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  2. Huge bump, I know. This has been bothering me for some time, so I've edited the Placeable Water types in GECK to reflect and refract everything selectable, but it doesn't have an impact in-game. Am I missing something or is it a hardcoded thing (bug) maybe?
  3. Hi guys, I don't really know where to go with those questions, so I wanted to know what mods are you recommend for Hearthfire DLC? Hearthfire Extended or Edmond's Hearthfire Improvements... or both? Maybe some other mods? And wanted to know if you recommend Heavy Armory or Spear Mechanic, maybe something else? I'm looking for some lore-friendly/vanilla+ vibe mods, nothing too fancy. If you have some good mods about something else you can't live without I'm all ears!
  4. My prayers were answered & unbreakable structures mod was made, tyvm ^^ (if mod reads this, this topic can be closed)
  5. Hello all. Just want to ask community. What do you think, is the mode for the port TW3 environment items to the Witcher game necessary. The idea of Hub997' still on standby ((he is very busy and do not have time to work with it now)), but I believe it's really good idea to do the Witcher a bit more pretty. Thanks for understanding.
  6. Otherwise, if you have 7-Zip already and it's not opening .7z's when you click on them, you need to make sure .7z files are associated with 7-Zip. Easiest way might be to run 7-Zip's installer again, or look through 7-Zip's settings or preferences. Where it asks about associating file extensions, make sure .7z is checked in the list. Optionally, check other zip-like file types too like .rar and .zip itself, so these also open in 7-Zip. Then OK it and move on. (I'm going mostly from memory on this, since it's been years since I've used Windows or had to install 7-Zip.) Otherwise, Microsoft and many other sites will have instructions on how to associate a file extension with a particular program.
  7. So guys, i need help with this strange issue. When i wear some outfits in the game (for now only modded one but i see this bug even whit npcs that wear vanilla outfits), it's all perfect they load correctly and i see them perfectly, but for some reason, after some minutes (for some outfits the thing is quicker for others none) when i unequip the outfit to "switch" at the nude body, the nude body is invisible, for ever, i need to restart the game to re-obtain the nude body, and i am going crazy because this not happen ever but after some minutes, i can remove the outfit and see the nude body correctly, but for some reason after a bunch of minutes when i remove the outfit the nude body is invisible....please help
  8. Today
  9. Did you install 7-Zip, like the video says not long after the point you linked? It can open .7z's (and other things like .rar's) if Windows can't by itself. Its installer is a .exe and should be pretty self-explanatory. (You'll want the download for 64-bit Windows.) (Also, I'm assuming you're on Windows, like the video itself does.)
  10. Love this subclass mod but the developer is MIA for months. Just wanted to see if anyone could make the harvest blood heal toggleable as it's really the only thing separating it from greatness in my eyes. Cheers!
  11. Splitting lists into pages is more contentious than you might think. There are plenty of people who prefer everything to be on one big page rather than having to sift through a bunch of pages, whether for use of Find, easy webpage saving, or just preference from experience. I think it also depends on what device people are using. I imagine people with devices with less memory and/or a slow internet connection might prefer pages, whereas people without such restrictions may develop a preference for scrolling. Screen size probably has some impact, too. Does this apply even to the new Nexus profiles? I would say "yes". I personally like the change to scrolling, even for authors with hundreds of mods, and I found the small pages of before rather bothersome (though I did eventually get used to it enough to not think about it). That's just me, though. That said, this is a debate that has been around the web design space for well-over a decade.
  12. On a different note, if one has to use console commands to get your stuff anyway, might as well recommend they just use Simple Mod Item Spawner
  13. If by 'cheat room' you mean QAsmoke, you, and you want to add your stuff to the "All Standard Armor" Dwemer Dresser: Start CK, load in your mod file. In the 'Container' section under 'World Objects', look for 'QAArmorContainer' (000C2CD6) Double-click to open it. Move the window a bit to the side. Now go into 'Armor' section under Items, and locate your mod armors you want to add to that chest. Now, you just click an armor entry line in the Object Window and drag it into Item List section of the Container window. If you rather want to add those armors to the 'All Dragonborn Armor' chest, you need to make sure you check Dragonborn.esm as one of masters, and in the Containers, look for 'DLC02QAArmorContainer' Now, if you would rather use your own chest: In the 'Containter' section under World Objects, filter for word 'empty'. Double click the container you would like to use, i.e. TreasBanditChestBossEmpty. Change its ID to something else, i.e. "MyModArmorChest", and it's name to, say, "Thomic Stridon Mod Armor", click OK, and when prompted, to Create a new form, choose yes. Now double-click to open your just created container form, and click-drag the armors from your mod into its Item List as described above. Now go to Cell View window, And among Interiors, look for 'QASmoke'. Double click it to load it into Render window. Now, navigating this window can be a bit weird at first. You use mouse wheel to zoom, click mouse wheel and drag to pan around. Hold Shift and just move your mouse in the render window to rotate your view. When you find a good spot, click and drag the containter you created from Object Window directly into Render window, and to the spot where you want it. It should align the chest to floor by default. To rotate: press 'W', click the blue circle and drag your mouse cursor to rotate the chest around Z axis. To adjust position: press E, and click-drag the arrows to move the chest along a specific axis. If you move it off the floor, press F to put it on floor. Hold S and click-drag anywhere on the chest to adjust its sze. Be sure to save your plugin before exiting.
