appreciate ANY improvements on the above!
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Hey there, I would like to have a retexture of the Faneuil hall clock. I know it sounds weird, but I use the same clock as deco - the problem is: the "paintwork" (and only the paintwork) doesn't fit to the wall behind it. :) I'd love to have the paintwork not only "repaired" (without wholes) and clean but also in a dark brown colouring like the wall you can see on the image. Actually, I don't have much hope, but maybe there's a hero or a heroine out there who could help me out... :/ Many greetings, Lucy Edit: In case that the image doesn't appear:
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Hello, I downloaded a mod called War Of The Commonwealth which i eventually realised was quite buggy and uninstalled it. Unfortunately, one of the issues seems to have persisted in that the synths in the game are non hostile towards me which ruins the game. FYI i haven't joined the institute or even got far enough in this playthrough to align myself with them. This is also a problem that others using this mod have had. I'm not sure how to go about fixing this issue and the only thing i can think of is some sort of script cleaning to get rid of whatever WOTC left in my game. The alternative is to start a new game. Can anybody suggest anything that might help? Thanks
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I'm confused because I see a pinned post/guide warning NOT to clean: https://forums.nexusmods.com/index.php?/topic/2235394-beginners-guide-to-modding/ And another guide suggesting to clean: https://forums.nexusmods.com/index.php?/topic/2667094-guide-manual-cleaning-skyrim-master-files/ As of Feb 2017 with latest Skyrim from Steam, what is the recommendation? Thanks, -vwmc
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Their used to be a pre-war texture for codsworth but that had been hidden and abandoned.. I really like the clean, shiny version of codsworth, and would like the prewar version or a Much better texture to 4k or 8k maybe where you can see your reflection
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Nothing to Lose Play through (Need mod suggestions)
drosage posted a topic in Fallout 4's Discussion
"A man with no family, no hope, and nothing to lose...... is the most dangerous kind of man there is" So it's been a while since I've played or modded Fallout 4, but I recently saw a video by shikakimushrooms (Link to video and channel in the Dob ble do down below) and it inspired me to re mod fallout 4 and do a minute men based play through. The gritty story of a man who has no reason to live but lives to find a reason. I'm looking for mods that will make the game feel more like a metro title. A better break down is..... Looking for improvements to the Minute menLooking for improvements to combatLooking for Improvements to the Weapons/ weapons( or weapon packs) to add inLooking for more armor/cosmetic choices for male charactersLooking for improvements on the survival modeLooking for improvements to the CompanionsLooking for other Quests/Quest packs, items, companions, yada yada, to shake up the game a bit this time aroundAnd any other type of mod that helps make give this a gritty realistic atmosphereI've cleaned out all the mods I have and verified the game runs as intended because I didn't know if new better versions of the basic necessary mods so if you have anything you consider necessary go ahead and mention it to. I have all the DLC and know a decent bit about modding I've never really tried to do a specific theme with my mods so I thought I'd seek some help Fallout 4- A fathers Plight (Inspiration video) shikakimushrooms (Video Creator) https://www.youtube.com/user/shikakimushrooms/feed -
Markarth's Understone Keep could do with a good clean up, remove the rubble and such, Make it a bit more grand and more to Jarl-ish Levels lol. I am sure this has been requested before and I do believe that there is one or two mods out for the original game that does this very thing. So it may just require a port? As always thanks for looking into this and thank you ahead of time for putting time and effort into the mods you make! Cheers! Dan.
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- markarth
- understone
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Detailed Explanation: The reasoning behind my request is quite simple; There are existing mods on nexus that make Institute equipment look cleaner and more appealing, which includes: AL333's Institute Weapon Retexture: https://www.nexusmods.com/fallout4/mods/10906 AlmostBoring's X-01 Institute Retexture: https://www.nexusmods.com/fallout4/mods/7529 woundwart's True White X-01 Retexture: https://www.nexusmods.com/fallout4/mods/5050 The general idea is to make a paint job for Hellfire/X-03 in a similar appearance so they mesh well with those mods.
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- institute
- power armor
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This may not be about mods so much but has anyone got any tips on improving base aesthetics and mods that improve base aesthetics? Any maybe some that make life easier.
