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Would also like to know that. Tested without new game: Not working: * SprintCost * FoodTickInterval Working: *JumpCostBase * BaseInventoryCapacity What is also kind of interesting and might play a role: Having 2 mods with same set of keys will have the last loaded mod overwrite the values of the first. But, if they do not have the same key set, keys that are NOT in the last loaded mod will be reset to DEFAULT.
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I also would like this, I think it could deliver some very interesting insights. I do not know how the unique downloads statistics work, but as it is only possible to endorse a mod once, the ratio should be: number of (registered) people having downloaded anything from a mod / number of endorsements for this mod.
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Any chance to replace the font with a Sans Serif font? The Serif get's a bit wearisome. I would gues the font is in sharedassets12.assets sharedassets12/EBGaramond-Regular.ttf I tried replacing it with an Open Type font in the Asset Explorer, but it crashes the game. Could this be due to incompatible importing by Asset Explorerwrong font filethe existance of sharedassets12/EBGaramond-Regular.mat :huh:
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New patch killed my New Vegas - constant CTD
ZaAl replied to cnuutfaace's topic in Fallout New Vegas's Mod Troubleshooting
Did that, didn't work for me, but altering .bsa loading sequence in Fallout_Default.ini did: SArchiveList=Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa, ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa Got this from here: http://www.gamespot....5902&pid=959559 but careful, .bsa names are wrong in that forum thread. -
New patch killed my New Vegas - constant CTD
ZaAl replied to cnuutfaace's topic in Fallout New Vegas's Mod Troubleshooting
It's only the ArchiveInvalidation that causes the crash. Toggling it off with the NVMM fixed it for me.