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GabeGuitarded

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  1. Hey folks, I've been on an Oculus Rift kick lately (got to borrow the old dev kit), and between shooting Combine in HL2 with the Razer Hydra and watching videos of the Virtuix Omni, i'm more compelled than ever to try and overhaul Fallout 3/New Vegas/Skyrim for the Rift and Hydra. I figured I'd come here first and see if anyone has ever made any progress with this sort of thing and could help get the ball rolling.
  2. LOL wow, I'm not sure how I've never noticed that I had both of them checked. I even looked once to make sure I didn't have the esm. Hopefully that helps. Need to get more sleep. Yeah the load order was started from a BOSS sort, then rearranged to fix some stuff that didn't work at all (Requiem didn't agree with some of BOSS's decisions). I spent a good day or two going through TES5Edit when I got everything loaded up. For reference, here is the BOSS load order: For some reason it wants to put Requiem way too high up, which causes a shitload of problems. Other than that, I think everything stayed pretty close to what it recommends. I only changed the positions of things that showed conflicts in TES5Edit that would have actually affected functionality. EDIT: Still got CTD's, gonna have to try jumping back to an old save and see if they come back at the same point.
  3. Yeah I didn't think anything in the Papyrus log looked like a major issue. The crash isn't happening anywhere specific; the first time I hit it was on horseback just before the bridge at Half-Moon Mill in Falkreath hold, now I get it after varying (but short) amounts of time after loading at Lakeview Manor, while just walking around. Happens 100% of the time in exteriors. I'm pretty sure it only happens in exteriors, but I will test that in a second. I'll also be loading a slightly older save to see if it doesn't happen from there. Edit 1: Only seems to happen in exteriors, and it's definitely time-related. If I load the game and rush outside, I get a few seconds to minutes of running around before it goes, but if I loiter indoors and then go outside after a similar amount of time, it crashes immediately before displaying the world. Edit 2: Doesn't crash if I load an older save. Things I have done since that point: built storage room at Lakeview Manor, moved Interesting NPCs spouse to Lakeview Manor (pretty sure that's all). Load order:
  4. My game just recently started running into CTD's, the kind that give you a proper "Skyrim has stopped working" dialog, about 40 hours into the game. I've been running an asston of mods since game start, and haven't added removed very many over the course of playing. It doesn't seem to be a memory related crash, as it occurs within about 5 minutes of loading a few of my latest savegames. Here is the suspect line in the Papyrus log (primarily because it's the only peculiar error message within 1 second of the CTD): [01/07/2014 - 07:33:44PM] Error: Cannot check if the reference has a named node because it has no 3Dstack: [ (0500690F)].ObjectReference.HasNode() - "<native>" Line ? [ (FF0014BD)].critterMoth.GoToNewPlant() - "critterMoth.psc" Line ? [ (FF0014BD)].critterMoth.OnUpdate() - "critterMoth.psc" Line ? The above log info is irrelevant, just had another crash and it was nowhere near the crash timestamp. I am getting this about 5 times per second though (from Requiem): [01/07/2014 - 08:04:06PM] Warning: (FF00137E): Ref is in an unloaded cell, so it cannot cast spells..stack: [ (4C6B203A)].SPELL.Cast() - "<native>" Line ? [Active effect 2 on (FF00137E)].REQ_StaminaBlocker.OnUpdate() - "REQ_StaminaBlocker.psc" Line 14 [01/07/2014 - 08:04:06PM] Warning: (FF00137F): Ref is in an unloaded cell, so it cannot cast spells..stack: [ (4C6B203A)].SPELL.Cast() - "<native>" Line ? [Active effect 2 on (FF00137F)].REQ_StaminaBlocker.OnUpdate() - "REQ_StaminaBlocker.psc" Line 14 Does anyone recognize that ref ID? I can post load order on request too (someone might want to let me know how to put it in a spoiler tag though).
  5. I intend to apply it to all NPCs except the CreatureType list.
  6. So I just threw together an ability that reduces perception, agility, and ranged weapon skills during pitch black hours. Didn't check if it would actually be possible to affect them this way before doing so. Is there a way to apply it to NPCs, as an ability or perk, or am I SOL? I had to manually exclude all helmets that would reasonably be capable of night vision in the conditions list. I really don't want to be SOL. Cheers
  7. Sounds like I've got a lot of learning to do. The GECK wiki is handy sometimes, but can be on the brief side for noobs. Thanks for those links. Is there a good tutorial to learn the ins and outs of Gamebryo scripting, or at least a more thorough breakdown of available commands and functions? A discussion board/thread that people use would be helpful as well. That's pretty much how I learn/learned powershell scripting, lol.
  8. I'm really curious as to whether this can be done, with or without NVSE. It would add a lot of depth to ballistic weapons in New Vegas, and realism that is noticeably missed when mixing cowboy firearms with high powered rifles. Rounds like the .45-70 in the Brush Gun do a hell of a lot of damage in-game, but retain that huge stat out to infinity, making any other rifle mostly pointless. So the options as I can figure out are either to leave it at its current level (realistic at close range, but too powerful outside of 100 yards), or reduce it (making its close range power understated, and kind of making the brush gun redundant). Seeing as how I really don't know much/anything about scripting in Gamebryo, I was wondering if anybody has any ideas of how it could be implemented in the engine, or if there's some simple method I'm missing. The only idea I can come up with is setting a bullet velocity and somehow calculating damage based on flight time, but this would probably require the script running at impractically high speeds, unless there's some workaround. Interested to hear any ideas!
  9. This is regarding tree mods, in particular GreenWorld and GreenerWorld, in which distant trees seem to have no LOD files. I've looked around quite a bit for fixes, but couldn't find anything. Is it just the way these mods are, or is there some way to get them to stop popping in (without having to actually load grids out to ridiculous distances)?
  10. I think it's something to do with Fallout 3 running in surround when I'm on 2.0, but I can't seem to fix it with my sound card settings. It wasn't doing this prior to getting K-Lite codec pack 32 and 64 bit and fixing the radio. I'm not sure what information someone would need to diagnose this so just ask for whatever you need to know about my rig and FO3 setup.
  11. Me too, had it working until I fixed the radio too.
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