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VaporWatch

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About VaporWatch

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    Skyrim, Farcry 3, Farcry 4, Farcry 5, Fallout NV, Fallout 4, etc
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  1. In response to post #58857216. #58922306, #58926716, #58931711, #58954851, #58955056, #58956801, #58958426, #58958736, #58979631, #58987141, #58996341, #58997811, #59030141 are all replies on the same post. Ok, in the unlikely event my statement will make any difference, here goes. @Darklocq, First things first, please understand this is not an attack. This is simply my opinion. I am not suggesting I speak for anyone else and certainly not for Dark0ne (who, as history has proven, is perfectly capable of fighting his own battles) I have to say your approach to your "advice" has the distinct whiff of entitlement. You say you've "advanced no demand", yet your first sentence begins with "You need". Under the definition of "need", your statement was begun with a demand, then followed through with another demand when you unilaterally made the decision "What this should have said". For all your care in rewording a statement you have no stake in, you failed to follow the same formulae for your own statements. In the end, what you have said in your original post, regardless of the fact it was stated as fact, is your opinion and yours alone. It is also the epitome of the original topic regarding feedback. I'm not sure if you understand exactly how rudely your own statement could be interpreted by the recipients, but it is a perfect example of "what some of our users are outright rudely demanding". By initially demanding the owner of this site hire a person to do a public-relations review on material before release, then further demanding your statement is how it should have been, you essentially told Dark0ne the time and effort he put into writing his message was irrelevant (and believe me, as a business owner I know how much effort it takes and how statements like these are nitpicked and rewritten). Now, in regards to the statement in question, while there are certainly thousands, if not millions, of ways to write it and get the point across without offending and alienating certain segments of the people who will read it, I can completely understand why a business owner might write it precisely how it was written. Once again pointing to my own experiences in owning and running a business, it is utterly absurd how often demands are made regarding how I run my business. There is a rather strange sentiment held by some that, due to their own investment in my business (ie, they buy my product) they now have the rights to demand I change some aspect of it. While I suspect Dark0ne fully appreciates each and every person who has paid to be a supporter of his business, I also suspect he is likely very tired of people making demands upon his business (especially considering the likelihood ad revenue is far more lucrative than paid supporters). Once again, this is my personal opinion on the matter, but I believe the way his statement is written is done so specifically to inform those people who irrationally make demands upon his business that HE is the owner of HIS business and HE will do what HE feels is best for HIS business. The fact he didn't actually spell it out in that manner is likely testament to his own careful consideration of what he was saying. In the end, it is Dark0ne who has the most to lose in making a mistake. Every single decision I make regarding my business is a decision I make very carefully knowing whatever I say can (and likely will) impact my employees. While I don't know this for certain, I can be pretty confident in my statement that Dark0ne is no different in this regard. I feel it's probable he weighed the possibility of offending a certain segment of his customers against the possibility of getting some relief from the volume of people making demands on his business and found it to be an acceptable trade. I'm sure he feels the weight of his employee's (and his own) financial stability and makes his decisions accordingly.
  2. I think we'll probably see the same kind of modding we saw on the Far Cry 4 game. Some weapon tweaks, AI tweaks, and gameplay tweaks, but nothing truly added to the game. There is no "creation kit" for these games, so I just don't think it's possible.
  3. Well, to be honest, you were the only one without the premium membership yet, lol. I didn't even realize it was lifetime until after I did it! lol I'm very willing to learn to do this........and I'm very willing to do the work. It's just that, in my experience, learning how to do something like this involves numerous hours of research to find good resources to learn from. Sadly, I just don't have the time to do that. I barely have time to play the game! If you (or anyone else who reads this) has the knowledge and is willing to walk me through it live, that would be awesome! But I'm not going to ask or expect anyone to take time from their lives to hold my hand. I'm not completely giving up and I will eventually make the time to learn these things (just like I will eventually learn how scripting works and how to do it). It will just take a while, which is just fine. I love playing games, but I have to admit I enjoy playing around with modding just a little bit more, so I'm definitely going to keep at it. I truly appreciate the advice and assistance. Feel free to hit me up if you're feeling adventurous and want to tackle this with me, but please don't feel obligated. Watch
  4. @Gromulos FO4Crafting is a New Vegas mod.........it is an Alpha Release that hasn't been worked on since 06/2016, so it's very plausible it has bugs. I wouldn't think it would cause the problems he's having, but you never know, do ya! @TheWits You may want to post your load order as they're loaded. Just listing them doesn't really help because they order in which they're loaded is just as important as what they are. Gromulos linked you just about the best resource possible. His "Beginner's guide to modding" was invaluable when I first started modding and is perfect for learning the basics (and even a little advanced stuff). You should seriously study that page and make sure to click the links towards the bottom for the ""FNV General Mod Use Advice" and ""Fallout NV Mod Conflict Troubleshooting" to learn more. The biggest mistake I made when I first started modding was not taking the time to really learn the basics. Several borked games later I took the time to properly study the guides and have had stable games ever since. Plus, the more you learn about this stuff, the more you can do with it.