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So here is the deal. I do not know a lot about adding mods other than clicking them and going through installation guides. I've successfully installed FNIS and script dragon and i know generally what mods need what other mods to work and i have slightly knowledge of load orders and what not. But it seems every time I add a new mod, some other mod always starts having issues. Like boobs sink into chest when i crouch or ass goes flat with a certain other mod armor set on. I wind up sorting them all out and coming to a bug free game (or what i think is bug free) and I carry on. But i recently installed an animation mod and ran generateFNIS and started the game whatever and it wouldn't leave the first loading screen. I opened task manager and it said it was not responding so i waited probably 10 minutes and then just ended the task. I deactivated that animation mod and generatedFNIS again and it was doing the same thing. Now I cant play at all. I got LOOT as a desperate attempt find out what the problem was found out that it doesnt really do anything to solve any of the problems. It told me that "unofficial skyrim patch.esp" is not active and therefore the dragonborn patch wont work but this just doesnt make sense to me. It suggested i get tes5edit so i did and started to watch one of the videos on the tes5edit mod page about cleaning mods and it didnt make any sense to me because he was using mod organizer not NMM. I gave up on that. Its saying theres many problems with just a small few mods i have but gives no help at solving them. TL:DR I think i need to "clean" my mods with tes5edit but i dont know how and none of the videos i have found are useful to me. Heres a picture of NMM with all my mods. Below that is all themods that LOOT has a problem with I am quite the photophile btw.
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That is all. I'd love to see a cleaner white shirt and much much less dirty kevlar vest. To the point where it doesn't match a Ranger Grey Hat.
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- joshua graham
- honest hearts
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The parts I need are, Clean Galley Stairs, the ones that connect directly to the scaffolding in a galley. I also need a Clean Hallway peice with a door on one side but half the size of a normal tile, like the peice that connects to a hall on both sides but has a doorway in the middle... but without the hall on the one side of the doorway. I need it for a tight space between a hall and my Overseer's Office and a full sized tile is just too big to fit without overlapping and clipping. There are many wonderful Clean Tilesets on the Nexus, and I have most of them, but these parts arent in any, that i know of. I had all of these parts before but I'm pretty sure i got them from another player made vault, not a tileset. Also I would like some clean parts for an elevator and elevator doors, if they exist already. I dont remember if i had any clean elevator stuff or not. If anyone knows where i can find these Clean Vault Peices I would greatly appriciate a point in the right direction I need these peices because I started making a huge Clean Vault for a Mod back in 2011 and had all the parts I needed from other mods and Tilesets. Then my harddrive failed... ;( I got another crappy harddrive from a friend and started working on it again from a backup i had on a flashdrive, but my backup files were still in early stages so it set me back a great deal. Regardless I persevered... I almost had my vault finished for the second time... then that hardrive failed too... after that i gave up and moved on to skyrim. But now, with Fallout 4 coming out in a few months , I would really like to complete this mod that I started nearly 4 years ago. I will probably never work on it again after FO4 comes out, so it's a bit time sensitive, and I'd really like to think that this project wasnt a total waste of time for me. At this point I doubt I'll have time to make an in depth story and gameplay like i had planned, but if nothing else I would still like to finish the vault so i can upload it. Again, If anyone knows where i can find these Clean Vault Peices I'd be very greatful. Not only would I greatly appriciate it, but I'd also give credit to those people if/when i upload my mod.
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I was browsing some of the armor retextures, and I saw some very smooth looking Clean retexturs to power armors and regular armors in the game, and then it just came to my mind. Why just clean or dirty? Why not both? Why not make a "cleaning station" that we could place in our settlements, or just make it an option in the armor workshop and power armor frame to clean the armor pieces, and then let them get dirty again over time? Its a small realistic quality of life project for people that like a clean appearance, and yet dont want to break the immersion of the game. "Caught in a radiation storm? you gonna get dirty son!" "Cleaned your armor for a while? well, look at that smooth shine." Sadly though... I'm lacking the knowledge to do it my self, so i'm passing on the idea to you, you talented bunch of people. :)
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In a world with as much magic (and presence of Daedric princes), you'd think deaths would be a little more spectacular? Plus, some bodies never seem to just go away. My idea for a mod is a little odd, and would have to apply to only new-deaths/player-kills, and not simply "the dead" (or a lot of "quest corpses" would go missing). My proposal is for the dead so slowly (with a possible exponential increase) float up towards the sky, and/or fading out (and then disable). This could be delayed by either time, player distance from the body, or triggered after looting. It's just an idea of how to clean up bodies... ...sort of like this Saints Row cheat: https://youtu.be/EMVHSP33qm0?t=30s The floating component would obviously be disabled for indoor cells, and perhaps there could be some "obstruction detection" in the body's "flight path" so that if the body is outdoors, it won't get stuck in a tower or building, and instead just "fade away" on the floor.
