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gorey666

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  1. If i shutdown mod organizer and restart it, i dont get that problem. But after only a single game launch, i have to hit refresh if i want to launch error free without restarting the program.
  2. First time i launch the game after starting Mod organizer everything is fine. But everytime i exit the game and try to relaunch afterwards i get this error. The only way around it is to hit the "refresh" button on the toolbar before re-launching.. or shutting down mod organizer and reloading it. It's really annoying. How do i get around this without having to hit refresh or reloading mod organizer everytime?
  3. I unpacked the base_scripts.dzip file into a temporary folder and made some changes to one of the scripts. I repacked the entire thing and put it back into my CookedPC folder (yes i backed up the original) and the changes work 100% fine in-game. But... When i try to just copy over the edited script (preserving the necessary folder path) into the CookedPC folder.. nothing is changed in-game. Can we not have loose scripts? I then tried unpacking the base_scripts.dzip file again, and then deleting every file and folder except the one file i intended to change. I renamed the top level folder to something else and repacked it into a new .dzip file with a different name. Placed that into my CookedPC folder, and still nothing. Hrmph. How am i supposed to put this up for download without forcing someone to completely overwrite their base_scripts.dzip file for a change to just one script file?
  4. Was editing an interior cell and made some tweaks to the cell's navmesh. When i was done, i opened the plugin in TES5Edit to clean it, and noticed there's a "Navigation Mesh Info Map" section, and the record in it has references to all sorts of navmeshes i never even touched. So i deleted the record , but everytime i open the plugin up in the creation kit and save it, the record returns. What is this record? And what do i do about it?
  5. I created a square armory room. I setup a working weapon rack, then duplciated it around walls of the room. All of the weapon racks that are facing towards or away from the red axis in the render window have issues correctly placing weapons (especially two handers). All of the other racks have no issues. They are duplicates of the same weapon rack, so im stumped. Is this similar to the mannequin glitch listed here: http://www.creationkit.com/Creating_a_Mannequin For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell. Rotating the mannequin to another direction seems to fix the issue. The best way to fix this issue is to rotate the offending mannequin(s) 45 degrees (and its corresponding MannequinActivateTrig) from its original position then orient the xmarkerheading to the direction you want the mannequin to face. If the xmarkerheading is at an angle it may cause the mannequin to be inaccessible in game. Don't worry the mannequins WILL orient to the xmarkerheading they will not show up in game at the 45 degree angle. It is also helpful to snap the MannequinActivateTrig to the mannequin then snap the xmarkerheading to the MannequinActivateTrig. Lastly, it seems you need to have the navmesh run under your mannequins to ensure they stay in place. Placing your mannequins in this manner will prevent the mannequins from moving around your created space but you may still notice some minor changes in poses. I can't simply rotate my weapon racks 45 degrees and have the room functional.
  6. At my wits end. Every now and then when i loot a dead body my game crashes. It happens often enough that before i loot a body i make a Quicksave. What's strange is that after i CTD, i can load the same save, and loot the same body and nothing bad happens. I don't understand it. If it were a specific item that crashed my game 100% of the time when i tried to loot it, i could get rid of the mod or fix the item. But it's random. I've run the skyrim performance monitor during a few sessions to see if anything strange was happening when i crashed, and i can't tell anything. I'm not out of system ram or video ram when the CTD happens. This is really starting to get under my skin. I had a problem similar to this with Fallout New Vegas, where if i walked to a different game cell and tried to fast travel the game would CTD. I could fast travel all day long, but as soon as i walked out of my current cell and tried to fast travel, i was back to the desktop in no time flat (with no mods installed). It didn't happen with the release version of FO:NV, it happened on my second playthrough with one of the later patches. Same thing with skyrim. Wasn't like that when i first got the game, and now im back for a replay with the latest patch and i'm crashing half the time i loot stuff. Yes i have a decent amount of mods (70ish), but i'm not convinced it's a mod causing it. I really hope someone else who's had this problem and cured it can help me out. I don't want to quit skyrim like i did FO:NV.
  7. The guide has a flaw. When you deep copy override from one plugin to another, it will only copy a record if it doesn't already exist in the new plugin. You need copy from each mod individually starting from the bottom and going up your load order. If you do it the way stated in the guide (highlighting all branches from all mods at once), it will start copying from the topmost mod in your selection list and go downwards. The result is that If two mods alter the same record.. you will be getting the record that was first in the load order, and not the last one. Also, i wouldn't put too much trust in TES5Edit for doing that on a huge load order. I tried it once, and when i got near the top of my load order, some records didn't get copied over.. and a few other records got garbled.
