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  1. First, you've made a good choice in investing in MO2. It'll eventually pay off, I can promise you. Now onto your issues : 1/ Make sure SKSE is properly installed. To do so, allow me to invite you to read the short introduction section of a guide which explains this very clearly. 2/ Next, MO2 uses a virtual file system. It offers an unmatched level of ease and flexibility in managing your mods, but at the cost of having to launch the game through MO2. If you attempt to launch the game (or SKSE) outside of MO2, the game will not see your mods. The proper way to launch your game through MO2 is to use the drop down box on top right corner of MO2, select "SKSE" and then click on the "Run" button. Again, allow me to guide you to an excellent which should hopefully clarify everything for you once you're done with it. If you still have questions, feel free to ask.
  2. Thank you to NexusMods and GOG to organize this giveaway. No wonder, since they rock : both have been some of my favourite sites for years. Good luck to all, and merry Christmas!
  3. IIRC, setting Godrays to Low in the launcher defaults to Low Quality textures. That's imposed by Bethesda in FO4. See the description here : https://www.nexusmods.com/fallout4/mods/18184/
  4. I confirm. Let's imagine the following load order : 0 - Fallout4.esm 1 - ModA.esm 2 - ModB.esm + a couple of loose files If ModA has a BSA (ModA - textures.ba2, for example), it will override Fallout4's BSAs, but NOT the loose files. If ModB also has a BSA, it will override both ModA and Fallout4's BSAs, but again not the loose files. Loose files always win, but for resources in BSA load order matters.
  5. I've always cleaned Bethesda's DLCs, on every game since Oblivion, without any issue. I can't vouch for Fallout4 yet, but I know for sure that cleaning a certain official Knight DLC did save me from many a headache and issues in-game if I hadn't done it. Anyway, it all boils down to two questions to me : - does it do any harm to clean ? No, it even can potentially be beneficial. - does it take long to do ? No. It takes a couple of minutes if done properly, and I think it's a sane investment given how long the game lasts me. Unless its author explicitly specifies otherwise, it's always a good idea to clean mods downloaded from the Nexus. You would be surprised how many of them contain redundant references or deleted vanilla nav-meshes, even among the most endorsed ones. Last, don't forget to use the UFO4P, and ask mod authors to forward its fixes in their mods.
  6. Several replies to this thread are severely misleading. There is no safe way to remove mods from a load order mid-play, because of how the engine works : http://fallout.wikia.com/wiki/Form_ID This has been discussed to death for years, but if you prefer to think that players only ever install a handful of innocuous GMST or MESG mods, keep on dreaming I guess.
  7. Hi, I've tried to use Mator Smash, version 0.4.1.1 downloaded from your git, on Windows 10 x64 home build 16299 (latest to my knowledge), Skyrim Legendary latest version on Steam, through ModManager 1.3.11, and I get an accession violation error : Accession violation error at address 00406FC4 in module 'MatorSmash.exe". Read of address 00000000. Even if I try to load just the base game, with no other mods, it stops at "Skyrim.esm" on the splash screen, with the error above. Is there anything I can do ? Your program sounds fabulous, and would be tremendously useful to me as a Wrye Bash upgrade (if it worked). Thank you for any help. EDIT : Want to mention that I also downloaded your mergePlugins utility, and it seems to launch fine on my system.
  8. Since the PC release, Dragon's Dogma has grown into one my all-time favorite games. It's obscenely fun to play, and I dream to see and play the sequel one day. There is one major complaint I would have about the current game, and that it's really too easy past a certain level, and a minor one about inventory management. I don't mind it being easy for the first 10 or 20 levels, to give the player time to get into the game at a comfortable pace. This is actually what allowed me to get interested in the game, and keep playing. However today I am looking for a bit more of a challenge than what the game offers at level 20+. I don't like the vanilla HARD mode because of the extra money, and because non-boss enemies that can 1HKO me is still a bit too extreme of a gameplay to me. For personal comfort, I also would like to visually separate clothes from armor in the inventory, since the sorting options aren't the most helpful. Therefore, I intend to restart the game with these two mods : x3 slower xp x2 slower vocation leveling Easy_clothing_ID-subtle May I bother a kind soul to please merge these two mods for me, because the merging tool refuses to work on my machine ? 1/ Here are just the alterations that would need to be merged : 2/ Here is the download of the ARCTOOLS executable : and the batch to be used on PC (please select the "pc-dd.bat" file) : I don't think it should take too long (I really hope it doesn't), as it should just be a matter of drag&dropping folders/files around. I would be really grateful. Thank you in advance for any assistance.
