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Foxxieboy

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  1. This issue doesn't seem too widespread, but I have an issue where if I throw a torch or weapon at any time, the game will freeze for 6-10 seconds, and when it resumes, the weapon will have either disappeared completely or reached its intended destination/target without doing any damage and/or being mislabeled as an impossible to pick up "torch". Thrown torches will also not cast light on the surroundings when thrown, but if dropped for combat (With a shield and one-handed weapon or two-handed weapon equipped), it seems it does cast light. I've already tried a bashed patch and loading Deadly Reflex .esp after the bashed patch, as well as reinstalling all deadly reflex resources and esps. Can anyone shed any light on this issue?
  2. The bashed patch loads just barely after Deadly Reflex 6. Also, I've had no real problems with OBSE V19b either. I just ran across that I had the DLC Thieve's Den SSSB patch loading in my bashed patch, which is now obsolete due to the UOP Supplementals, so I'll try disabling that. *Edit* I've narrowed the crashing to the Import Actors section of the Wrye Bashed Patch. It's down to either Spells or DeathItems as I see it right now. *Edit 2* I've narrowed it down to the Import Actors: Spells section. Any idea if any of these are redundant or unneeded and would cause a crash? *Edit 3* Turns out merging FCOM Convergence.esp actors: Spells has stopped working, as if I only uncheck that but not the other 3 it loads fine, but if I uncheck the first 3 and leave FCOM Convergence checked it will crash-on-startup. Is merging the spells required for any major FCOM functions?
  3. Yes, numerous times before and after trying to manually adjust mods that don't have any conflicts (Visibly Unlimited.esp and Dude Wheres My Horse.esp specifically, along with a couple of stealth item cheat mods I always have at the bottom of my load order). Also, I don't think I've added any new things to the bashed patch merged patches or imports to make this happen, and I've tried disabling and enabling various things such as Leveled Lists (Set to Automatic), Contents Checker, and a couple of other things too. All required masters are active too... P.S. I also changed the settings for loading the intro movies to see if that would help, and it still hangs when the copyright text starts to fade.
  4. My problem is exclusive to the bashed patch it seems. I disable ONLY the bashed patch and leave all of my other mods active and it loads to menu just fine, if not, the startup hangs after a half-inch of the load-bar progress. Posting my load order here I'm also using applicable bashed patch settings recommended by FCOM's thread on the Bethesda Forums. Here are the listed masters for the bashed patch. Running latest OBSE (V0019b), latest OGE and NifSE and Pluggy, SI patch, Non-steam version of Oblivion. I repeat, the crash/hang only happens with the bashed patch enabled. If you need anything else, I'll get it. Thanks.
  5. What I'd like to see starts with a Stealth Spell for Mages, preferably an entire line of skills, starting with the sustained/activated "Fade Cloak", and then passive upgrades to it allowing for the different tiers of upgrades, starting with ability to cast buffing spells and use items without breaking the cloak, then allowing for a single offensive spell on tier 3, then bonus damage and effect chance for the offensive spell on Tier 4. Secondly, I'd like it if someone could add some mage-oriented combat skills for Arcane Warriors, and maybe passive attack-speed increases for Two-Handed and Sword & Shield. The Arcane Arts did a good job with its particular ones, but it still leaves something to be desired. Next, I'd like for Combat Magic to also allow dual wielding of full-sized weapons in the off-hand, which would be amazing. Finally, I'd love for a new skill tree for all characters increasing melee attack speed with each level. This would be useful for 2H and S&S users. Thanks a ton =3
  6. None of what The Arcane Arts says it changes are showing up in-game. I'm using 1.3+Awakening, Combat Tweaks+Personal Annoyance Remover, Advanced Tactics, and miscellaneous mods including two-spec Sten, Spell Shaping, Unlock Spells, and a few more plus the Stone Prisoner and Warden's Keep DLC. Thanks for any help.
