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NotEverNerevar

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  1. Thanks for the feedback everyone. Presumably I had a faulty installation with (potentially) the Flora Overhaul and FCO. I manually disabled and reinstalled everything and managed to get things working. You'll also be glad to know I pared down my modlist to the essentials while I was at it. I appreciate all the help.
  2. As the title describes, I'm getting the dreaded crash when leaving Doc Mitchell's house after starting a new game. I'm using the 4gb patch, NVAC, NVSE, JIP, Tick Fix, sorted with LOOT, the works. I've attempted CoC Goodsprings and it didn't work, same crash. Here's my crash log and mod load order. Note that saves from other existing characters work just fine, while new games crash while trying to exit to Goodsprings. Edit: Now I can't load any exteriors at all on any save. Any attempt to exit to the worldspace causes a crash.
  3. Sorry if this is a topic which exists in existing tutorials, but I haven't been able to find *any* relevant information. To make a long story short, there are some great weapon mods out there, but more than a few suffer from one notable flaw - the running animations are wrong. They're either incorrectly implemented or are using the power armor running animation which looks and sounds completely wrong when used on foot and is pretty immersion breaking. And I haven't been able to find anything towards fixing this. I only know the basics of using the Creation Kit and am completely lost when it comes to animations for which I've found virtually zero useful info on getting started. All I want to do is edit some weapons with custom animation sets in order to fix the first person running animation. Is this even possible? Any input would be greatly appreciated.
  4. Just to clarify, I can use SetBroadcastState in the Console? I assumed it was just a scripting command. I'll go try that out. Oh, and thank you for the detailed response.
  5. To make a long story short, I've encountered a bug wherein Radio New Vegas and Mojave Music Radio do not "turn on" after returning from a DLC, instead playing the "off-air" static as referenced on the GECK site. Quite simply, I just want to create a script that sets SetBroadCastState 1 for both of them when the game starts, which hopefully solves my problem. However, I can't even save the script I created! I realize that it won't let you save a script with errors, but it provides zero context about what I've done wrong. Below is my very barebones script. scn RadioFix Begin GameMode RadioNewVegasTA.SetBroadcastState 1 vCountryRadio.SetBroadcastState 1 End This is my first actual experience with scripting, and the wealth of information available hasn't actually been very helpful in trying to proofread my work. Any input would be appreciated.
  6. According to Roybatterian on the JIP LN NVSE page, "[this] would be a bug in the game, [you] should report that on YUP. Radios are controlled by talking activators and nothing to do with playmusic." So it seems we have another lead. I'll go ahead and submit it on YUP's page, then.
  7. I'm going through the suggested fixes as we speak (thank you for all of the helpful input, btw it's appreciated), but a few things suggest to me that this isn't a technical issue with my computer or drivers: This issue suddenly occurred after accessing DLC content for the first time, which doesn't have access to the vanilla radio stations without modding.Saves loaded prior to the DLC have radios that function flawlessly, suggesting that this isn't an active technical issue but an internal engine settings issue with all saves made during and after the DLC.No changes were made to my computer software between the time I started the DLC and completed it, and my mod list did not change either.Music like background music, music assigned to certain areas like The Strip's song broadcast, and all other sounds work.The only nonfunctional sound elements are the radio objects which normally play music and the Pip-Boy radio. Both of these actively play the "off-air" static when any of the three default radio stations are selected or one stands within hearing distance of a radio prop rather than being completely silent or simply not playing songs. All of the DLC radio stations work normally.Edit: After I go through the suggested solutions you provided, I'm going to use a "working" save made prior to the DLC and console command speedrun the quests in Zion to see if I can replicate this issue. Edit 2: I went through the above solutions and none of them seemed to help. I loaded my save with a working radio made prior to Honest Hearts and used console commands to complete all of the quests in Zion and skipped right to the ending sequence, finishing it out in the exact same manner as I did the first time. The radio stations work afterwards on this save, but my original save with my full completion of Zion is still suffering from the no-radio blues. On top of that, I have no way of telling when a save is going to "inherit" this broken radio status after another DLC which makes me hesitate from spending all that time on a larger one. At least now we can rule out technical issues and we know it's specifically a problem with that instance/ how it handles DLC transitions
  8. See that's interesting, because I did further experimentation based on the idea that whatever trigger "turn off" the radio channels for the DLC didn't get flipped back when I exited. Music on the Strip, for example, still played, but basic radios and the pip-boy radio wouldn't play vanilla radio stations anywhere. I gave myself the transportalponder in an attempt to "trick" the game into believing I'd entered and exited a DLC, but that also failed. I hadn't considered the cinematic being the trigger. I'll test this and report back. EDIT: No such luck with the base game's intro. What is the trigger point to reactivate music when returning from Honest Hearts? EDIT 2: After some testing, I believe this issue is solely related to the radio stations rather than sounds or music, as every* other sound or music plays correctly as far as I can tell. Is there a flag for the radio stations being "on" or "off"?
