Jump to content

Chashan

Members
  • Posts

    20
  • Joined

  • Last visited

Nexus Mods Profile

About Chashan

Chashan's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Hallo everyone, First, yes, the title is not a typo. A while ago, I set myself up with the various collections of mesh-replacers by Nordwarua, complete with CBBE editions of them.They have worked fine for the most part, except for one issue I encountered with certain (not all) boot-meshes for the ladies. Namely, some of them end up poised in a tiptoe-position. Screenshots below - Unplayable Factions: Alik'r Light 1 Alik'r Light 2 (These ones made me notice the issue in the first place. Alik'r Heavy boots are similarly affected, can do screenshots of them too if needed) Stendarr Plate Guard Replacer: Dawnstar Northerner Realistic Armor: East Leather Leather Iron Mercenary Scaled I at first thought that Racemenu High Heels was to blame, yet that actually requires actively modifying those meshes which I simply did not do. Nor is it a problem specific to the CBBE-meshes of affected boots, as reverting to non-CBBE meshes resulted in the same issue. What does "fix" it is the removal of the files within the meshes/actors/character/character assets female-folder - added by XPMS/3ba which I am using. As a consequence of which the other features of these two mods are gone/screwed up, of course. Since I don't want to remove these two mods, I've opted to point female boot-meshes affected to ones that work. Given that it's only some meshes that are bugged and not all, I was wondering where I would have to start to try and have the original ones play nice with XPMS/3ba - the individual meshes themselves, some setting within skeleton_female.xml? Input would be greatly welcome.
  2. Good evening everyone, I recently decided to re-do the rather expansive mod-list I have for FO4 (primarily by scraping together what .esl-mods there are already to bypass the old hard 255-limit), and I came upon a rather curious bug: equipping the Field Backpack featured in this mod on my PC using CBBE: https://www.nexusmods.com/fallout4/mods/10111/? This results in a neck-gap while the character is nekkid or wearing a CBBE-outfit that has the neck exposed, as I marked in red in the following screenshot: https://abload.de/image.php?img=fo4neckgapqxkxg.jpg Using what few neckpieces and/or scarves-mods there are to cover this up works to some extent while the character is standing still, it still sticks out while my PC is in motion, though. Most of the time I simply got my PC dressed up to the neck anyway, and hence didn't notice this at all at first. I can't quite wrap my head around how this is occurring, however. Using other mod-items that use the same equip-slot 55 as the above mod's Field Backpack didn't reproduce this issue.
  3. You mean in the vanilla-systems they don't chase you? Might be that editing that variable simply doesn't apply there or something similar. Also somewhat at a loss why editing fuelefficiency in bioweapon.xml wouldn't work, as the variable is right there already...
  4. Using ME3Explorer's Coalesced Editor, unpack EGM's Default_DLC_MOD_EGM.bin and add these lines, with values adjusted to your liking, to its BioGame.xml via Notepad++: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section> right above this section here at the bottom of EGM's BioGame.xml: <Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> It should look something like this: <Section name="sfxgamecontent.sfxgalaxymapreaper"><Property name="acceleration" type="2">5.0</Property><Property name="m_fscandetectionrange" type="2">300;</Property><Property name="maxspeed" type="2">67.5</Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_leavemission"><Property name="leavemissionarray" type="2"></Property></Section><Section name="sfxgamecontentlivekismet.sfxseqact_missionidtoname"><Property name="mapiddataarray" type="3">(MapID=85, MapName="BioP_EGM")</Property></Section></Sections></CoalesceAsset> After you are done with your edits, don't forget to repack the various .xml as a .bin-file via ME3Explorer Coalesced Editor, selecting the Default_DLC_MOD_EGM.xml and clicking convert. After that, replace the .bin found within EGM's DLC-folder with that repacked .bin and run auto-TOC.
