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NeuroticPixels

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About NeuroticPixels

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    The Elder Scrolls Online (ESO)
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    Elder Scrolls Online, World of Warcraft, Fallout 4, The Last of Us

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  1. Hi. It’s a shame the Nexus store doesn’t have Cyberpunk 2077 plus the DLC for Steam for sale. But, it’s still really epic that it’s in the Nexus store at all! So I was wondering, will having the game on GOG cause any issues for mods? I’ve had issues in the past with other games that had mods only compatible with the Steam version. I don’t want to buy the GOG version if that’s going to be the case. Thanks in advance for your input!
  2. Hi. I have a mod request! Please link to the mod in the comments here if this already exists. (I've searched and haven't found it!) Request: 1. Allow us to completely exhaust all dialogue/questions with the dead. (No longer limited to 5.) 2. Even if we're the dead NPC's killer, allow us to bypass that restriction so that we can speak to their lifeless bodies. (How is holding a grudge helping them in the afterlife?)Thank you!! P.S. Are there any BG3 Discords where authors and users hang out to talk about mods and such? If so, can you link it here? Past requests made by others for this same thing: https://forums.nexusmods.com/index.php?/topic/13224408-mod-requestunlimited-use-speak-with-dead/?hl=%2Bspeak+%2Bwith+%2Bdead https://forums.nexusmods.com/index.php?/topic/13114440-mod-request-speak-with-dead-infinite-questions/?hl=%2Bspeak+%2Bwith+%2Bdead&do=findComment&comment=126405381 https://forums.nexusmods.com/index.php?/topic/13110837-mod-request-unlimited-speak-with-the-dead-allow-speak-as-killer/?hl=%2Bspeak+%2Bwith+%2Bdead&do=findComment&comment=126405360
  3. Within the last few days, I've noticed my cursor/camera sensitivity is through the roof. Nearly impossible to control. During dialogues and rotating the Star Map. Things like that. I've tried tweaking the setting in-game (Settings > Controls) but the right setting doesn't seem to be available there. Unfortunately, I do so many edits and subtractions and additions to my ini files, that I don't know what's new anymore. :down: I imagine the culprit is one of the settings for "Camera", "Dialogue", "Star Map", or "Controls". But I'm hoping someone can help narrow it down before I spend a ton of time trying to troubleshoot it myself. I tried a few things already without any luck. So here are my startup bats and ini files... Please help. StarfieldCustom.ini - Tweaks.txt - StarfieldPrefs.ini - EDIT: Found one culprit! fFreeRotationDialogueSpeed under Camera. Set it to 0.2 and it's good now. Still at a loss about some other camera/cursor movements being too quick and touchy.
  4. Looking for a mod than can adjust how far off we see our distance from a mission marker. Unedited, the distance disappears once we get further than 99+... feet? meters? yards? I don't know what it is. I'd like to be able to see the distance all the way up to... idk... 1400? It would be super helpful for when we have mission objectives with multiple targets, and if we choose to use the "show all targets" option (found on the Mission UI [the L key is the default keybind to bring it up]). Then it would help us see which target was closest to us. I already know of these custom ini tweaks: SetGS fFloatQuestMarkerMinDistance SetGS fFloatQuestMarkerMaxDistance But they don't help enough with showing which marker is closest. I'd like the little digits above the marker to show me.
  5. Someone could make their own version of it that does the same thing. It's only editing lines of code. Multiple "versions" could be completely identical, because it's just editing code. But yes, I understand what you mean. The author would need to do their own editing and not copy & paste from another mod without permission. :happy:
  6. Mod seen here: https://www.nexusmods.com/witcher3/mods/2171 I would love for this to be fixed and updated for Next Gen. I think this is something that should have been an option in the game's settings. I don't know if this is allowed, but if someone could fix and update that mod and make it an official update on NexusMods (give it its own page like the rest of the mods).
  7. Found this mod... https://www.nexusmods.com/witcher3/mods/2428 From my understanding, it makes the glowing items seen when using the witcher sense appear immediately, and disappear immediately. Or at least, as immediately as it can while still feeling like a smooth transition. What I'm requesting is, doubling the range/radius of the witcher sense and make glowing things appear immediately (smoothly), but disappear at the vanilla rate. (So that the glow still slowly fades away after leaving the "witcher sense".)
  8. Someone please update https://www.nexusmods.com/witcher3/mods/3588 ("Negotiate the Best Contract") to Next Gen. Thank you in advance.
  9. Err, I guess I should say that NO, it didnt void the groups entirely. Vortex still followed the rules I used. The ones connected with the orange lines. As long as I didnt use the others, there wasnt an issue. But now i cant use Vortexs default group within my own group rules because i cant disconnect it from the other master groups.