  5. @ethox, One issue I had on my most recent load in was having the loose files for UIO in the wrong load order. Are you using Mod Organizer? If not, I strongly recommend it as it gives you far more control over what mods take priority, and this includes the loose files and BSAs. You need to make sure the UIO loads after any other mods that affect anything to do with the UI, HUD, MCM, etc (since UIO doesn't have a plugin, I'm talking about the assets of the mod loading after everything). With Mod Organizer, it's super easy to manipulate the loading order of loose files by simply moving them up or down, just like anything else with plugins. With Nexus Mod Manager, you need to make sure UIO is the very last mod installed that affects the UI, HUD, MCM, etc. Dunno if that will help you, but I was having the same issue and my problem was the loose files for UIO was loading in advance of the FCO files. Once I moved it below FCO, all was well. Good luck!
  6. It's not so much that I don't want to create it.........it's a little beyond my ability. The GECK and I haven't had much time to be properly introduced, so we're passing acquaintances at best. I was hoping this could be fixed by altering things in the existing mod but I haven't ever done anything to create new world space, and I didn't even know it was possible to copy items into a world space without manually entering all the data. I'm not afraid of the work.......I just don't have the time (I run my own business and my time is largely taken with that). I don't want to do it, but I guess I'm going to have to concede, admit defeat, and lose the tent.......which sucks, lol. I have a feeling the solution suggested would have worked, but me not having time or ability to do it shouldn't let me out of an agreement. I couldn't find a way to donate directly to Nexus, so I just bought Mktavish a membership. Thanks for the help.......I'm sorry I won't be able to test it to let you know if it worked (of course, if one of you want to do it, I'm certainly not going to object).
  7. I'd REALLY rather not have to move everything to another cell! There are hundreds of references I'd have to move........and my limited knowledge of GECK would almost definitely result in many mistakes. In the end, I'll just have to let it go if I can't get it fixed. I'll end up using the magical "bag of holding" mod.....which works fine, but is far FAR less immersive. For anyone else wishing to try, in this most recent test, I deleted the climate, weather, and image space, changing all references to them to point to vanilla resources as well as deleting the "behave like exterior" flag. Also, for gits and shiggles, I changed the light template, acoustic space, music type, and deleted the ownership. All with no luck. The offer of $50 reward still applies to the first person who can give me instructions to definitively fix this problem.
  8. Ok, I tried to follow your instructions, but I'm either missing something or they weren't complete. I did try setting the tent cell to "is interior cell" only, eliminating the e"behave like exterior" flag and tested in game. Still have the vortex bug, though. I think I got your advice there and tested as you suggested, but no joy. I'm absolutely willing to listen to other options!
  9. Thanks for the advice, Dubiousintent. It's not the lack of understanding regarding "clean saves" that has me reluctant to change the load list. It's more that I've got 375+ mods in my current game that took me nearly 2 months to get stable. There are many, MANY manually copied records from mods with only a handful of records, tweaks of other mods that I've used as templates and incorporated into my own plugin, and merges. As I go through the process of doing all that, virtually every one of my plugins end up being modified in one way or another. My mod list doesn't have a single reported error or conflict (beyond those that are inherent in the game plugins) because I manually go through every single record for every single plugin in my mod list and manually resolve all of them in what I call my "Tail Mod" (kinda like a bashed patch that takes far more into account). The end result is my tail mod is slave to every other mod in the load order. Yes, I could remove one of the two mods in question from my tail mod, but that's a last resort kinda thing. I know there's someone out there who has the knowledge to figure this out. It makes no sense that these two mods should be incompatible! Tell you what.......I'll give a $50 donation to the first person who can give me a working solution that doesn't involve removing the mods. I don't need a plugin........instructions will do. The way I see it, avoiding having to pick through my "tail mod" removing the references from a mod is well worth $50!
