Jump to content

Oldwolf58

Members
  • Posts

    620
  • Joined

  • Last visited

4 Followers

About Oldwolf58

  • Birthday 12/28/1958

Profile Information

  • Gender
    He/Him

Recent Profile Visitors

2,985 profile views
  1. @DocClox , you need to change the gloves/hands from slot 6 to slot 38 so you don't get invisible hands when someone has clothing gloves equipped. Just and FYI. I already fixed it in my .05 version.
  2. Love the mod but one request, can you do one with barefeet? I prefer the barefoot sounds to the damn clumpy stomp of the spacesuit or default footsteps.
  3. I'd like to see a mod called something like Unexpected Encounters, where the player enters a building that is already a place you can explore and raiders/gunners/mutants someone, has set a gas trap that knocks the player out. When they come to the find themselves in bondage gear and/or in a pillory/xcross or some such where they are used and abused by their captors/ tattooed and the like. After a period of use they would be let off the xcross or out of the pillory and used as a camp whore with the possibility of gaining the key for their collar via theft so they can escape their captivity. There are a lot of underused buildings in the game like the one in the side street between bunker hill and the group attacking the ship. The only thing in the building are a couple of ghouls and some notes by a scientist that was possibly studying the effects of radiation in an attempt to prolong life, which failed and left her as a mindless ghoul.
  4. Easiest way to find out is look at them in FO4Edit to see which slot they use because it depends on which pieces of which outfits you tend to wear.
  5. I agree, the mods need to be appropriate to the level of the character to make them immersive. I haven't bought it either for a few of reasons; 1. the price is BS 100.00 USD ??? NOT gonna happen 2. very few mods and no good nude body for either males or females (I prefer to play a female simply because spending 2 - 20 hours looking at an ass I want it to be a female ass ) 3. Although it has a script extender already there are no frameworks developed yet. Think AAF for Starfield. 4. It hasn't been out long enough for all the bugs to be worked out of it as far as the Developers will before they abandon it for modders to fix.
  6. One note, I've found that a simple Unequipall command on the dead actor will clear the invisible body glitch. It does mean you get a naked dead actor but if they've been dead any length of time you can roll play it that someone already stripped them looking for valuables or whatnot and they still have items in inventory just nothing equipped so you can still loot them. A simpler mod to run that command on them on a one time basis might work??? don't know I'm NOT a coder like you guys. You all are way beyond what I could dream of doing
  7. @vaultbait OK, gotta little quirk here. I went thru the breeding pit, escaped after doing all the stuff there except the druggy part. Didn't find out you needed to do a bunch of drugs or sleep 4 times in a druggy bed to get that part. Now the problem, I got preggo by a ghoul (non-feral) and tried to use a contraceptive pill to abort it that I purchased in Bunker Hill and got the gagging message and saw that the pill didn't show up as being "on the pill" in my stats. Sooooo I went to the doc to get the abort and got a message that from what she can see it's unsafe to get the abortion ....... now I know this was "aimed" at preventing you from escaping the breeding pit and aborting any super-mutant babies but the fact that it prevents ALL abortions is just a bit much. There needs to be some kind of check to allow the abortion if the "baby" isn't fathered by a super-mutant. I know when you check the status of your pregnancy fpe does tell you the "race" of the father so there should be a way to check that and if the father's race isn't super-mutant allow the pill and/or doctors to proceed as normal and have the abortion. Other than that I think the mod is great and will be one of my standard mods for any future loads. Keep up the great work it is appreciated
  8. That's correct about aaf I changed mine to 5000 because 500 was way too small an area but then I've made ton's of changes to my game so Meh but I still say the 1500 isn't far enough but hey what do I know.
  9. In other words for me to change it myself would require me to mess with the .psc file which since I'm deffinately NOT a coder would probably cause untold havok LOL I'd rather let you guys that ARE coders make those sorts of changes, perhaps a slider in the MCM for pull distance? or hard code it at the standard for AAF which I believe is 5000 units?
  10. @twistedtrebla only thing I'd like to see is a greater scan radius to pull nearby NPC's . I've been in places where I can see nearby NPC's but they aren't pulled as aggressors. The site near the bridge near bunker hill is one, no one from bunker hill is pulled as an aggressor, also the one south of the south boston checkpoint, there are 3 gunners at the checkpoint and 3 raiders at a little "fort" under the overpass, only the 2 in the checkpoint office show up and then only as spectators, though they will get pulled as aggressors "IF" you have the dialogues turned off, and only one of the three in the little fort under the overpass gets pulled "IF" they are walking on the upper part of the fort and then only pulled as a spectator but again will be used as an aggressor "IF" the dialogues in BIP are off. I think the spectator mod is doing the initial pull for these NPC's but then if the dialogue option is OFF in BIP then they are close enough at the end of a scene to get tagged and pulled by BIP.
  11. This happens during stage changes within the animation package itself. If you look at the inventory of a female acting as male at the start of the animation (when she has the strap-on equipped) get the ID number for the strap-on. Then when it disappears during the animation simply target the actor that lost it and type in "equipitem xxxxxxxx " replacing the x's with the number for the strap-on. It's a problem that's been around for a while with staged animations. Sometimes they not only loose the strap-on but re-equip their clothing, simply target them and type in "unequipall" then "equipitem xxxxxxxx" to get the strap-on back on them.
  12. @katrina.balanchuk That is a clothing mod glitch, which male body are you using? Body Talk 3 is the preferred and it works fine with the Zex skeleton BUT you have to build the body talk clothes in Body slide for them to work correctly or it can glitch out like you are showing. If you aren't using a male body replacer then the base game clothing will glitch out because it can't conform to the Zex skeleton. I'd suggest installing Body Talk 3 and building the clothes that it supplies, that should get rid of the problem.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use