  8. I hereby officially request whoever does the front page mod videos to feature my mod in one of them http://skyrim.nexusmods.com/mods/22940 I won't take no for answer, so if you say no, then i'll say yes.. then you;ll say no... and wait what? Anyway, it's a great mod that's been out for quite a while, but had mostly gotten lost in the clutter when it was first released. Its gotten a steady drip of users since then as people learn about it. I just released a new version and would like to see it featured to make more people aware of it. I would never start a new character without it. I tried to send a message directly to the man that does the videos, but his inbox is full or something. Or maybe he was washing his hair.. who cares. If you know the dude, send him to this thread. I can't be bothered to track the guy down. k thanks. - the sticky bandit
  9. At my witts end. Seems like after so many times i load a new area, the game just CTD's. I've tried everything. Sutter Remover, 4gb launcher, tweaking settings in the .ini file, not using the built in auto-saves etc. But i still crash sometimes when i fast travel or enter exit interiors after some time playing. My system far exceeds what this game requires (Running Ultra Settings with smooth 60fps). I did narrow it down some, but it still happens. Here's my test 'circuit': 1. Start the game up in good springs 2. Fast travel to mojave Outpost, walk down the hill halfway 3. Fast travel to Primm, walk back across the bridge to NCR camp 4. Fast travel to Vegas Medical Clinic, walk to Freeside North Gate 5. Walk through Freeside to the Secured Gate outside the Strip 6. Fast travel back to Goodsprings and repeat the steps. With my full mod list enabled, i would crash at some point during step 5 no matter what. Sometimes the moment i enter freeside, other times when enter the second area near "The Kings". So i removed all mods and DLC to get a baseline. Baseline: Completed entire circuit 3 times no crash /w DLC: Completed entire circuit a few times no crash Added UI mods like Darn, oHud, Grenade hotkey etc. Completed circuit a few times no crash Added A world of Pain Crash during step 5. Uninstalled Mod :( Added Mission Mojave No issues Added Electro City (/w MM compatibility patch) Crash During first circuit. Mod Uninstalled Added my custom mods No issues Added Willow Companion Crash sometimes during the first circuit, sometimes during the second. Mod Uninstalled :( Installed nVInteriors Urban & wasteland (with necessary compat. patches) no issues Installed WMX (with necessary compat. patches) No issues Installed the remaingin miscellaneous gameplay mods i like: No aparrant issues. Created a new game, then immediately ran the circuit a few times all ok. So then i decided to step into the strip proper. Walked through all sections of the strip.. then crashed as i walked back to the lucky 38 cell. I Guess there's still an issue, but ateast it happens MUCH MUCH later than it used to. So basically, what elese can i do? It's not a RAM problem, the game is only using like 700-750mb everytime it crashes. I have 4gb. I can play fully modded Oblivion & Fallout 3 (and now skyrim) for hours on end without a single crash, but New Vegas is just a *censored*.
  10. Ahah!! Figured it out. you have to use quotes around the ID part. set "XXXXXXXX".variable to XX bah.. using the text name in fallout3 was so much easier than tracking down ID numbers.
  11. I cant get these console commands to work. ShowQuestVars QUESTNAME set QUESTNAME.VARIABLE to XXXX Did something change with new vegas? I used it all the time while creating fallout 3 mods. Keeps giving some error. [edit] So it seems you cant use the EditorID anymore? I can get the 1st caommand to work byi typing the FormID. But how the hell do i get the second command to work if i cant use the editor id?
  12. Figured out a solution. I've noticed there are a number of functions not listed in the Script Extender Docs. I looked at another mod and saw some useful funcitons. short modIndex short scopeMod short modEffect short weapFlags ref currWeapon ;get the player weapon set currWeapon to player.GetEquippedObject 5 ;scope flag set? if GetWeaponHasScope currWeapon ; check the possible modifications to see if it can have a scope mod attached to it set scopeMod to 0 set modIndex to 1 Label 10 set modEffect to GetWeaponItemModEffect modIndex currWeapon if modEffect == 14 set scopeMod to modIndex else set modIndex to modIndex + 1 if modIndex < 4 GoTo 10 endif endif if scopeMod ; scope comes from a mod.. see if player has that mod attached set weapFlags to Player.GetEquippedWeaponModFlags if LogicalAnd weapFlags scopeMod ; has scope mod attached else ; no scope mod attached endif else ; weapon has scope built into it endif else ; scope not available for this weapon endif
  13. I need to determine if a weapon has a scope. The NVSE function "GetWeaponHasScope" seems to not function correctly. .ie As long as the weapon has a scope by default OR if it can be attached by means of a weapon mod, the function returns true. for instance, i run the call on an unmodded varmint rifle, the function returns true. not what i need at all. any workaround for this?
  14. My personal favorite is when people say mouse/keyboard sucks.. but then you ask them what kind of mouse they are using and they say Trackball. Well duh... it's not much better than a thumbstick.
  15. For the record, i DO have an xbox controller for my PC. I use it for certain games. Like sports games, or for driving in GTA IV.
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