  7. I've been using Combat Tweaks for a while but only recently found out about Arcane Arts. I put in AA and the CT merger mods, and yet I see no effects from Arcane Arts (The cast times, icon changes, prerequisite changes, the combined effects from higher-tier spells, etc.). I don't know why this is. I use various mods, including the latest Combat Tweaks (3.23 I think), the latest Arcane Arts, Natural Bodies, Better Sex Cutscenes, Sexualized Mabari, Dialogue Tweaks, two-spec Sten, and some more. Would it matter that I installed it and started it during an existing campaign instead of starting a new campaign? I also have 1.03 and Awakening installed and all DLC except for the feast day packs. Thanks for any help.
  8. I'd like this mod too, though I don't know what it's called either. Here's to hoping someone else can find it for us.
  9. I can't get UWWUT (Unique Weapons with Unique Textures) to work properly with this load order+MasterUpdate+Merged Patch. Phalanx requires master-update to prevent glitching of the Phalanx-added areas, and WMK requires a merged patch. Here's my load order. Fallout3.esm iCheat.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm HairPack.esm FallsChurchMetroFix.esm Phalanx-PointLookout-Navmesh.esm CRAFT.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm Abbreviated Effects.esm DarNifiedUIF3.esp CASM.esp CRAFT - Activation Perk.esp More Hotkeys.esp RadioHotkey.esp DK_BulletTime.esp Sprint Mod.esp GalaxyNewsRadio100[M].esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Original Perks.esp UPP - Experience Perks.esp UPP - Quest Perks.esp CS_ LightsaberQuest.esp CS_LightsaberQuest - Objectives Patch.esp CS_LightsaberQuest - Companion Patch.esp CS_LightsaberQuest - Throw Saber Patch.esp 44breaktop.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp SN_Depth_Of_Field.esp Tag! - You're it.esp SniperZooming.esp MaxLevelWorkaround-HP-BS.esp CRBSOR.esp WastelandMastery.esp FOOK2 - Main.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp dD-Less Blood Time, Larger Blood.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp WMK 1 Handed SMG.esp RealFragGrenade3.esp ACE2-1b.esp FPS Grenade Hotkey.esp FPS Grenade Hotkey - Zeta addon.esp FPS Grenade Hotkey - FOOK2.esp FPS Grenade Hotkey - FOOK2 DIK.esp EVE.esp EVE Operation Anchorage.esp UWWUT.esp UWWUT - The Pitt Addon.esp UWWUT - Broken Steel Addon.esp UWWUT - WMK Addon.esp dD-More Gore.esp dD-More Gore-The Pitt.esp dD-More Gore-BrokenSteel.esp dD-More Gore-PointLookout.esp FOOK2 Nightvision for Fellout.esp dD-More Gore-Zeta.esp dD-Reduced Ragdoll Force.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp Phalanx-MainFollowerModule.esp Phalanx-BrokenSteel-Integration.esp Phalanx-PointLookout-Integration.esp Phalanx-PerksAndStims.esp Phalanx-DogmeatEnemyTweaks.esp Phalanx-OPTIONAL-BROKENSTEEL-WeaponRepairLists.esp Phalanx-OPTIONAL-VendorChanges.esp Phalanx-OPTIONAL-WeaponChange.esp StealthCamouflage.esp Pip-Boy Remover.esp iCheat_DLC1_OpAnchorage.esp iCheat_DLC2_ThePitt.esp iCheat_DLC3_BrokenSteel.esp iCheat_DLC4_PointLookout.esp iCheat_DLC5_MothershipZeta.esp Rocket_Lombaxrace_beta.esp bzArmour.esp bzBodySuits.esp Precise Aim.esp Tesla Sword.esp Vibroblade.esp Iron Man Armory.esp FOOK2 - Snipers Edition.esp PIDL-lite.esp 3EFdrg.esp RAPTOR44AiO.esp Triage.esp MM6U.esp Sally Fix 2.esp Twilight Zone [Utility Tunnel].esp Achievement Remover [All].esp Achievement Remover [DIK].esp merged patch 1.esp Total active plugins: 120 Total plugins: 120
  10. Are Merged Patches good to use right now? And is it better to use Master Update on a merged patch, or use master-update and THEN make a merged patch of the Master-Updated files? It says that a Merged Patch is required for WMK compatibility, but I also heard that Merged Patches can cause issues with mods that work together like MMM and FOOK2. Also, I apologize if this is the wrong area to post this question, I only just got back from a long hiatus.
