Apologize for the question but got confused in the description is it only a radio if I get the replacer version or does it work as a radio in the stand alone version too?
I would only change the workshop radios because the meshes have different sizes and it looks like s#*! in the in-game world when the gramophone clipping through objects like tables and shelves.
I can turn on the GECK and create buildable gramophones with radio stations based on this mod in the workshop if you want that. I've already done this for my own mod
I noticed that the gramophone is very dark in the picture you uploaded. In order to check the compatibility of textures with different lighting,, can you show me more pictures? I want to verify whether there is a problem with the textures. Thank you.
Just letting ya know: Your replacer version uses the wrong nif name. It's supposed to be radio1.nif, not RadioPrewar.nif. Vanilla radio will show up if you don't change it.
Ahh. I thought you meant the replacer version as ALL radios. Well, anyone reading this may find the info useful if they wish to have vanilla radios replaced. I think all vanilla radios look decent with this, however like someone mentioned, having some animations may help. If say you wanted to replace all radios, and you were in a room with 2 or 3 of them and one is playing, it would be impossible to know which one it is..unless you have a visual aid like how vanilla radios have a light that comes on.
This be GROOVY bud! Dang is my load order slaughtering me, I have 299 mods and found that when you're over, the game literally spawns the player without their head, and then crashes. The problem is if you happen to save the game when you're over the mod limit, it automatically removes mods, but next time you load that save, it will start perminantly missing those mods and scripts, effectively breaking the game.
^This is an unrelated issue, it's just something I found out and fixed yesterday that im psyched about
is there prompt when you load the save saying that those mods are missing? does mo2 show them as unticked? or is there no indication - because if there is no indication, i'm probably ruining my saves :(
Can you make the gramophone act like a jukebox? Namely, playing Classical Radio music even after the Institute is blown up? Logically, lack of radio transmission should not affect gramophone records.
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Where exactly are you guys finding it, like what menu is it under?
Thanks
Again I apologize for the question.
and it looks like s#*! in the in-game world when the gramophone clipping through objects like tables and shelves.
I can turn on the GECK and create buildable gramophones with radio stations based on this mod in the workshop if you want that. I've already done this for my own mod
The replacer version only replaces the prewar radio.
Dang is my load order slaughtering me, I have 299 mods and found that when you're over, the game literally spawns the player without their head, and then crashes.
The problem is if you happen to save the game when you're over the mod limit, it automatically removes mods, but next time you load that save, it will start perminantly missing those mods and scripts, effectively breaking the game.
^This is an unrelated issue, it's just something I found out and fixed yesterday that im psyched about
It just works.
No, really, works like a charm.
However for some reason using it with mod organizer seems to not affect it
how do I tell elisfy to switch the folders it turns mods into esls?
The Lord and Nexus, are infinite, u know...
but your comment is helpful and has me intrigued.
Build it in your settlement.
Go into it and press E to turn it on.
Wait for your game to load the radio.