Jump to content

Cavou

Supporter
  • Posts

    60
  • Joined

  • Last visited

Nexus Mods Profile

About Cavou

Profile Fields

  • Country
    Canada
  • Currently Playing
    Hi-Fi Rush
  • Favourite Game
    Metroid Prime 2

Cavou's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I would greatly appreciate a mod for Resident Evil 4 Remake to disable the color filters used across the game, similar to this mod for Resident Evil 8: https://www.nexusmods.com/residentevilvillage/mods/215 Resident Evil 4 Remake has some crushed black levels, especially in HDR, partially due to the color filters, especially noticeable in the Castle. To whoever makes this mod, I will happily donate to you to express my appreciation!
  2. As great as Fallout 4 can look, there are plenty of oversights and ugly oddities in the game that I have done my best to remove. I use mods like "Remove Ugly Flat Trash" and others to try and remedy that. However, even with that mod (both the flat and 3d components), I have noticed some incredibly ugly blocky bits of 3d rubble throughout the game, usually on roads, and often accompanied by even uglier flat bits of rubble. I normally find these on roads, and their ugliness is only made worse as I often find these decals and objects floating significantly off the ground or at an angle off the ground. I'll post a screenshot of them, and hopefully someone can tell me how to remove them. I would remove it myself by replacing its texture with an invisible one, but I have no idea what the texture name belonging to that object is or how to identify it. Here is a screenshot of the ugly flat trash in question: https://imgur.com/9hkTW1Z The ID of the object in the screenshot, to hopefully help, is 001e39d4. On the topic of floating objects, something I noticed on occasion are trees and rocks floating off the ground, sometimes by a little, sometimes by a lot. One rock I found doing this was of the variety with a jagged, pointed top. A way of fixing this would be to simply extend the bottom of the models further down their they normally are, or better, making them a full object with a full bottom and no cut-off. I could not re-locate the rock with that issue, but if I do find it I will link to a picture. A big thank you in advance to whoever is willing to do this! I really appreciate it and I'm sure many others will too.
  3. I noticed that the names of my rifle-type weapons are bugged in Fallout 4. Guns will appear with their suffix stated twice, such as "Short Assault Rifle Rifle" or "Hunting Rifle Rifle", and even applies to modded weapons, such as "Chinese Assault Rifle Rifle." I have no idea what would cause this. I have AWKCR installed, as well as the Unofficial Fallout 4 Patch, and Unbogus Fallout 4. I also noticed that the "Pistol" title is also listed after every pistol-type weapon, though not twice in a row, perhaps because the modded pistols I've seen don't have names that normally end with Pistol, unlike the Rifles I saw? For example, I have seen a Revolver Pistol, Mosin Nagant Rifle, and more that I am confident do not normally have names that end with such a suffix stating their weapon type. How would I be able to fix this issue in Fallout 4 edit? Like, what category is that weapon naming information under? I checked the "Weapon" category in FO4 edit under the mods I listed, checking the Hunting Rifle and Assault Rifle for example, and I replaced the modified names that Unbogus gives the weapons with the standard names, and the issue was not fixed. I am also using a Merged Patch and the issue also is not fixed. Has anyone else seen this issue before, and does anyone know a fix? Thanks in advance for any help, I'd appreciate any replies.
  4. Would it be possible for you to include a mod to remove the 3D models that show up in the loading screens added by the Creation Club? I use Loading Screen Fix to remove 3D models and speed up load times, so now all I get in CC stuff. I know I've posted this request on your other Creation Club mods, but I just want to make sure you see my suggestion.
  5. I have noticed since launch that Dark Souls 3 has an issue where the first time you load into the game, the game loads textures and the geometry load in just fine, but after teleporting, dying, or reloading the game the game loads in things very close in front of you. It is extremely noticeable in Crucifixion Woods, less so in other areas but it is always present if you look for it. I've seen other posts on this topic, but never found any kind of solution. It seems to be related to the engine, is present on consoles as well, and has not been fixed by From. It doesn't seem to be key to optimization, however, as the game runs fine on the initial load with no draw distance pop-in (at least for me). Would it be possible to fix this with a mod, or has anyone found out how to resolve this? Is it a memory leak? It is distracting and while I want to start a new playthrough of DS3, I'd like to fix this bug first if possible. Or, if anyone knows someone at FromSoft, it'd be nice if this could be fixed in a patch before the game is done patching (if it is not already). Or, who should I contact to help spread awareness of the issue and how? Thanks in advance.
  6. In response to post #44847940. #44903545, #44906365 are all replies on the same post. Fair enough, and thanks for replying to my response. Cheers to you too!
  7. In response to post #44847940. Thank you for your input; I'm sorry you feel the way you do. To perhaps offer some more perspective on my choice to go into detail on that subject, it related to my choice to get into gaming from a young age to the point of being willing to mod and support games I love, and my love for action adventure games in particular being inspired by my love for Nintendo games of the 90s and early-mid 2000s, Zelda and Metroid in particular. I wasn't meaning to try to tell Nintendo how to run their company since I understand that what I personally like isn't what will be the most profitable, but rather I just wanted to use Nintendo as a sort of framing device to give context to what I personally value in video games and how Dark Souls embodied a sort of continuation of what I loved so much in Nintendo games as a kid, and could inspire the kind of wonder, exploration and fear that stuck with me so much, and that it's one of the only games that has been released in the past 9 years or so that made me feel that way due to Nintendo's different focus. My mod didn't take as much in the way of technical skill as it did commitment and determination. I could have mentioned how I have attended Digipen courses, but the skills I learnt there wasn't as relevant, and I had never created any mods before even if I have previously modded games such as Garry's Mod, Half-Life, Fallout and Skyrim. As such, I wanted to explain how I was inspired by my appreciation of what I see as a fading, or perhaps changing, genre evident in a game that blends many types of game together, such as hardcore classic RPGs, Metroidvania, and action-adventure games. As such, I think that stating my reason for not sticking with the company that made my childhood and instead heading over to Dark Souls in pursuit of a Nintendo-esque experience was relevant. Wanting to help make a niche game that represents something I value as good as I could make it by addressing flaws with it that I also saw as flaws and were able to fix with the tools available was most certainly motivated by what I talked about, though I could have worded it better in retrospect. I know disagreeing with Nintendo may be an unpopular opinion, but I wanted to be honest and not be afraid to offer another angle on the Nintendo Switch hype train that is so prevalent, though I didn't intend to come across as overly negative or a nay-sayer. Regardless of anything I said that may have upset you, I do honestly hope that the Nintendo switch is successful with games that I can enjoy, and I hold no ill-will towards Nintendo. Also, I do not mean to come across as overly defensive of myself, but rather I thought your point had relevance and I wanted to clarify something I felt I didn't adequately cover.
  8. So, I created a mod for Dark Souls 2 a few years ago that fixed the tiling textures that plagued that game to the best of my ability and the ability of the modding tools. Now, while Dark Souls 3 doesn't have any problems with tiling textures, what it does suffer from is missing textures, which appear silvery, as if the specular map is present but the texture itself is absent. I am willing to create the mod myself, but I decided to wait until I have played both DLC before risking getting myself softbanned by modding the game, since I was banned from Scholar of the First Sin for using either ReShade or DS2Fix (SotFS edititon), so I am being more cautious than usual. Luckily, I found that my SotFS ban disappeared when I checked on it recently after leaving the game for over a year so who knows what happened with that. So, I wanted to know if anyone can confirm that the missing textures can indeed be replaced/fixed using iGP11? Or, would anyone be willing to attempt this themselves, or to send this kind of bug report to a FromSoftware/Bandai Namco bug report service (interesting to note that the missing texture in Wolnir's room WAS fixed in today's update). I'll provide a list here of all missing textures that I discovered: -1: In front of the Cathedral of the Deep when viewed from the Undead Settlement, especially visible near the Taurus Demon or on the tower next to the Giant Archer. -2: On a root on the Road of Sacrifices, near a Corvian early on. -3: On the top of the building you enter the Road of Sacrifices through, on the little spires. -4: Along the whole side of the bridge where you fight the Stray Demon. -5: On little spikes along the side of the bridge where you fight the Stray Demon. -6: Three pieces of rubble on the Stray Demon bridge. -7: On the distant bridge visible from the Cathedral of the Deep. -8: On two trees visible in the Undead Settlement visible from the Cathedral of the Deep. -9: On part of a broken roof in Castle Lothric Dragon Barracks above some Lothric Knights. -10: Along the arched bridge above the two dragons in Lothric Castle near the two dragons. -11: On the side of a building after the Dragonslayer Armor and before the Grand Archives. -12: On rocks at Archdragon Peak, along the path at the start. I will continue to update all known missing textures I discover and provide screenshots of all locations. I have likely missed or forgotten a few things that I observed in my past playthroughs. Here is a dropbox containing screenshots of all texture issues I noticed so far: https://www.dropbox.com/sh/faonkulrmurz0xm/AADqFGqRm3iLKdtrwl_mUKgMa?dl=0 Additionally, while not a missing texture, there is some ugly z-fighting on the lilly pad clusters in the Crucifixion Woods, especially to the right side as you descend the path from where Anri of Astora and Horace are. I thought it might be possible to fix this by "trimming" the lilly pads along the edge of the cluster where the z-fighting is present. While also not a missing texture but still an environmental glitch so I thought I'd include it anyways, I also discovered seams in the world in various spots. I found one at the Road of Sacrifices just outside of the Cathedral of the Deep in the area occupied by an Evangelist and two Undead Footmen. There are also two seams in the Mountain Pass area in Ariandel, near the wolf ambush before the Millwood Knight with the bow on the narrow cliff. There are also two seams at the roots of two trees in the Crucifixion Woods. I also found a seam on a pile of bodies in the crypt beneath Ariandel Chapel near all the flies. Finally, I found a box clipping through three other boxes in the Undead Settlement. Screenshots of them have been included. I'd appreciate any and all feedback, suggestions, requests, or help! But, again, I will personally not take active action in this until all DLC or all patches are out, both to ensure that a softban doesn't hurt my experience with the game significantly and to not bother fixing something that FromSoft could fix in a future patch anyways.
  9. I looked around online for a mod that would make enemies such as Raiders, for example, that are constantly fought in many locations in the game, use upgraded versions of their armor. So many Raiders at high levels especially just use combat armor pieces or perhaps one stock heavy armor legging or arm piece that is barely noticeable visually and doesn't effect their stats by much. I think the Raider Overhaul mod does this, but I don't like the new armors added since it makes way too many Raiders spawn with skeleton costumes and such. I am requesting a mod that makes Raiders have a higher chance (or a chance at all) to use sturdy and heavy Raider armor and leather armor more often at higher levels, and use things like the buttressed versions of all armors (standard, study, and heavy), since I think they look cool and would make Raiders less of a pushover at later levels and add visual variety to enemies with just a leveled list edit. Thanks to anyone who offers info or feedback on this!
  10. Recently I have been having a problem with Nexus Mod Manager where, even if I tell NMM to disable and then delete the mod from all profiles and then uninstall and permanently delete it off of NMM so that no record of it is left, all of its files will remain in my Fallout 4 directory. This includes .esp files remaining active and loose files remaining active in the game's folders as well. As a result, I have to manually uninstall every mod I would normally uninstall using NMM, and I am not sure when this issue started happening so I don't know how many files are cluttering up my Fallout 4 folder and effecting things that I don't want it to. I have tried running NMM as admin and I looked into this problem extensively but have found no information on the problem at all. I have asked my friends who play Fallout 4 and use NMM to mod it and they have not had this happen either. Nothing is in read-only mode and I don't have any other issues on my PC I am aware of. I'd appreciate any help with this. Thanks in advance!
  11. I had an idea based off of Shadowboost where, if the framerate is to go below 60fps then godrays, if on, would automatically disable themselves or lower in quality until the framerate reaches 60 (or 58 as with Shadowboost, with that being the "target FPS" set below the actual desired amount to avoid issues). Perhaps the code for Shadowboost could be used as a launching point for making this mod/utility? What in particular inspired me to make this post is that I recently used the console command to tweak the godrays grid to lower it from 64 to 8 and my performance with ultra godrays was stellar, until I looked at the sun through multiple trees. It seems like a waste to disable something that adds so much beauty to the game's graphics over something so situational, as was the case with Shadowboost being mostly useful in the city of Boston where the shadow distance performance issue was a problem. The idea I'm suggesting is the best I could think of, and I'm interested in seeing what others have to say! Any help or further insight about godrays and their variables at all would be appreciated. Also, if I posted this in the wrong category, please let me know.
  12. I have been having Skyrim stutter like crazy, rapidly fluctuating between 60fps (which I have it locked at using MSI Afterburner to avoid physics glitches and such) and 30-50fps. I am also getting crashes after between 5-15 minutes of walking around in different regions, seemingly all at random. I used LOOT to sort my mods. I am using ENBoost, with the settings being default but posted here: https://docs.google.com/document/d/15LeJHZ-0qA1xHFN2HJPbRT0Ycl29soTr1JhAlPKlchk/edit?usp=sharing Here are also my Skyrim.ini: https://docs.google.com/document/d/1lJrwBJcyZjLeagDYWyAo6QHsHazwb53mig9SMEYN5SY/edit?usp=sharing And here is my Skyrimprefs.ini: https://docs.google.com/document/d/1LIJAH_c88O5JDPdc-6khuGgr0WSbkBpLDc0mHb8w_vw/edit?usp=sharing And here are screencaptures of my load order: https://gyazo.com/a6416efc78e4e3a576e628d6cee07325 https://gyazo.com/eb66310805a38303f332cdbf6a460e61 https://gyazo.com/348033e68001fdb69f0310b4c65ad24d https://gyazo.com/df0794aa6edf07442626f7709c0f7502 And now for screencaptures of my NMM setup: https://gyazo.com/e3227e49a042cae99c0307e4bc26cbac https://gyazo.com/c38394487c085703be4d854ad7e74853 https://gyazo.com/05baced555dd737c801a98ee3e3682ee https://gyazo.com/ed95c0a30044fb6f5d3289786c421095 https://gyazo.com/92531782a870db125b4c561988410578 https://gyazo.com/0c11339a507f44d2ed9b0aea60d3ddb8 I appreciate any amount of help. I have been trying to get a stable Skyrim working on and off since around 2012-2013, and only had one successful experience that I played for nearly 500 hours, after which it corrupted and became unplayable as soon as I started to delve into the main story. I have tried to be as careful as I could with modding. I am also not subscribed to any workshop mods. I have my graphical settings in the launcher at ultra, which it defaulted me to. Here are my computer statistics: https://gyazo.com/e4a47492b18061cf00e03843557ee705 Tell me if there are any more computer stats you would like to see.
  13. I reinstalled Darnified UI and it fixed the issue. However, now I'm getting crashes every 10 minutes in-game while walking around the wasteland. Any advice to help with that?
×
×
  • Create New...