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I would love a mod that removes corpses after a configurable amount of time. 1. MCM 2. Will not affect corpses carrying quest items. 3. Will not affect developer placed corpses. 4. Could use the same corpse cleaning method as the civil war sieges. 5. Try to keep the script light. Thanks for reading. :dance:
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I was hoping that someone could please make a mod that puts clean glass in the Prydwen where Maxon hangs out, and outside the Prydwen in the control center towards the rear. It baffles me that this high tech airship would have windows that are so filthy that it would be almost impossible for anyone to be able to successfully navigate anywhere without crashing lol. Please help, I would totally do this myself and share it if I knew how to. Thanks. What do you guys think about this idea? I cant be the only one who wants to see this happen...
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Greetings, I have been playing Fallouts since #1. I have been playing Bethesda games since Arena. The mods and modding community have been awesome since Morrowind (and probably before that but that was the first game I used mods to enhance). There are a lot of Fallout 4 Mods that seek to improve scrapping and salvaging around settlements and even out into the wider world. I like to keep a tidy settlement so have been playing with most of them, one at a time and more often a bunch at a time. They all have their bonuses and drawbacks. I was wondering if anyone would be interested in combining them or making one overarching mod with selectable variables. Some are great but miss a lot of things, some scrap whatever but have little variety or sense in the components you get. Also a place where you can put objects to scrap out all components in a single operation in excellent. There is one out there that does just junk, if it could be expanded to more easily junk weapons and armors that would be wonderful. That would save on scrapping one weapon or piece of armor at a time which can be tedious at the armor and weapon benches. I also like being able to do a little salvage out side settlements, objects laying around often look like they would have useful components but you can't interact with them in any way. Maybe not scrapping them so they disappear but acting like a one time chest with base components inside or something. Who has ever needed a little metal and seen a car frame just outside the settlement build area, and cursed its rusty unobtainable metal? All of these things have been done in one form or another already, and I really appreciate and respect those modders who have done them. It is just difficult for me a player (and enjoyer) of those excellent works to get them to work together. So what I am asking is this. Could some ambitious and social modder out there contact all those modders and bring their works together into one seamless whole. (A feat beyond my capabilities or time constraints) The mods I speak of are know best are Spring Cleaning, Scrap Dead Things, Scrap Scrap, Scrappable Commonwealth, Scrap everything, Mo Betta Scrap, Immersive Scrapping, Scrap grinder, Vehicle Salvage, and simply Scrap. Thanks, Zoothulu
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I have a question relating to beginning to create modes for Skyrim. I want to keep my heavily modded game, involving both steam workshop and NMM mods, but also would like a clean install of Skyrim to create my own mods with. Is this possible? I am assuming that a clean install of Skyrim is ideal for creating mods, as there is no possibility of clashes and such while creating mods, but is this necessarily correct? Or is creating mods using an already heavily modded game okay? Specifically, I am looking to create a new Follower (or a few) as well as quests surrounding them. Thank you for any information and answers you can provide.