  9. Exactly as the title says. After completing Honest Hearts, I realized that all three vanilla radio stations were no longer working and just producing static. I began disabling mods like crazy to try and fix this, but none of them gave me my radio channels back. To experiment, I attempted to load a save made prior to the DLC and whaddya know - they work like a charm. This leads me to believe it's not an active mod problem, but outside of that I'm stumped. How do I get my radio channels back short of losing that five hours spent in Zion? Thanks for reading.
  10. Ah, so the site's getting upgraded for use with some mobile integrated app fluff. That at least makes sense. Is the Vortex service going to be replacing Nexus Mod Manager or serving as a 2.0? Either way, hopefully they heavily revise the new layout to be much more user friendly than it currently is. I find it to be the contrary. I find the new search function to be quite a lot better than what it was on the old design. The moment you start typing in the search box, there's a drop-down menu that appears with possible results. The latter is adapted on the fly as you type more, which is very convenient... And if the new site is very hard to navigate, then I advise you to never go on a sailing trip on your own. We might never see you again, even when you didn't go further than a hundred yards from the shore. Which would also mean we'd have very poor eyesight, but it was metaphorically speaking. We could probably do without the passive-aggressive condescending remarks. The new format is a bland mess that over-complicates the basic browsing protocol of a mod hosting website. I can sympathize with the dev's frustrations over people's frustrations, but there's no getting around the fact that this first edition is a bit of a stinker and is going to need heavy reworks to streamline overall functionality and address the visibility of important search and catalogue functions. EDIT: Just to reinforce some feedback I encountered while rereading and agreed with: The new format has too much wasted space and lacks the useful compactness of the old one. Almost every individual display has too much "personal space", making navigation on a monitor a tedious thing of scrolling. The pages needs to be a little more compressed. There are several screenshots in the thread detailing this, and a good balance between the new and old formats would be nice here.Speaking of compression, too much of the site's information is trapped behind huge expanding and collapsing menus. It makes it very tiresome to do detailed searches and browse mod information when there are too many extra steps in a process that typically involves opening several browser tabs already. "Shunting" other data on the page out of the way for a menu is a very bad idea, and the pages would be better off if more of them utilized scrolling sidebar menus (replicating the search sidebar from the old format, for example) so that it stays on the page at all times meaning you can alter your search parameters freely. Also, why is the search options menu so gigantic? I can't get over that.Tabs. Use more tabs. If you want to compartmentalize page data, use tabs. Not massive dropdowns, not screen-filling menus, easy to browse tabs all located in a neat little row.The site needs more differentiation. Visually, nothing stands out unless you scroll back up to figure out which section you've wandered in to. Which leads me to...Utilities. The important utilities that users use the most have been archaically jammed away. It would be nice to have an expanded user section which immediately allows you to browse your tracked mods, for example, and easier access to browsing by category that doesn't need to be reset every time you change your search parameters. The current available search options in the dropdown featured at the top of the screen are completely useless. Categories and the tag system need to be "sticky" when searching and operate as second only to the actual keywords the user types, rather than hidden away and disappearing every time you change your search. Essentially, the search system needs to be MUCH closer to the old format.The list of dropdowns and giant mod picture which occupy a staggering amount of a mod's main page are completely antithetical to the nature of a mod page. The section dropdowns should be featured at the bottom of the main page beneath an actual introductory section, which should have an optional and relocatable picture option rather than a massive centered screenshot being required.The gallery for mods currently opens up a large browsing window similar to wiki formats, which takes over the screen for viewing. I'm aware of the problems of the old format's pictures, but they were much more user friendly and did not dominate the screen obnoxiously, cutting you off from other options on the page. The gallery viewer should be by default much smaller and allow access to the rest of the mod page, with an option for fullscreen.