  14. There's also the matter of generating new LoD in some cases and filling terrain holes hidden by some of those objects.
  15. Since settlers are immortal by default, there's likely a condition in their data that prevents dismemberment--after all, you don't want limbless settlers populating your settlements. In the case of a Nuka Raider play through, settler immortality is removed to allow settlement conquest, but I imagine the dismemberment block remains intact to accommodate settler subdual--again, you don't want limbless vassals populating your settlements. That's my theory, anyway.
  16. Formal Warning Issued - dilpranshul dilpranshul has received a formal warning for violating our community rules. Reason Taking a mod created by another user and uploading it without permission or credit. At the same time, you tried to pass this content off as your own. Reference Below are links to where the infractions took place (where relevant). Some links may point to hidden, deleted or restricted content that can only be accessed by moderators. https://www.nexusmods.com/readyornot/mods/3947 Account Restrictions As part of the warning, dilpranshul has been restricted from using the following features: Restrictions: [ This user cannot upload files for the foreseeable future]. Moderation History Warning issued by Pickysaurus. This user has now received a total of 0 formal warning(s).
  17. Hi all We’ve recently been inundated with game support extensions for Vortex and it’s made us take a step back to look at how we review these. We continue to have the issue with extensions being added that don’t work and don’t provide an adequate user experience but we do work closely with the authors to get these extensions up and running to a basic level as quickly as we can. This is time consuming with our limited resources and so if there are ways we can streamline processes, we are going to take them. The extension review process is important because until we have reviewed it, it can’t be manually added to our manifest file. This file is what Vortex uses to know what extensions are out there and what games are supported. We have a responsibility to Nexus Mods users that when they are using Vortex to manage their games, extensions make sense regardless of whether they are community created or built by us. The below changes are only applicable for Game extensions, and not for Themes, Translations or Tools. We are utilizing more of GitHub’s features to automate and streamline what we can. As we use GitHub for nearly everything Vortex related, we are now using it for our game extension reviewing. This allows us to have a transparent conversation from start to finish with the author and all under a single GitHub issue. Because of this, a GitHub account is now needed to submit an extension for review and we won’t automatically be checking every extension that is uploaded to the site. When the extension author is ready and they’ve uploaded it to Nexus Mods, they fill in a form on GitHub that signals to us that the review process is ready to start. The form has links to the new documentation to help package, test and submit the extension in order to cover as much as possible before we manually take a look. We will also be placing game extensions under moderation while we are reviewing them in order to minimize user downloads before we’ve had a chance to review. We will be contacting authors at this point as well so they are aware of what is happening and why. We’ve started the mighty documentation project of 2024! We know our technical documentation isn’t great but we have started the project to check everything and migrate it to GitHub Wiki so it’s all in the one place and not spread across 3-4 different places. This is going to take a while but it’ll be worth it in the long run. We hope these changes aren’t too disruptive and at no point do we want to dampen the passion people have for developing extensions or modding games. We believe these changes are for the best and will also provide better opportunities to learn how to develop for Vortex and provide a better experience for the user. Here are some links to what's been mentioned: Submit a game extension for review (GitHub Issue Form) How to Package and How to Test a game extension (GitHub Wiki) Example extension review (Alan Wake 2) with author conversation (GitHub Issue) Thanks and happy modding! insomnious and the Vortex team
  18. Hello, just a quick question. i apologize in advance for my bad english. A few years ago i played a modlist with a special armor mod. I checked every modlist i played since then, cause i cant remember which list or the modname. It was a medieval knight armor mod, but really detailled and with great graphics. The armor was segregated into way more slots than the normal skyrim armor(foot, body, hand, helmet), so you could vary pretty much anything. Like there was a slot for shoulders, arms, legs, feet, body, neck, helmet, like a tunic or surcoat, even like a "skirt" on top of the leg armor. And even some decorations like a "armpit shield" (i dunno how to say that in english) Can anyone help me find this mod? Thank you for your help realrazor1
  19. Notes in first post have been edited-extended, again, so I recommend that you take another look at them!
  20. The radio station mods is a very good solution but you are right the in-game music is rarely good on its own with the exceptions of Doc Mitchel house and NCR Dam assault tune theme. I too wish someone would redo the actual non-radio in-game music. Personally I wished that it was as good as that intro/build your character theme. By comparison the rest of the game's music sucks in comparison to that ultra awesome track! Wish there was more of that music in the rest of the game instead of just cheap crappy environmental hums. The in-game music for the most part is very depressing and somber or blatantly NOT EVEN MUSIC... It SHOULD be that western future-tech collection of wonder and adventure! Every track should be memorable like the Zelda games having a distinct theme for very specific environment. The village theme is always the village theme and it's repetitive and addictive and fun to hear. Why isn't fallout New Vegas!? When I enter freeside I should hear a tune of poverty, maybe like a sad harmonica theme with an epic doom background theme of survival!!! Or like if you're in vault 22 with the plant mosnters you should hear something like a growing plant theme. Some examples like, or But again all we're hearing is a generic boring non-musical vault hum throughout the entire thing... ...Yeah it needs to be redone... Maybe the developers of FNV couldn't dedicate as much to the rest of the soundtrack because of time constraints and resources??? It definitely needs to be redone in my opinion.