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Hello, i have a idea for a mod for weapons and armor crafting mods. (sorry if my spelling is not the best) 1st Clean your weapon/armor mod, pretty much removes the rust and cleans the weapon Requires:cloth and oil and acid this should add +3 Damage 2nd Weapon armor Skin mod , adds x number of skins each one having different perks/passive effects Weapon:Black skin %5 harder to detect in sneak. Armor:1% harder to detect in sneak on each armor Weapon:Green Skin +2 Damage 2% harder to detect in sneak Armor:+1 armor for armor Weapon:Tan skin +3 damage 1% harder to detect in sneak Armor:+1 Armor for armor and many more, these are just examples can use any passive/perk that would suit it 3rd weapon Flash light mod adds attachment where the bayonet is to a flashlight Requires steel and glass screws and acid + adds 0.3 weight 4th grip mods for some guns such as the combat rifle/shotgun not stock mods Reduce recoil Requires leather and cloth and screws Goggles mods add Night vision lenses Requires Radioactive and Glass and adhesive Bandanna mods AP mod Rad resist mod Leather mod +1 armor
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- weapon extra crafting mods
- weapon
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Hi! :smile: On the subject of "deciding and choosing what we want so see in the workshop menus and what not" and based on DDProduction83's idea (give that man some kudos!) with the special grenade in his latest Build A Castle mod, I decided to come up with a small concept for workshop mods in general and especially for bigger ones (in terms of amount of objects added) like Homemaker, Snap'n Build, OCDecorator or Alternate Settlements or even Settlement Keywords. I will point the authors of my favorite settlement mods to this thread to hopefully convince them of the concept in general and of implementing such a solution (or any other with the same goals and benefits) in their mods. But this is also meant to address any modder, that might be able and interested to do this as a separate mod for vanilla game or as an addon for existing mods. Unfortunately I don't have any experience in making a mod myself, so I can't tell you, how DD made it in detail and making it myself would probably either need a whole lot of time to get into it or lead to a flawed result (or both). Apart from that, I think it would be a great improvement for almost every mod, that adds items to the settlement workshop, to allow their users to customize their workshop menu. It might even be interesting for armor/weapon-crafting mods as well, since these probably have similar issues from a users' point of view, especially when using a lot of them. So for the concept itself: Showing/hiding objects, groups of objects with similar themes, whole object sets and/or whole workshop menus via having special items in inventory or not. Two general approaches are possible (a combination of both is also possible, but could lead to confusion): "Set enabling items": Apart from a basic set of "must have" objects from the according mod, everything that is to be considered part of a set or a certain theme would not show up in the workshop menus by default, just if you pick up the according enabler-item. "Set disabling items": All objects from the according mod show up in the menus by default. Picking up the according disabler-item hides a set/theme/category from the workshop menus. General: The enabling/disabling items would preferrably be craftable at a vanilla workbench and would generally have no weight and no cost.Their craftability could be restricted to certain circumstances like having sided with a certain faction or having done a certain quest (like for example the Institute Set in Homemaker) or by requiring special ingredients.It should however always be possible to get a new copy of the item, in case you lose it.The enabling/disabling item should be categorized as one, that doesn't clutter your often-used inventory tabs. I'd suggest "mods", not only because it fits so well, but also because normally you almost never use that tab, apart from moving mods to/from the inventory. In crafting menus it shouldn't show up as a mod/ingredient, due to not being part of a crafting recipe.Benefits: No need for a mod author to split a mod into modules or to provide several disabler.esp's to allow users to choose individuallyNo need for users to quit the game and reconfigure or reinstall a mod just to change which items they can currently use/seeLess cluttered workshop menus overallNo need for users to keep certain items cluttering their menus, even though not wanting to use them anymore to build new stuff, just to make sure they don't lose items they already builtCan even be used to hide all objects of a certain mod from the menus, without having to disable/remove the mod, thus being able to keep objects you already built with itWorks with or without using SK (though it probably would need two different versions of the .esp that includes the special items. Still it would be only one additional esp in each users' load order that allows everything, that otherwise would need several different modules or disablers)When using the second approach, users are not forced to use it at all, if they prefer to have everything in their menus at the same time, but even with the first approach, it shouldn't be too big of a hassle for these usersIt would also be possible to make a mod like this for vanilla menus in general or an addon for Settlement Keywords, allowing to individually show/hide some of the menus no matter which mod added items there. It wouldn't even have to be the original authors themselves who make this, since it's an addon which would rely on the main mod, although of course it would be a lot nicer when being made/included by the authors themselves, since that means, it will already be included in updates to the mod. Please let me know, what you think of it and if you have additional ideas, feel free to post them as well. As a side note: this concept does not make any difference in terms of the category keyword cap. If a mod adds custom category keywords to the game, hiding their items from the menus in this way would not reduce their custom category keyword count in any way. This thread is not intended for any discussion about the category cap in general or the pros and cons of using Settlement Keywords. The concept itself as well as the goals and benefits of it apply to any mod, that adds to the workshop menu, no matter if it only uses vanilla categories or incorporates Settlement Keywords or even if it adds its own custom categories. Please refrain from arguing on that!
