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mysteriousman121

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  1. With what version of Vortex did you install the MCM exactly? If it's 12.9 or earlier yeah you are probably fine, as my edit would suggest. This seems to be an issue related to 12.10 and 12.11 The 2 most recent (stable) updates. Also UI replacers like Vanilla UI plus and Darnified come with their own versions of the problematic file. I don't think that's the case for you but I figured it might be worth mentioning. Since that would also indirectly fix the issue.
  2. I have an issue to report regarding the installation of certain fomod based mods. When installing them through Vortex, they end up with 1 or more mangled files rendering them unusable. However installing them through another mod manager such as MO2 they work fine. I will post an actual example below This example is specific to fallout new Vegas but probably applies to other games using the Gamebryo engine as well. Example when installing the mod configuration menu with Vortex the file start_menu.xml found under (vortex staging folder)>(mod folder)>menu>options ends up looking like this https://pastebin.com/3JDh7iWY However if I install it through MO2 that exact same file ends up looking like this https://pastebin.com/cVYjLkZt Now I am no programmer but the Vortex installed file looks like garbage data to me, while the MO2 version looks more like an actual file with some structure. However to further test things I decided to boot my game with the Vortex file. Which resulted in some buggy UI elements on my screen before my game crashed. I then purged my deployment in Vortex. Replaced the Vortex file with the MO2 installed file. Deployed again and booted my game and this time everything went fine with no weird issues noticed. So with all that I can't help but conclude that vortex incorrectly handled the fomod which resulted in 1 file being pretty much mangled. Seeing as I haven't found other posts on this forum but have definitely heard of other users with similar problems I decided to make a post here about the issue as to report it. Edit: I did some further testing. This issue occurs on both Vortex version 12.11 and 12.10. When reverting back to version 12.9 The problematic file completely disappears. However it does let me start the up the game and the mod itself appears to be functioning correctly. For good measure I did not have any mods with file conflicts with the mod configuration menu enabled when testing this.
  3. While this is certainly a way to get what you want, I'd argue that this is a harder route than necessary as it relies on scripting, not something anyone can do. The easier route is to simply create an object effect and then attach it to the armor. This can be done in the geck in the following location: Object window>Game effects>Object effect. Then just add all the special points and skill modifications to the single object effect you are creating and give it a name you can recognize. Now go back to the armor you created and select the Object effect right from the Armors menu. There you have now added the stats you wanted.
  4. Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers) While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all. Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that. Will the solution require you to have the original authors mod and my mod before the esp patch in the load order, or for you to have them at least. If not I'd ideally want to avoid just taking his script and using it in my mod, but if there's nothing else that can really be done I might just ask him if he's fine with it. Yes that's the point of having both mods loaded in the GECK(but with neither active), It ensures that both your mod and Power Armor scaling will be listed as masters(requirements). And yes you should also have this patch loaded after both mods.
  5. No its not based off of theirs, i made it about a month before power armor scaling came out. Here's a link to it https://www.nexusmods.com/newvegas/mods/59399 That's the issue, some things get overwritten, like on remnants power armor I added +45 carry weight, but power armor scaling overwrites it, I'm wondering if there's any way to solve this. Having compared both of your mods, the problem seems to be that you are both altering the same object effects and have conflicting effects and overlapping slot(effect numbers) While my attempts to fix that with FNVEdit were unsuccessful. Fixing it still isn't that difficult. Just open the geck, have both .esps loaded but neither set to active so you can make a new .esp Then simply edit the conflicting object effects so that they have the desired base effects from mod mods. Save your work as an esp and have it load after both your own mod and Power Armor scaling and that should be all. Note I have no clue whether the author of Power Armour Scaling is okay with the assets from their mod being used like this. So if you want to release this publicly using my suggested fix, you may want to make sure they are okay with it. Just putting this out there for permissions/legality's sake and all that.
  6. It might be possible through scripting, I very briefly looked into the possibility scaling of scaling NPC and creature HP. However I ended getting CTD's with my testing script and since I wasn't super interested into it, I dropped it there. But to be fair I am very much a novice as far as scripting goes and again not much time went into it, so you might be able to get it to work. Anyway I will share what I managed to find out. While there isn't a specific race to edit. Fallout New Vegas does split Actors between Humans(and non-feral ghouls) and creatures(anything other than Humans). It then further divides Creatures in subcategories. This is the function to check for them and also lists them https://geckwiki.com/index.php?title=GetCreatureType If you combine that with Form Type IDs and the GetLoadedType functions, you might be able to create something that does what you want to do. I know of some armor scaling mods that use that method and they work(I even made 1 myself for the record) https://geckwiki.com/index.php?title=GetLoadedType https://geckwiki.com/index.php?title=Form_Type_IDs I hope this helps.
  7. Do you have any mods installed? If so please post your load order as it is rather hard to diagnose your problem without any additional information.