  10. So I've spent the larges portion of last night trying to sort this out to no avail. I can't find anything online that would give me a hint as to where the conflict is and I've exhausted my troubleshooting knowledge. Here's the issue. I didn't realize when installing it, but Portable Tent (PT) has some kind of weird conflict with Nevada Skies. PT will work fine for a while until, seemingly at random, you'll try to enter your tent to find yourself stuck in place, maybe 1 FPS, and a bunch of clanking going on. The only way out of this is to either hold the escape key until the menu comes up, then reload a previous save, or alt-tabbing out and shutting down. I have isolated the interaction between these mods by running a test load with only those 2 mods loaded. It took about 5 hours for the weirdness to start, but eventually it happened. (I tested this by fast travelling to a location and letting the game run for about 30 minutes while I worked on other things. Roughly every 30 minutes I came back to the game, dropped the tent on the ground, set it up, and entered the tent. Once it borked in game, I tried reloading, fast travelling, and waiting individually before trying the tent with the same results, then I tried once reloading, travelling, then waiting (just for the hell of it) before trying the tent with, again, the same results. I have also gone as far as I can with my knowledge. This is what I've done: Obviously, I've tried swapping them in the load order with no change. Portable Tent (PT) has a unique weather and climate. I deleted the unique weather and climate and changed the references in the tent cell to refer to vanilla weather and climate. Tested multiple times - No Change. PT uses a unique image space for the tent. I deleted the unique image space and changed the references to a vanilla image space (the same space used for Ceasar's tent, 00064ece). Tested multiple times - No Change Deleted all unique climate, weather, and Image Space records. Changed all references to deleted records to vanilla references. Tested multiple times - No Change These two mods do not do the same things, so there should be a way to make them compatible! Please! I know there is someone out there who has the knowledge to figure this out. I absolutely do not want to unload Nevada Skies OR Portable Tent.......plus, I avidly try to avoid making any changes to my mod list whatsoever once I've achieved a stable game. Please help?
  11. This is the exact same thing I'm coming across with the exact same mods and same load order. Tool me nearly 6 hours to find this thread! I was going crazy trying to get xedit to sort masters and couldn't figure out why on earth it was loading mods contrary to my load order. Thank you Dubiousintent for being the first (I think) to report this issue and finding a solution. I guess I come to depend on these programs a bit too much and when they don't work as they should, I get a bit vapor locked. Thanks for the help and entertaining thread. It's interesting to see how many times the same statements can be misunderstood by multiple people.
  12. So, over the past year or so I've put together several startup console commands. It dawned on me some people wouldn't know about some/all of these settings and you might find them useful. All of these settings have been compiled via internet searches so I do not claim the credit for them. Unfortunately, in several cases, the information was either compiled from several sources or it was long enough ago that I've forgotten where I got it. If a reference doesn't have a link directly listed, it can be referenced via simple google searches. References: The setting for terminal display speed came from "Faster Terminal Display' and, since I had no idea this setting existed, he should get the credit. If you use this setting, please download his file and endorse it. The jetpack tweaks came largely from a reddit thread called "Tweak Your Jetpack"! They've explained those settings in more depth so it's worth a visit. The settlement population tweak came from another reddit thread by "fireundubh" called "[GUIDE] Changing Settlement Object and Population Limits". He also gives links to a ton of other settings and tweaks so, if you go nowhere else, check him out. Seriously, this guy's guides are fantastic covering everything from the guide mentioned here to another guide listing (literally) every single game setting in the game. Seriously, you should really check it out. If you haven't used startup console commands before, just open your Fallout4Custom.ini and add under the [General] section "sStartingConsoleCommand=" followed by any of the settings you want to use. Example: "sStartingConsoleCommand=gr off;" (no quotes). If you're going to have several commands, separate them with a semicolon (;), then a space, then the next command. Example: sStartingConsoleCommand=gr off; cl off; setgs fjetpackdraininitial 10; setgs fjetpackdrainsustained 5;" and so on. gr off; Completely disables God Rays cl off; Disables Character Lighting (that false light on all faces that lets you can see them even in shadow. Use cl on in console to turn it back on in game) setgs fjetpackdraininital 10; Sets the initial AP drain of jetpacks to 10 from default 64 setgs fJetpackDrainSustained 5; Sets