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Found 9 results

  1. Considering how many tacti cool guns mods are here in fo4, i would spect someone to make a fps wheel menu but nope, not a single one, i know it is posible to make because in fonv there is one so i am asking why here is diferent, so decide to make a mod reques so maeby someone looks this and thinks "hey, this guy is right, why dont we have one? lets make one"
  2. I have been having this issue for a while and it hasn't been an annoyance/ issue to me personally until I recently came back to fallout 4 after taking an extended break. I start a new game and find purple tires everywhere... I have tried validating my steam files to see if the texture was missing but it came back with nothing. I also attempted installing a higher texture mod for tires but it had no effect. If I remember correctly I was using the mod "Wasteland custome bike" at the time but when I started a new character I uninstalled the mod and I believe this was when I started experiencing purple tires. Does anyone have any idea/ suggestions on getting textures back on the tires scattered across the wasteland? Thanks!
  3. I've been trying to solve this for a while now and I'm at a complete loss how to fix this. Basically I want to know how to implement the companion wheel onto a creature that can talk to you through dialogue. So far I've made three companion wheels (using two different tutorials) involving a human, a deathclaw and a brahmin. The human works fine, but the other two have broken dialogue that only occurs when the wheel is involved. What happens is, after hiring the creature, any dialogue spoken by them will only appear for a few frames. I looked into Rex's dialogue for some insight, but he isn't quite set up the same way. I haven't been able to find anyone else with this issue and any tutorials I find are only for human NPCs. I assume either I screwed something up in the scripting, or there's a more advanced way of getting around this. I am relatively new to the GECK, but I understand the basic idea of how scripts and conditions work and what not. Any help would be much appreciated.
  4. Could someone make a mod where you can spawn any companion (NCR, Legion, Deathclaws, fiends, prospectors, robots, etc.) and include settings (Such as if they can respawn or not, maximum health, speed, etc.)? Thanks!
  5. Could someone make a mod where you can spawn any companion (NCR, Legion, Deathclaws, fiends, prospectors, robots, etc.) and include settings (Such as if they can respawn or not, maximum health, speed, etc.)? Thanks!
  6. Has anyone made a sniping mod that lets you zoom Recon scopes, by scrolling up and down on the scroll wheel to zoom in and out, or using the "[ and ] keys and just mapping them?
  7. I am looking for someone with modding experience to build me some very simple characters to add into skyrim. I am 100% willing to pay you a reasonable amount to compensate for your time. If you are a modding wizard it should be easy money. My only request is that I like how they look and they should be in the locations I want them to be and have logical schedules. The more detailed you are willing to be with this, the better, and the more I am willing to shell out for your time. Thank you very much.
  8. I am in the process of editing the Dialogue Wheel text for Mass Effect 1. I have been using the ME1 TLK Editor to unpack the UPK files and convert the TLK content into the editable XML format to accomplish this, as shown here. Having done so, I am trying to wrap my head around how the game applies colors to dialogue choices that are associated with Charm or Intimidate. I would like to make a mod that will display Paragon and Renegade results for dialogue choices, have them color coded teal and orange, and also display Charm and Intimidate requirements where applicable (I won't have to color code the latter since they are already blue and red). Any help is appreciated. I have been reading through this article on the ME3Explorer wiki, but it does not concern ME1, nor does it elaborate on the color-coding system.
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