  9. No, it shouldn't. Prior removal, I would also unequip anything that was added by the mod, from your PC and NPCs (EDIT: and check that my bashed patch didn't reference the mod for some reason, that would make your game crash on load).
  10. I wouldn't recommend moving mods around once you've started a game. The engine *should* be able to sort the mess out somehow, yes, but nothing guarantees you that it does so without errors, which may remain obfuscated to you. Do not forget that some mods that rely on OBSE also can have "co-saves". These are binary files with an ".obse" extension that store data indexed on the current position of mods in your load order. If you move mods around, you may destroy the structure of such files. The result may not be pretty after the reload. The safest way to move a mod around would be to create a "safe savegame" : 1/ uninstall the mod that you want to move 2/ load the game without the mod 3/ create a new save 4/ switch the mod to the new position 5/ load the save created at 3/ 6/ play Again, no guarantee that it will work 100%, but if you really have to, this is probably what you should do. Adding new mods to the bottom of your load order, to test them out, is a good idea, yes, but it's not always possible. PS : NWN forever!
  11. Can we please have the former notification back, as an option if need be ? As far as I am concerned, the new system has several major flaws, including : 1/ it isn't functional : I could visualize several dozens of notifications at a single glance before, now I can see... 6 or so at most (+have to click them away) ? 2/ it isn't visually consistent with the rest of the site's interface, unlike the former interface. 3/ it doesn't seem to work : I did not get notified of new comments that appeared on several mod pages today Nexus has (had?) a very clean, visually appealing and efficient interface. It is a site that I enjoy visiting, and using for my modding/gaming purposes. Please consider keeping it that way, and allow us to keep the former notification system.
  12. I can second this. I thought it was a mere impression, but I have a much more stable game with a "dirty" KoTN plugin than with one cleaned according to the guidelines provided by the UESP wiki (which I found through BOSS). Of course, I can't exclude that I did a mistake somewhere, but in such a case I would really like someone to tell me the CRC of the 100% "clean" and functional plugin, so that we can compare. I feel comfortable working my way around TES4/FNVedit, so the issue is not at the level of a basic manipulation error either. I've got the game on Steam by the way.
  13. Posted just to say thank you for the list. It's a good one by modern standards. I would however recommend to exercise some caution towards multiplying the HD retextures, if one intents to really play the game (with FCOM, BC, UL, and /or others). Oblivion can handle only so much before crashing (memory leak?), no matter how high-end your machine.
  14. COBL comes with a mod called Item Interchange. The concept is that every time a mod introduces a new item (armor, weapon, ingredient, anything the game can handle really), it's recognized and used by a whole bunch of other mods that had NO prior knowledge of it. In the current state of the mod, it is for example possible to install Qarls more and moldy ingredients, and find some poisoned apples with a random chance in some barrels that are managed/added by FCOM/OOO. Wouldn't it be great if this system could be extended, to find these awesome armors and weapons, that modders have painstakingly sweated over, as fine rewards for beating stuff in game, instead of leaving them rotting at the Testing halls, having to buy for some random prices at some random merchant, or fetch them from some weird chest sitting at the IC market ? I do not have the technical know-how of how to do this, or I would (and if no one really looks into this, I probably will attempt it myself, in no foreseeable future). If there's ONE thing that seriously irks me nowadays with Oblivion, it's that I have extremely valuable stuff to install to my game (again, thanks to talented modders), but no way to "consume" it in a satisfying fashion in-game. Console commands just get old real quick, and feel like a cheat. I do not expect anything fancy like DLL does for creatures. It could just be some kind of container in-game that could be "fed" with items by the players themselves, and that would then properly reflect the input on the levelled lists of the game to be run. Of course, it would disappear once "initialized". Ideally, this would however be done out of the game, either by extending Item Interchange, or by coming up with something else. So, would anyone pretty please consider this request ? <insert cute kittan eyez here>
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