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I have an Question ,as i am now trough Fallout 4 about 62% ,close to the End ,i got almost all Settlements set and build ,but ,is there any MOD were all the nasty Trash can be removed total ,like Garbage and Trees they lay direct on the green Border ,when you press V ,means Workshop Mode? It would be so much better to build ,if there arent all those disturbing Trash and Garbage ,Trees ,Cars they are half on the green Border or Tires lay half on your Settlement but arent removeable. Totally clean Settlements would be very awesome ,so it looks like before the War. Also would be very cool Sanctuary total repaired ,means the Houses not in such demolished Look ,like Roofs are total destroyed with gaps and holes ,i would be happy about a Mod ,that offers in Sanctuary Houses like on Begin of Fallout 4 ,clean and new. Thx much Guys your the Best Go on like that with Mods :smile:
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Okay so admittedly when I started fallout 4 and realized the modding capabilities, the first thing I was hyped for was trying to rewind time on the commonwealth to before the bombs dropped, making animals look healthy again, removing rust and damage from models, giving stuff a new paint job, ect. However, when I went hunting around for reskins, everything was pretty much scattered. There's already someone doing a creature texture overhaul, so I'll leave that alone, and there's already great mods for the vegetation, but all the props architecture armor and clothes (and other stuff on that line) I really wanted to have a clean pre-war style bundle for them. The setbacks I'm experiencing: the game doesn't come with the vanilla folders pre-packaged in its files, so it makes it hard to keep track of all the textures and near impossible to just try to clean the textures up because of this. Also, I'm working with an old laptop that doesn't have the strength to run fo4 anymore and won't run creation kit, until I have the money I need to get a far better pc so I can trust to do stuff like decoding for more advanced mods, I have to keep this one alive for as long as I can as it's also my work pc. If someone has the full vanilla texture files and would be willing to share them with me, that would be a massive help towards this project, and if anyone else is willing to help revive the commonwealth by assisting in reskins and testing them, that would be another big help. If anyone has any clean/pre-war versions of the vanilla skins also and are willing to donate them to this project, that would also be appreciated and credit will be given for the mod. I will give credit to everyone who helped in this project and where. Thank you for reading, any help/support is welcomed.
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So I suspect that going free cam, while riding in a moving carriage, caused my water to permanently disappear. No matter what I tried, be it water replacement mods, going back to vanilla water, whatever, just didn't work. The only patch of water was in the dev test room, and there everything else was just messed up to the max. So I decided I should do a clean re-install of skyrim. Wen't into steam, deleted all local game content, etc... After it was done downloading, I tried to start it, and it did, and the water was even back. But, now comes the weird part... A few of my mods were still active. So I went into the folder. And saw that ALL my mod files were still there. Even though the majority were inactive in the game. So after spending all night, morning, and the afternoon; manually deleting the mod files, and re-installing the mods, carefully reading each install instructions to make sure I didn't mess anything up. I try to open skyrim via skse, and the first sign of trouble appeared... Skse kept opening the launcher instead of going directly into the game. At least most of the time. The few times it would work, or if I pressed play in the launcher, The game immediately shuts down and closes the moment it finishes the bethesda logo intro. Anyway, I don't know if this has been covered or not. Like I said, I didn't sleep, and I'm very tired, and didn't bother to look through the forums. So if someone can tell me how to do a truly clean install of skyrim, or link me to a topic where this is covered, so I can look at it when I wake up, that'll be greatly appreciated. I'm guessing that instead of going through steam, you just delete the actual skyrim folder? That's at least what I was gonna try before I realized I haven't slept in over 24hrs. Thanks a lot! :smile:
