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Warburg

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  1. I noticed a few issues with the wounds that get applied to actors. I am not talking about the blood spatter that hits the ground/wall, just the blood decal that is applied to the actual actor (human, ghoul, supermutant, etc...). Also, I should note that I am talking about the number limit on wound decals, not the time period they stay for. I have tried all the mods available to the public, but none cover this issue. I have also tried various .ini settings with minimal success. So here's some information I've found: Going through multiple test scenarios, the amount of actual decals that can be applied to actors is around 20-35. It seems as if there is a global decal amount, not tied to the actual actor. For example, shoot 10 decals into Actor A, shoot 15 decals into Actor B, shooting 1 more decal into Actor B would cause the first decal to disappear from Actor A. There also seems to be a seperate issue that only applies when loading a save game after you have already been playing. This issue does not occur in your first session after starting Fallout 4 (as far as I have seen). The actual issue is the maximum number of wound decals is reduced to 1. For example, every shot creates a new decal, but removes the last one. Any help regarding this is appreciated.
  2. Just have a question if anyone can help. What are the most active forums regarding Fallout 4 modding? Is it here?
  3. With the new patches for CK and Skyrim, I am having a few issues with my world map mod. Back during 1.7.7, I was able to use the below INI setting to replace the Tamriel world mesh with my own. This setting actually removed the default Tamriel mesh from the world map, and only left my mesh visible. [MapMenu] sMapCloudNIF=Meshes\land0101\mesh.nif Now after 1.8, it seems this ini setting does not work, so I have been looking for other ways to get my mesh into the world map. Renaming my mesh to "SkyrimWorldmapCloudBank.nif", and placing it in "Data/Meshes/Sky" does get my mesh into the world map, but it does not replace the vanilla Tamriel world mesh. Here is a screenshot of the issue: http://img87.imageshack.us/img87/4937/2012110600001b.jpg Now, the temporary solution to this would be, to raise my mesh on the z axis above the Tamriel world mesh, but this brings other issues, like the map markers are than below my map mesh. Another issue that is caused by raising my mesh can be seen in the actual game world, directly after exiting out of the map. The issue in the following screenshot appears for about 2 seconds and then fades away: http://img855.imageshack.us/img855/8107/2012110600002.jpg. As you can see, my mesh appears in the actual game world, if only for a brief time of a couple seconds (still bothersome to me). If anyone has any idea how I would be able to duplicate what was possible back in 1.7.7, I would love to hear it. Thanks for reading.
  4. I have released a replacement texture for the World Map. For me, the enjoyment that comes from exploring a new land is getting to know the land. A more detailed map will hopefully bring a more immersive experience to users, and help them connect to the land better. Instead of say, following a map marker to a location, instead, one could reference locations, rivers, lakes, or borders to areas. I was intending on releasing this texture once I completed another mod that benefits from having this map, but I will release that in the coming days. It is based on the original parchment version of the Skyrim map High Resolution Screenshots: Original - http://imageshack.us/a/img198/505/originalenh.jpg My Texture - http://imageshack.us/a/img515/7048/allroads.jpg Changes from original: - I relocated the names of locations so that they will not get covered up by map markers, even if all of them are unlocked. - More visible text - More visible Hold borders - More visible river and lake's Link to download - My link Credits go to: Warburg - Creating map texture nushu - Creating original Mesh MoonD - For continuing support and updating with his own enhancements
  5. Anyone else able to give some feedback? Just looking for a few more opinions before I finish up the mod
  6. Can anyone else share their opinion on this?
  7. The problem is I change the name of a location to: Guldun Rock (A Giant's encampment on the east border of Whiterun Hold. It is at the northeast base of the Throat of the World) So, the radiant function is like this - I have killed the bandit leader at <location> . I should now go and collect my bounty from <steward>. It may be possible to remove the parenthesis, but with some locations it is hard to describe a location in relation to major city's in a few sentences. I thought it may be easier to read in parenthesis, but I am still pondering this.
  8. Thanks you very much for your feedback bud
  9. I am currently working on a mod to give the Radient quests in Skyrim more substance. Enough substance, that they can stand alone without Quest Markers, which is why I have disabled them. This gives the user more of a sense of accomplishment (in my opinion), when they finally finish the quest. Although, I need some input from the community to decide which way I should go with this mod. Here are the options I will use a simple quest that is given to you by any of the Innkeepers in the game as an example Note - This is how it is displayed in game, in the Misc. Quests tab Option 1: First Objective given to the player when they start the quest (RandomInnkeeper) recently gave me a bounty letter to kill the bandit leader hiding out at Guldun Rock (A Giant's encampment on the east border of Whiterun Hold. It is at the northeast base of the Throat of the World) Objective given to the player when they kill the giant I traveled to Guldun Rock (A Giant's encampment on the east border of Whiterun Hold. It is at the northeast base of the Throat of the World) and killed the bandit leader. I should now go and collect my bounty from Proventus Avenicci (An Imperial and Steward to the Jarl of Whiterun, who resides at the Dragonsreach, at the northeast part of Whiterun city) Option 2: First Objective given to the player when they start the quest (RandomInnkeeper) recently gave me a bounty letter to kill the bandit leader hiding out at Guldun Rock (A Giant's encampment on the east border of Whiterun Hold. It is at the northeast base of the Throat of the World) Objective given to the player when they kill the giant I have killed the bandit leader. I should now go and collect my bounty from Proventus Avenicci (An Imperial and Steward to the Jarl of Whiterun, who resides at the Dragonsreach, at the northeast part of Whiterun city) Now, a few notes about these options. You'll notice the First Objective for each option is the same. This is because I am satisfied with this and wont be changing it. The option that I am undecided about, is the Objective given to the player when they kill the giant. Ask yourself how you would like to view these quests in-game. With Option 1, the Objective given to the player when they kill the giant tells you: -Where you went -What you did -Who to go to now Advantage: More detail Disadvantage: More text. It repeats the location and directions (In Parenthesis) to Where you went. With Option 2, the Objective given to the player when they kill the giant tells you: -What you did -Who to go to now Advantage: Cleaner looking quest in your log, reading friendly. Doesn't repeat the location and directions to Where you went Disadvantage: Less detail I am at a halt in making this mod because I cannot go back and switch from one option to the other. When I choose an option, I have to stick with it throughout all the Radient quests. Your feedback is greatly appreciated, as I am very interested in completing this mod. It will allow me personally to play through the quests happily, which I have boycotted until I fix them.
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