  11. Like many before me have stated in this thread, I feel absolutely that the Nexus Team should let people choose between layouts on the fly. I can respect the need to update your brand, but the new layout is incredibly unfriendly to browse and reads incredibly poorly as well. The constant centering and generic tab frames are unappealing and create unnecessarily cumbersome steps to just getting to the point of browsing mods. The revamp of the search system is backwards and awful: it immediately tells you you're blocking a ton of files at which point you have to mouse all the way over to a dropdown just to configure your settings. After you do so, the actually important options like browsing search by description instead of name are thrown into this messy gigantic search window and not given any visibility, while the popup that clutters your screen with how huge it is displaces everything else for no reason. The sorting options make no sense as presented. Why mention blocked tags with no easy way to figure out you're blocking tags, or how to get to them with the unnecessarily gigantic attributes listing taking up all the space? Why can't we look at our attributes or search options while browsing instead of having to open up a giant box blocking out all the content? This redesign has overall just added a ton of unnecessary steps to what was originally a very simple matter of navigation. For example: a constant search bar at the top of the window, meaning nothing can be searched without scrolling back up to the top of the page and disconnects the user from whatever they may be browsing. Want to search for an item in a specific category? Too bad, guess you have to open a new subwindow on the page just to even get an option for it. It's impossible to tell what kind of page you're on half the time: there's nothing differentiating most pages or even a clear site branch label. I clicked on what looked exactly like a mod only to find it was a WIP screenshot and I was left dimly scrolling up and down over an obnoxiously big picture looking for a description tab until I noticed that. Nothing on the site stands out whatsoever - it just all runs together with no clear labels or layout. It's like the site doesn't want me to do anything but look at massively oversized pictures and search every file in existence unless I want to take four extra steps every time I want to refine or change my search. It looks like a mobile layout, which makes it overall very inefficient for actually browsing content and navigating tabs on mod pages. When one actually manages to access one, mod pages are clogged by a gigantic picture and this forces you to scroll down just to look at the actual details of the mod itself, featuring a staggering number of useless dropdown tabs for text while the ones I'd want to click on, like forums or bugs or pictures, are stranded off-screen. Why does looking at a picture open a huge window that blocks everything else instead of a nice compact frame I can browse through? The new layout makes Bethesda's clunker of a mod hub look streamlined and friendly, something I assumed was impossible. I honestly, truly hope you didn't pay actual money to someone to design this mobile banner trainwreck and also hope you listen to your dedicated users and the silent majority of casual users behind them - yes, this is where the silent majority are; please at the very least provide an option to use the old layout permanently. Edit: I cannot take the idea that a website dedicated to hosting and downloading mods for Personal Computer games should update its format entirely to be more "appealing" and "friendly" to Mobile Phones seriously. This isn't addressed at the Nexus Team who I very much appreciate for their hard work, just my own shocked observation at such a terrible delusion. I have no problem with a redesign, but when it hinders the singular intended function of your website, it's a major issue. This redesign needs it own massive redesign to not scare users off.
  12. I'm a big fan of the Ancient Nord set, but I find the plain leather mini-skirt on the female mesh to be wholly unsatisfactory for an endless number of reasons. As I'm running a version of windows which apparently doesn't like 3ds max or nifskope which severely limits my ability to "build" meshes, doing it myself doesn't look like it'll happen any time soon. The mod proposition is as follows: Replacing/covering up the weird skirt on the female mesh for the Ancient Nord Cuirass with some sort of waist pelt, such as the pelt featured on the Executioner's robes. Ideally, this would retain the metal plates on the hips now adjusted to sit on top of the pelt, and the pelt itself would theoretically just replace the leather skirt piece. Got a better proposition for this, or even an existing mod? Feel free to share.
  13. So I've just finished my first real Skyrim mod, and now I'm looking to keep the momentum. The only problem is, my next project might be a little above my relative level of skill with modding tools. To find out if that's true, I came here for a little advice. My objective is to cover up the horrid burnt leather skirt on the Ancient Draugr Cuirass for female bodies with some sort of very nordic-style pelt or cuisses; my favorite candidate so far is the Executioner's Robes bottom half. My questions about accomplishing this are as follows: How do you create a new piece of armor from two existing in-game armor meshes? I've found a lot of material on working from scratch or modifying one existing piece but very little on actually splicing two together. How difficult would it be to "carve" the fur pelt areas for use out of the Executioner's Robes, avoiding the navy-colored drapes that accompany them, and then fit said pelt on to a female model? Has anybody done something similar yet to improve the very bland and lazy design of the Ancient Draugr Cuirass' lower half for the female mesh?
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