continued jetpack use AP drain to 5 from default 64 setgs fjetpackthrustsustained 99 Sets the jetpack's vertical thrust to 99 from default (unknown but way too little) ;setgs fJetpackThrustInitial 400; Sets the jetpack's initial vertical thrust to 400 from default 768 setgs fJetpackTimeToSustained .75; Sets the initial thrust of the Jetpack to 0.75 seconds from default 0.15 SetGS fSandboxCylinderTop 576; Allows NPCs sandbox on higher and lower floors (This and fSandboxCylinderBottom must be used together SetGS fSandboxCylinderBottom -576; Allows NPCs sandbox on higher and lower floors (This and fSandboxCylinderTop must be used together setgs iWorkshopSettlerPopulationMax 50; Sets Settlement population maximum to 50 from default (unknown) setgs iHackingMinWords 10; Sets the minimum words in hacking to 10 from (unknown but I believe it's :cool: setgs ihackingmaxwords 25; Sets the maximum words in hacking to 25 from (unknown but I believe it's 14) setgs iTerminalDisplayRate 1200; Sets terminals to display text WAY faster as seen in "Faster Terminal Displays" but without a plugin. setgs iTerminalLockoutTime 300; Sets the amount of time you're locked out of a terminal when you fail to hack to 5 minutes (I believe default is 10 seconds or something ridiculous like that.) For no lockout time, set this to 0. setgs fGunShellLifetime 600; These last 3 are my way of using the "Shell Rain" mod without needing to use the .esp file packaged with the mod. It doesn't work perfectly as intended but close enough.setgs fGunShellCameraDistance 51200; These last 3 are my way of using the "Shell Rain" mod without needing to use the .esp file packaged with the mod. It doesn't work perfectly as intended but closesetgs iDebrisMaxCount 1500; These last 3 are my way of using the "Shell Rain" mod without needing to use the .esp file packaged with the mod. It doesn't work perfectly as intended but close setgs fworkshopwiremaxlength 2200; Doubles the length of your power lines as seen in "Longer Power Lines", but without a plugin. setgs fPickPocketMaxChance 99; Sets Pickpocket maximum chance to 99% instead of 90%. Doesn't make pickpocket easy, just makes it almost 100% once you're good enough. setgs fPickPocketMinChance 15; Sets Pickpocket Minimum chance to 15% instead of 0%. Again, doesn't necessarily make it easier, just makes it possible if you haven't invested in Pick Pocket Perk setgs fSneakExteriorDistanceMult 2; Changes the distance at which you may be detected while sneaking. (Default 1.25). (Included in the "Darker Nights" optional plugin "DarkerNightsDetection.esp") setgs fSneakMaxDistance 6000; Increases the maximum distance which sneaking may be detected from default of 4096. (Included in the "Darker Nights" optional plugin "DarkerNightsDetection.esp") setgs fSneakLightMult .18; Changes how darkness affects sneaking detection. (Included in the "Darker Nights" optional plugin "DarkerNightsDetection.esp") setgs fWorkshopExperienceBase 1; Sets the base experience received from building in workshop (Default 2). Found in "No Crafting Experience". *1 setgs fWorkshopExperienceMult 0.015; Sets the multiplier for experience received from building in workshop. (Default 0.1) Found in "No Crafting Experience". *1 setgs fWorkshopExperienceMax 4; Sets the maximum experience received from building in workshop. (Default 25) Found in "No Crafting Experience" *1 setgs fWorkbenchExperienceBase 1; Sets the base experience received from crafting on a workbench (Default 2.0) Found in "No Crafting Experience" *1 setgs fWorkbenchExperienceMult 0.015; Sets the multiplier for experience received from crafting on a workbench. (Default 0.03) Found in "No Crafting Experience" *1 setgs fWorkbenchExperienceMax 4; Sets the maximum experience received from crafting on a workbench. (Default 50) Found in "No Crafting Experience" *1 setgs fCookingExpBase 1; Sets the base experience received from cooking. (Default 1) Found in "No Crafting Experience" *1 setgs fCookingExpMult 0.015; Sets the multiplier for experience received from cooking. (Default 0.15) Found in "No Crafting Experience" *1 setgs fCookingExpMax 4; Sets the maximum experience received from cooking (Default 10) Found in "No Crafting Experience" *1 setgs fLockpickXPRewardEasy 0; Sets experience received from successful lockpicking (Default 5) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickXPRewardAverage 0; Sets experience received from successful lockpicking (Default 10) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickXPRewardHard 0; Sets experience received from successful lockpicking (Default 15) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickXPRewardVeryHard 0; Sets experience received from successful lockpicking (Default 20) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickBreakApprentice 1.5; Sets how hard it is to break a lockpick (Default 2. Lower numbers = easier to break) This setting is part of the mod "Lockpicking Maniac". *2 setgs fLockpickBreakAdept 1.2; Sets how hard it is to break a lockpick (Default 2. Lower numbers = easier to break) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickBreakExpert 1.; Sets how hard it is to break a lockpick (Default 2. Lower numbers = easier to break) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickBreakMaster .8; Sets how hard it is to break a lockpick (Default 2. Lower numbers = easier to break) This setting is part of the mod "Lockpicking Maniac".