  11. I'm asking this really quickly before I try it myself in a couple of minutes, but has anyone successfully used Mayu's Animation Overhaul, DMC Stylish, Unnecessary Violence, and Deadly Reflex with Robert's Male Body V5 Beta? I'm only asking because in one of the videos on the MAO page, it says Robert's male V4 is incompatible with DMC Stylish and MAO. Thanks.
  12. I'm having the same issue, and I did try your suggestion. I completely disabled Fake-First-Person and the variables in the UV.ini file to switch from first to FFP/Third Person when using the combat moves, and the DR Dodge and Shield Bash keys still didn't work. I'm thinking replacing the third-person camera would be a viable alternative however, as it always works in third-person (And apparently fake-first-person), but somehow doesn't in first person after the first press. It may be related to hitting one of the Deadly Reflex keys and performing a move with Deadly Reflex while still in Fake-First-Person, which could muck up several things when it gets back to true first person, since it seems to be fine with third-person and a consistently-enabled fake-first-person.
  13. I felt I had to reply to this not only because of the mass of misinformation and fabrications in here, but the idiocy which always seems to be present when furries are discussed in this site. Each and every time one brings up an anthropomorphic race mod, it devolves into a flame-war/troll-festival which only ends in people getting banned. A Furry is a person whom has an affinity for anthropomorphic and sentient animal-beings. The key here being sentience. Bestiality is where one has sexual attraction to non-sentient animals such as dogs, horses, cats, etc., where a broad defining line in furry is the existence of both the human-like features and sentient intellect, where bestiality lacks the sentience and human-like features. In addition, even within the furry community, there is a LOT of hatred and drama spread amongst ourselves, often for idiotic reasons which are obviously staged. One example is the mass hate of baby-furs (Adult-Baby/Diaper-Lover furries), which seems to stem from similar prejudices that are used by non-furries against furries (Unfounded accusations of misconduct, misinformation about why they like it, complete lack of knowledge of anything regarding their niche, etc.). In all my life, I've never seen as big of a group of hypocrites as the very group I most identify with (Furries). And with people like Tyra Banks spreading further misinformation on her TV show, CSI having that horrible Furry episode, and more depravity from the media, it's no wonder why people wrongly judge that which they know nothing about all too harshly. Rocket Lombax's race mod is my personal favorite, and I wholeheartedly support him all the way through his endeavors. He's even working on more races and a full NPC overhaul.
  14. Dude, while we're at it, how about adding in Bass and Treble, Mega and Rush (Mega and Bass being androids, Treble and Rush being robotic dogs), Zero (Possibly, we'd have to do a good job on the laser-sword :P ), and possibly even enhanced armors for Mega designated the "X Series Enhancement Sets", including Ultimate Armor, Falcon Armor, Gaia Armor, Blade Armor, Shadow Armor, etc. Having Mega be a follower for a new quest-line then finally being able to don the Blue Bomber's armors would be epic, especially with Mega/X Buster weapons and other weapons from the robot masters. Color me anxious for this mod to be made :P
  15. I got that problem. I fixed it by going into FOMM and hitting the "Toggle Invalidation" button, then hitting "OK" when the "Apply Archive Invalidation?" message came up. Essentially, you need to activate ArchiveInvalidationInvalidated. *edit* Also, upgrade to the Alpha 11 version too.
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