  5. Hallo everyone, A short while ago, I gave another playthrough of ME2 a shot after I found this method to disable corpse-cleanup there, by way of adding the +Bindings-line - minus the +-sign - to the bottom of the [sFXGame.SFXGameModeBase] section within Coalesced.ini and, as after any edit, run ME2inifixer.exe: https://gamefaqs.gamespot.com/boards/944906-mass-effect-2/56575268 "[sFXGame.SFXGameModeBase] +Bindings=( Name="F11", Command="ontap 0.22 set BioPawn m_bCanCleanupCorpse false | set BioPawn m_bCanCleanupCorpse true",Control=False,Shift=False,Alt=False ) this is the code to get corpses to stay. its key binded, though. the positive is that if ur computer cant handle it, u press F11 to get any new corpses to disappear as normal and if u load ur game, all other corpses will be gone (i believe is what the info said). again, the + sign seems to just be there to tell the mod manager to add this line of code in the gamemodebase section of the ini." (Works like a charm after pressing F11 in ME2 main menu after booting up the game, as I found.) Now, regarding ME3 I have as yet found nothing concrete as to how one would go about disabling the corpse-cleanup there, which does wonders for the atmosphere in both ME1 and ME2. Only hit that comes up is this here on the largely deserted ME3 Explorer-boards: https://www.tapatalk.com/groups/me3explorer/dead-bodies-stay-in-mass-effect-3-t2459.html As user Femshep writes there: "You would need to increase the time off-street before the game cleans it up, which iirc defaults to 5 frames. There's also maxdeadbodies I think which is part of biopawn (editable on metweaks modmaker as a dynamic mixin). I don't remember where the cleanup variable is, but I have seen it." Would someone have an idea where said variable is to be found, or if a similar solution as that for ME2 above is feasible?
  6. Noted, turned out it was far simpler than any of those points: removing 2hraim.kf and 2hraimis.kf files added to Data/Meshes/characters/_1stperson by the Weapon Animation Replacer mod fixed the pipe rifle well enough. With the .ini-settings for Enhanced Camera as I had them - basically the same as suggested on the trouble shooting page beneath point "Issue: Aiming - 1st Person View (FPV) is off center" Solution-2b - I haven't noticed any shortcomings for other weapons using rifle animations.
  7. Evenin' everyone, I recently decided to add/remove a couple mod-.esp/.esm in the data-folder I threw together for FNV years ago and came across the quite excellent Enhanced Camera mod and this compatibility patch for WAR along the way: https://www.nexusmods.com/newvegas/mods/55648/? So far it's been a smooth run - I have come across a quite glaring bug with CFW's pipe rifle, however. When aiming down sights, it's way off to the left, as seen in the following couple screenies, before it realigns itself to the middle right when a shot is fired: http://abload.de/img/cfwpiperiflemessedupio4s2o.jpg http://abload.de/img/20171008173103_1ajs50.jpg Needless to say, aiming with the thing in 1st person becomes something of a guessing game. I am not certain if it has any bearing on this, but one NVSE_EnhancedCamera.ini-setting I activated for EC was bUseThirdPersonArms=1 Is that the cause of this bug, or something more specifically to do with the pipe rifle's iron sight animations? Searching for the latter didn't turn up anything.
  8. Good evening, I've been running into the same issue as the OP with not just Armorsmith, but Weaponsmith.esps. Your suggestion here works like a charm to remove the error-entries of one .esp in one go, thanks a lot!
  9. Hallo, Since I didn't find anyone else bringing it up, would it be possible to do a mod that grants the Deluxe upgrade's pathfinder weapon-schematics of alI ranks? Reason I am asking is that I decided a while ago to upgrade MEA to deluxe edition with a playthrough in progress. Schematics for higher tiers of the Pathfinder weapons that are included therein are unlocked up to rank 5/level 30 as I understand it. Now, when I added the deluxe edition my character was already past level 30, and unlocking the weapons and armors in the cabin I only got the rank 1 weapons themselves and no higher rank schematics whatever. I checked and rechecked the development screen for them, but nothing's there. I already tried this mod here with a somewhat vague description without success: http://www.nexusmods.com/masseffectandromeda/mods/339/? Other than that, is it possible to add some stats to the rank 1 Initiative armor pieces - arms, head and legs that is? Seems odd that those wouldn't grant any benefit at all, however miniscule.