*2 setgs fLockpickSkillSweetSpotBase 0.1; Sets the base sweet spot for lockpicking. (Default 0.2. Don't set this to 0.1 unless you want REALLY hard locks!) (higher numbers = easier lockpick) This setting is part of the mod "Lockpicking Maniac".*2 setgs fSweetSpotEasy 20; Sets the "sweet spot" for easy lockpicking. Default 80 (higher numbers = easier lockpick). This setting is part of the mod "Lockpicking Maniac". *2 setgs fSweetSpotAverage 10; Same as above but for Average locks. (higher numbers = easier lockpick) (Same resource as well) setgs fSweetSpotHard 5; Same as above but for Hard locks. (higher numbers = easier lockpick) (Same resource as well) setgs fSweetSpotVeryHard 2; Same as above but for Master locks. (higher numbers = easier lockpick) (Same resource as well) setgs fBumpReactionSmallWaitTimer 0.5; Sets how long it takes for Companions you bump into to move out of the way. Found in Move (Get Out the Way). (Default 1.0) fBumpReactionMinMoveDist 150; Sets the minimum distance a companion will move away when bumped. Found in Move (Get Out the Way). (Default 75) fBumpReactionIdealMoveDist 250; Sets the preferred distance a companion will move away when bumped. Found in Move (Get Out the Way). (Default 128) setgs fJumpHeightMin 115; Sets the minimum jump height to 115. Now you can jump over those low fences in Sanctuary like a normal human! Found in Jump That Fence. (Default 90) setgs fIronSightsDOFStrength 0; Disables the iron sights DOF effect only. (Found in Depth of Field Remover) *1: These settings combined help to prevent over-leveling from crafting in workshop, workbench, and cooking/chem stations. The vanilla settings can result in a level 30 character in the very beginning of the game just by building a large Sanctuary and a level 90 character very quickly just from settlement building. These settings as I have listed still allow leveling in the beginning of the game when small exp gains matter in big ways. Once your character has grown to a respectable level (15 or so), the small gains from crafting have a far smaller impact on your level. This means you can still level, you still gain exp, but it prevents over-leveling which, to me, is one of the biggest problems with the game. *2: Lockpicking Maniac was originally inspired by "Player Lockpicking", which is an excellent mod that makes lockpicking easier. I chose to credit Lockpicking Maniac as I wanted to make my lockpicking more of a challenge and used Lockpicking Maniac's settings on which to base my own settings. I recommend you to endorse "Player Lockpicking" if you use the settings to make your lockpicking easier and "Lockpicking Maniac" if you use them to make it harder. If you know of any other starting console command settings, put em in the comments below and I'll combine em with this. Also, if you see any errors, feel free to let me know Just in case anyone is curious, my current start up command is: "sStartingConsoleCommand=gr off; setgs fjetpackdraininital 10;setgs fJetpackDrainSustained 5; setgs fjetpackthrustsustained 99; setgs fJetpackThrustInitial 350; setgs fJetpackTimeToSustained .85; setgs fSandboxCylinderTop 576; setgs fSandboxCylinderBottom -576; setgs iWorkshopSettlerPopulationMax 50; setgs iTerminalDisplayRate 1200; setgs fGunShellLifetime 600; setgs fGunShellCameraDistance 51200; setgs iDebrisMaxCount 1500; setgs fWorkshopWireMaxLength 3200; setgs fPickPocketMaxChance 99; setgs fPickPocketMinChance 20; setgs fJumpHeightMin 115". For anyone counting, that's 17 commands which are run every time the game starts, and there's literally no limit to how many settings you can use in this manner. Enjoy Watch Edit: Since posting this, I have found a few others and remembered some I used in the past. Please let me know if you see any errors or if I failed to give proper credit. Edit: Found a couple more settings, cleaned up the page a bit, and added missing links to references.
  13. I need help from someone who's relatively well versed with scripting. I have the 2 mods "Survival Options" and "Survival Stats Widget" which both modify the HC_Manager script. I would really like to use both of these mods but will need to merge the scripts to make that happen. Can anyone help me here? I'm not looking for someone to do this for me (although I wouldn't complain!) but if I can just get some help on how to make this happen, I would appreciate it. I sincerely appreciate any help and/or advice I can get. Watch
  14. If installed correctly F4SE will not (cannot) cause your game to crash. If you are experiencing crashes, you have either installed the F4SE files incorrectly or you have another issue (missing master, major conflict, etc). I would suggest deleting ALL files from F4SE, then re-installing. Make sure you are downloading the most recent version from http://f4se.silverlock.org/. Extract the zip file somewhere and copy ALL files from the zip file into your game folder with the fallout4.exe. Further, make sure you are starting your game with the f4se launcher. If that doesn't work and you're still getting crashes, there's something else wrong.
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