  10. Right. The unlinked rules I didnt use. The first few lines at the top. Everything attached with the orange arrows/lines are what I used. I guess I understand why we cant unlink them anymore. Im sure it voids the LOOT organization if things are unlinked. I wouldnt be surprised if it was a bug I had exploited. lol
  11. https://i.imgur.com/LFgMReu.png - link straight to the image. https://www.nexusmods.com/fallout4/mods/23556/?tab=forum&topic_id=7090666 - link to the mod's forum page where I initially posted this image back in 2019. Is making groups like this no longer possible? I made what you see in the image above in 2019. I can't seem to replicate it anymore. I simply cannot remove the lines anymore. Was what I did a bug? lol. I know it says "Masterlist groups and rules can't be removed", so I'm a bit confused on how I was able to, but can't seem to do it now. Personally, I'd appreciate having the ability to do this back. Maybe even as a hidden option for "experienced users" or something.
  12. Update: It's a known bug with the Creative Clutter mod. I chatted with the mod author today. At least the culprit has been tracked down! Not worth getting rid of Creative Clutter over.
  13. I've been having this issue for quite a while now, so it'd be nearly impossible to narrow down any "recently installed" mods. Any typewriters out in the world that use the model that is supposed to have a piece of paper in it are messed up. Whether it's by itself or next to a clipboard, like in the image attached to this post. The clipboard never has the issue unless it's the model that sits with that specific typewriter with the paper in it. Seen here: https://i.imgur.com/uEdWA7e.jpg Anyone else ever experience this? Any idea what specific file(s) could be the culprit?
  14. I still come back to this page myself to remind myself which mods to use! I now have a few more to add to the list. Again, the following mods are recommended to be used WITH the mods already listed in the quote above. (I use a different fusion core retexture mod now! Deleted the old one from the quote!) https://www.nexusmods.com/fallout4/mods/3530 -- "Total Blackout" file. Only need the PAT51_palette_d.dds within the download. It fixes the T51s having a rusty chest and shoulders. https://www.nexusmods.com/fallout4/mods/3089 -- Turns the rust black on raider power armor. Looks much better. https://www.nexusmods.com/fallout4/mods/29479 -- fomod contains several options. I believe I chose "2k scratched". https://www.nexusmods.com/fallout4/mods/59101 -- I went with the original orange palette. I did NOT overwrite any other mod. https://www.nexusmods.com/fallout4/mods/5401/ -- "High Vis Industrial Grade FC" file. Fusion core retexture. https://www.nexusmods.com/fallout4/mods/6011 -- I prefer the "hybrid" red glow for the FC. https://www.nexusmods.com/fallout4/mods/14773 -- Automatically take out your fusion core when you leave your power armor. A must-have. https://www.nexusmods.com/fallout4/mods/10732 -- Fixes the missing shine from the 1st person power armor hands. https://www.nexusmods.com/fallout4/mods/31168 -- A better looking fusion core hole. https://www.nexusmods.com/fallout4/mods/33080 -- A must-have. Simply keeps your character from having a tough time getting into power armor. https://www.nexusmods.com/fallout4/mods/20340 -- Fixes the desynced sounds of entering and exiting power armor. A small change, but your eyes and ears will thank you. https://www.nexusmods.com/fallout4/mods/8854 -- Fixes overly bright map when using power armor. https://www.nexusmods.com/fallout4/mods/6708 -- Make the power armor's lamp light actually useful. https://www.nexusmods.com/fallout4/mods/6938 -- Impatient like me? Unlock those power armor paints! https://www.nexusmods.com/fallout4/mods/55599 -- Better looking blowtorch to work on your power armor with. https://www.nexusmods.com/fallout4/mods/27479 -- Actually see what the heck you're doing with workbenches. Removes shader effect. Requires F4SE. Slightly unrelated... you can get a jetpack without having to use power armor: https://www.nexusmods.com/fallout4/mods/7668 <-- lots of mods try to implement jetpacks, and I've used this one for years. Highly recommended. These are all mods I will install for every single playthrough I do. The ones in the quote, and the new ones I've listed. I hope I didn't forget anything... Enjoy!
  15. Bummer! Thanks for the info. Your "Replace Any Actor with Any Actor" looks promising. The main concern is: I use mods that add NPCs and quests. Like, Sim Settlements 2, for example. I would hate to use your mod to fix one problem, only to create another. You know? lol. I wonder if it would be possible to add checks for quest items on NPCs/enemies before replacing them. (In case someone isn't marked QuestMarker or Unique or whatnot.) But that probably goes out of the scope of the mod, since it's about replacing actors and not checking their inventory. lol. Or am I just blowing that quote out of proportion and everything should be fine?
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