  21. Account Banned - MilkyNutBuster707 MilkyNutBuster707 has been banned from Nexus Mods for violating our community rules. Reason Previously banned user. Reference Below are links to where the infractions took place (where relevant). Some links may point to hidden, deleted or restricted content that can only be accessed by moderators. https://forums.nexusmods.com/topic/13480342-fuknexusmodareg4yf4ggots-banned/ Moderation History Banned by TheVampireDante. This member received 0 formal warnings before they were banned.
  22. Well I remember Benny's origin story in-game where he and his "tribe" destroyed a securitron on first contact! I don't know but it gave me the impression that the securitrons were out there in the wastes. Not to mention the Victor program is 1 of multiple securitrons out there already simultaneously running at the same time. There's one at Victor's shack hanging around Goodsprings but there are the others active in and around the lucky 38 casino. There's also the one on top of the El Dorado Substation mountain where house gives his demonstration. The securitrons really should have a presence out in the wasteland(s). After all Mr.House knew about the threat of the Brotehrhood of Steel bunker! By logic there must be a Securitron out there somewhere monitoring from a distance. According to Mr.House's origin story; Mr.House was actively watching for the nukes so he WAS monitoring everything constantly. His Securitrons are his eyes and ears everywhere!! It would, again, be very costly for him NOT to know everything about everyone. Caesar does this with scouts, NCR has rangers, but Mr.House should have something out there looking out over everything as discretely as possible. Victor himself always shows up out of nowhere stalking the player. There should just be Securitrons out there. Having a dozen more out there is not Mr.house's Securitron army; it would just be his eyes and ears throughout the Mojave... Also Mr.House wasn't soo low-key after the platinum chip upgrade. After that HE was very noticed by everyone watching HIM. Logically if they are watching HIM then HE should be watching THEM!! Also the Securitrons wouldn't be stationed anywhere noticeable but they would be watching from somewhere I think!? Maybe similar to how the Brotherhood of steel has reconnaissance scouts from high altitude areas hidden from view... Mr.House could have had multiple Securitrons moving the platinum chip but it would obviously no doubt would have attracted a lot of attention and sabotaged his own plan. Mr.house is always calculating probability. For whatever reason he hired multiple couriers to sneak the platinum chip (Mr.House obviously knew he was being monitored by everyone). It's easy to recognize a big hulking Securitron but a dozen mailmen couriers across the mojave is a challenge. According to the the in-game story the other couriers were tracked to and possibly killed for the platinum chip. Only 1 of them had the actual platinum chip which Benny steals successfully from the player at the beginning of the game's story... Also Mr.House, according to in-game story, doesn't rely on Securitrons as affective or formidable WITHOUT the platinum chip upgrade! Benny's tribe supposedly took 1 securitron out with their standard firepower. This is why the platinum chip upgrade, which mr.house doesn't posses yet, is soo vital. Maybe there shouldn't be as much out there BEFORE the upgrade but there should definitely be some out there AFTER the upgrade!! My point is that it should be more noticeable. You should be running into them on occasion out in the middle of nowhere spying on someone. We see NCR and Legion scouts but never securitrons!? Something's not right if you ask me... There should be more there. Somewhere not far from legion and ncr camps. Somewhere hidden in hidden valley keeping tabs on brotherhood of steel.
  23. Sorry you are still having problems @Nahaerya Could you send us your logs and state files if possible ? For logs, grab anything that is 'vortex.log', 'vortex1.log', 'vortex2.log' etc. from your %APPDATA%/Vortex folder. For state, go to Vortex > Settings > Workarounds and Create Backup at the bottom. If you could zip these up and send them to us, that would be great. DM me on forums or .insomnious on Discord. Regards, insomnious
  24. I'm afraid the problem with you being unable to pay is down to PayPal/BrainTree (our payment provider) not accepting payments from Russia. We can't change this on our side. You can try petitioning your local government representative(s) if it's safe for you to do so.
  25. The problem with canceling Precombines is and always has been that the engine cannot handle that many separate objects. That's why crap that breaks precombines in cells ends up leading to hideous slowdowns and outright CTD. With the game about to get the threatened Next-Gen Nerfing, it is certainly NOT time to derail the engine.
  26. I so remember the days of loading stuff using cassette... Out: Donkey Kong In: A well-read first edition (1982) copy of The Warlock of Firetop Mountain. (This is the gamebook and not the cassette version of the game for ZX81...)
  27. I've not heard of vanilla humans not being able to dismember limbs. I remember when the BodyTalk team and helpers were working on adding dismemberment (I was part of that testing and think tanking), but if your vanilla NPCs have that issue, I have no ideas. Sorry, though you may want to scrutinize your mods to see if any possibly overwrite the human race, the settlers or gore.
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