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GarnetSan

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    Dragon Age: Origins
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    Mass Effect 2

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  1. Not like it was my choice, I work with what I'm forced to have, Vortex is hardcoded to put most new plugins in the default group and I was doing a fresh install of a big bunch of mods. If it was up to me I'd set provisional groups to new plugins depending on the category of the mod they were installed from. I know what groups are for and how to use them, you don't have to explain that to me. And the problem isn't even about the groups, and more about filtering. It seems the filters aren't updating their lists properly when plugins within those lists are modified.
  2. If you try to filter a series of plugins by their group and then change several of them to other groups, sometimes recently grouped plugins reappear as if they hadn't been changed. Clearing the filter and looking at the plugins later, the groups are correct and they are not reverted. Example: I filtered my new plugins by the "default" group(sent there by default) to send them to their proper groups afterward. After changing several clusters of plugins to different groups, I noticed that some plugins I had grouped before were returning to the list as "default" group again, further grouping to test it happened consistently. Whenever one or several plugins left the filtered "default" list some previously grouped plugins would return. Upon clearing the filter and inspecting plugins that were shown as reverted to the "default" group, showed that they were actually in the right group all along. I'm not sure it this could've been caused by the fact that I was filtering a large group of plugins(+200). The rest of the installation works properly, and custom-made groups are ordered correctly even at high amounts of esp, light-flagged esp and esl plugins(465 total).
  3. Hello, I'm commander necro, and this is my favourite post on the nexus
  4. Did you come up with a fix for it?
  5. So, your mod is closing on it's 1 year WIP anniversary, do you have any idea when the mod will be available? I'm not saying it to pressure you or anything since you have done loads of work already, but because I'm going to take a break from FO4, but I would come back just for this mod. That's why I'm asking. Cheers for your work and keep it coming :D
  6. Instead of doing it yourself and adding it to the mod, you could direct players to Unbogus Health Ranges for that. It's a very well done mod, and since this is a weapon replacement mod you can end up with mod conflicts by adding the damage scaling into it. Also, how are we doing on progress, what's left? I've been away from the FO4 community for a while so I didn't keep up with your progress. Although you seem to be doing very well, congrats ^^
  7. The base idea is asset theft(if you want to call it that way) some of the assets that are used are from other games, taken without the consent of the original developers. Think of it this way, if some rich merchant sold stolen merchandise and offered or asked you if you could polish some stolen jewelry because you are a manufacturer of that sort of item, would you do it? Idlesheep and his mod Modern Firearms are seen as some sort of pariah in the modding community of FO4, since when it was discovered it was during the whole Beth.net disaster, where users were ripping mods off Nexus and porting them to consoles without any considerations to the original mod makers. Although he wasn't using modders, but game studio developer's resources, he is frowned upon by most of the serious modders. None of the animators of texturers will want to be related with him(and I can't blame them), not just because he stole assets, but because the game studio could file a lawsuit against idlesheep and the other modders working on that mod. That sums up the situation more or less.
  8. Whenever I approach certain creatures that are going through the hidden to aggro phase(ghouls crawling from behind crates, stingwings attached to walls and hatching mirelurks for now), Fallout will freeze(0% CPU usage, 0% Disk usage) unless I wait for them to be in full aggro before shooting, which pretty much ruins the whole stealth gameplay and sometimes even if they are in full aggro the game will crash. I'm thinking it may be Arbitration's stealth dynamics, but I'm not sure if I'll break my save by uninstalling it. Load order: Thanks in advance. EDIT: Happens with Mirelurks popping from the ground as well. Gulpers at the begining of far harbor as well. I think it's with the "ambush" mechanic these creatures have that is malfunctioning. Any help will be appreciated.
  9. [update #3]: Talked to VAFS's creator and ruled out the posibility that it was his mod. Other candidates for being responsible for the freezing may be Arbitrator or Unbogus, since they are the ones that touch almost every aspect NPC wise. Any pointers would be appreciated
  10. [update]: I've disabled VAFS HUDframework crit meter through it's in game menu, saved and reloaded again to get rid of the crit meter. Tried the same encounter that was giving me issues and it seems to be working fine. I'm not giving the issue for resolved yet. I need more time to test it, but if the freezing won't pop in my next two gameplay hours I'll give it for solved and finish the thread. [update #2]: Happened again with a mirelurk around 5 hours later. Same script popped up before the game crashed according to the papyrus log. I don't want to blame the VAFS mod directly because it works great otherwise. Maybe it's another mod that can't handle ambush events correctly?
  11. Whenever I approach certain creatures that are going through the hidden to aggro phase(newly appearing ghouls, stingwings and hatching mirelurks for now), Fallout will freeze(0% CPU usage, 0% Disk usage) unless I wait for them to be in full aggro before shooting, which pretty much ruins the whole stealth gameplay. Any tips? I've enabled papyrus logs and this particular script seems to appear always just before the game crashes. I think it may be related to the VAFS mod, but I can't be sure since I don't know much about papyrus scripting. Any help would be appreciated. Load order: I'm thinking it may be related to the crit counter enabled through HUD framework, so I'm going to try and disable it. I'll keep posting any useful info. Thanks in advance. EDIT: Happens with Mirelurks popping from the ground as well.
  12. Never mind, I saw what happened, Scopes Be Gone was made for a different game version(1.05) that I'm on(1.09), so the gun stats have been shuffled a bit.
  13. As I said in the title, whenever I launch the game with Frosty Mod Manager, the game shuffles the sniper rifle stats. For example, the Raptor has the Naladen's stats and the Widow has the Raptor's stats. But when I launch the game normally, the stats go back to what they should be. Has anyone else experienced something like this? I have no mods that directly affect weapon stats, they are all cosmetic changes. I'll post a list of the mods. Can anyone help me troubleshoot this thing? I'm thinking maybe an author mistakenly left an old weapon stat file inside one of the files. How can I check for that?
  14. ​Hey, antistar, for the AR 15 drums, I found something you might want to have a look at. I found it a while ago and I saw Hitman's video using those old school C-mags and thought you might be interested:
  15. In response to post #46506580. #46509140 is also a reply to the same post. I'm... not sure if I you are saying I'm right, just quoting or...
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