  10. Good evening everyone, Recently picked up FO3 again, and just like years past, spent more time tinkering with fo3edit and similar rather than merely play the game itself. Looking around for some manner of mod that would add something to Moira Brown after blowing Megaton up, another thought came to mind: whether it wouldn't be possible to alter the script that turns her into a ghoul to turn her into another race - Pitt DLC's infected Caucasian race, that is. Looks messed up alright to suggest she got quite the brunt of the blast, and also doesn't quite invalidate what the ghoul Carol has to say about the process of ghoulification taking a long time rather than be instantaneous. Looking around, all I could find was this old topic here: http://www.gamesas.com/moira-brown-refuses-turn-into-ghoul-t51921.html which points to the entry of the Power of Atom-quest, this embedded script source here that is: if MoiraBrownREF.GetInCell Megaton || MoiraBrownREF.GetInWorldSpace MegatonWorld vendorContainerMoiraBrownREF.moveto VendorContainerMoiraBrownGhoulREF underworldFloorBufferREF.disable ;VendorContainerMoiraBrownGhoulREF.enable ;VendorContainerMoiraBrownGhoulREF.removeitem SchematicsRockItLauncherItem 1 MoiraBrownREF.moveto MoiraWaitMarker MoiraBrownREF.matchRace tulipRef set MS03.MoiraGhoul to 1 ;MoiraBrownREF.addspell RadHealGhoul MoiraBrownREF.addspell RadResistGhoul MoiraBrownREF.removeFromFaction MegatonResidentFaction MoiraBrownREF.AddToFaction UnderworldResidentFaction 1 if (MoiraBrownREF.getTalkedToPC == 0) set MS03.MoiraGhoul to 2 MoiraBrownREF.moveto MuseumAmericanMarker MoiraBrownREF.addscriptpackage MoiraGhoulTravelToUnderworld endifendif There, it's suggested that "MoiraBrownREF.matchRace tulipRef" would be key to (in that topic's case) actually make changing Moira's race to ghoul work. Would this be the right line to edit to do what I had in mind - change Moira into a Pitt DLC Infected rather than ghoul - or would I need to look elsewhere?
  11. I can report much the same happening on my end; tried to proceed with several playthroughs until I hit a wall at levels ~14-20 when the game would always CTD in certain areas, mostly east of Markarth as well as as an area west of Darklight Tower. First I threw out the ancient MoMod I still had, then followed SkyRe, then several follower-mods which kept showing up in Papyrus-logs. To no avail. After switching to SPERG and setting the game up for Alternative Start, I managed to narrow it down to Immersive Armors, after whose MCM-setup I hit tmm 1 into console. Travelling to locations that would crash in prior playthroughs continued to do so in the same manner, whether via fast travel or slogging there on foot. So with a somewhat heavy heart - it _is_quality work after all - I'll be waving Immersive Armors goodbye. Currently checking whether Armonizer, one of the more expansive armor collections included therein, will play nicer...
  12. Never heard of save-corruption, missing VO is very much a thing, however. As for the original question: you may try to use save-editor and lock in Traynor's bool as "True", instructions for that are found here in section 1.1. Someone also worked on lifting the female-only lock in the game as-is, result of which you can find here. Further work on that has been on hold for a while now, however. (When reading through the thread, do ignore the drama-queen attitude of some posters there at your discretion.) I recall that Traynor referred to Shepard as a woman a couple times. You may want to edit that, which can be done quite easily using the steps MrFob showcased in this video here. You can also use me3explorer's soundplorer to extract Traynor's VO-files from the game and cut and adjust those files using Audacity before running them through Wwise for re-import into the game. I used the method myself for Femshep/Williams-culmination - lo and behold, in the base-game some of Femshep's VO is actually voiced in the romance-sections with Williams...with Meer's VO =/ - of which you can find a recording here. So editing voiced VO is rather simple, as regards unvoiced lines, however, I couldn't yet figure out on my end how that can be done. Hope this'll be of some help.
  13. Good evening everyone, I recently installed Fallout New Vegas on my new rig, and mostly the game runs perfectly fine - got to love playing the game without any major stutters with full visual range enabled. The only minor annoyance I found was the following: I've currently just gotten as far as Primm, and when my character reaches a very low health threshold smoke would start to rise and sparks are sent flying from her. Initially, this made me think that this has something to do with the Ares Project- and/or Daughters of Ares-mod I also got in my load-list, which would be fitting if I were actually rolling a cyberpunk-cyborg lady. She's standard Hispanic, though, so naturally this doesn't make particularly much sense. Disabling .esp associated with Ares Project and Daughters of Ares did not solve this, and an obvious Perk/Script/Actor Effect or whichever may be the cause is not readily found in FNVedit either. Would anyone have any pointers what might be wrong here?
  14. http://www.fallout3nexus.com/downloads/file.php?id=1548 It's got the red star, anyway, although I guess the cyrillic text ruins it for you.
  15. Bren and Sten are already around, check http://www.fallout3nexus.com/downloads/file.php?id=5059
×
×
  • Create New...