  8. The JIP LN NVSE Plugin has an optional patch included that allows you to do this. Simply Change the following: bEnableFO3Repair=0 To bEnableFO3Repair=1 No need to go and make an entirely new mod for this.
  9. I feel like an idiot right now, but thank you very much by applying that to both Endurance and player level it actually works now. I suppose that's 1 more lesson learned about scripting (for new vegas) something I am pretty clueless at I'l be honest.
  10. Thanks for the suggestion, but the use of a int rather than float isn't really that relevant here. Since as you explained yourself when I use modav(which I ultimately have to) I will need an int anyway. The problem is that the engine doesn't seem to handle repeated OR(written as ||) conditions particularly well. As my testing reveals that if I greatly simplify the needed conditions to apply the 1 extra health, it will work as it should according to the script. But then it no longer does what I am intending to do here obviously. To make myself clear what I mean here is an example script: scn HealthPerLevel Short HealthUpdate int EnduranceHealthMod begin menumode 1027 Set HealthUpdate to 1 end begin gamemode if HealthUpdate == 1 && player.getlevel <= 31 let EnduranceHealthMod := (player.getpermanentactorvalue Endurance * 0.5) player.modav health EnduranceHealthMod player.modav Health 2 if player.getpermanentactorvalue Endurance == 5 player.modav Health 1 endif endif Set HealthUpdate to 0 end This script will result in the following (rounded down) health increase on level up: Health increase = ( Endurance * 50%) + 2 However if you were to have 5 Endurance it would be: Health increase = (Endurance * 50%) + 2 + 1 The only change between this and my original script is that I outright removed the level requirement and removed the OR statement's from the endurance requirement for the additional + 1 health to be applied. Yet it works properly now when my original script didn't. Also just removing the level requirement wasn't enough to get it to work properly so it's not like that was the (only) problem either. So my original problem still stands as even with a rewrite, as far as I can see I still am going to need to do some kind of check against odd numbered endurance values at some point and need it to execute properly.
  11. Edit: As per GamerRick's comment I managed to get things working. So I am trying to write a script that changes how the game calculates health gain on level up and I got it mostly working. But I have run into some trouble regarding the handling of (leftover) health gains smaller than 1. For reference this is my script scn HealthPerLevel Short HealthUpdate int EnduranceHealthMod begin menumode 1027 Set HealthUpdate to 1 end begin gamemode if HealthUpdate == 1 && player.getlevel <= 31 let EnduranceHealthMod := (player.getpermanentactorvalue Endurance * 0.5) player.modav health EnduranceHealthMod player.modav Health 2 if player.getpermanentactorvalue Endurance == 1 || 3 || 5 || 7 || 9 && player.getlevel == 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19 || 21 || 23 || 25 || 27 || 29 || 31 player.modav Health 1 endif endif Set HealthUpdate to 0 end Additional notes on the above. I have set fAVDHealthLevelMult to 0 under the settings tab to disable vanilla health gains, instead using my mod. The game will round down any result, this means that if you have say 5 Endurance you will gain 4 Health a level rather than 4.5 per level or 9 over the course of 2 levels. However I would like to have the player actually gain that 9 health over the course of 2 levels in a 4+5 fashion as a work around to engine limitations. To this end I have added a section that aims to address it through a level + endurance check however it does not seem to work right in game instead adding 1 extra hit point every level regardless of endurance and/or level. Removing this section will make my script work completely as intended, barring the engine limitation with odd numbered endurance stats. I guess I am trying to check against too many variables which confuses the game and results in it deciding to always add that 1 extra health regardless of whether it passes the checks or not. But I am not sure if that's the problem or if I am doing something else wrong. So I would appreciate any help in figuring this out.
  12. NMM is no longer officially supported by nexusmods. So either switch over to a new mod manager, like Vortex the new officially supported mod manager or alternatively Mod organiser 2(aka MO2). Or if you insist on continuing to use NMM you can find a community updated version on Github. However I advice not going with this option as NMM's file management system is archaic compared to the 2 mod managers I just mentioned and will likely cause issues unless you install mods in a very specific order.
  13. If I am reading this right, you are probably looking for a complex solution for something that's actually very easy. Just use the following perk condition: IsSneaking under the perk owner tab Then depending on whether you consider being detected important or not you can use either Calculate my critical hit damage(undetected) or calculate weapon damage Choose multiply value and set it to 1.50.
  14. It should be noted that the game has a minimum damage modifier of 20% so regardless of how much DT you give yourself, you will always be taking at least 20% of the original damage. Now you could go and change this minimum damage setting as well but it would end up applying to everything not just your own explosives, which is probably not desirable. So I don't think going with a simple DT Mod would be effective in your case, though sadly I also don't have a better solution to offer either.
  15. Stutter remover causes crashes on windows 10, you can prevent this by making some ini tweaks but that turns of most of the mod's functionality. So I suggest you use New Vegas Tick fix instead.
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