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The physics aren't even close. But they aren't meant to be. This isn't Grand Turismo. Among driving games there are two categories... Arcade and Simulation. Arcade is games like the Need for Speed and Ridge Racer series'. Simulation is Grand Turismo and the NASCAR games. Almost any game which has driving but does not have driving as it's sole focus is going to be arcade style... GTA, Farcry, etc. I will admit the driving in this game is far more forgiving than most Arcade driving games, however.
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Mod Request: Panam Romance for Female V
JadedDragoon replied to bigtpsychoboy's topic in Cyberpunk 2077's Mod Ideas
+1 from me -
Mod Request: Zoomed Out Minimap in Cars
JadedDragoon replied to galevik's topic in Cyberpunk 2077's Mod Ideas
Better idea... find a way to take the AR overlay from the "The Beast in Me" quest races and apply it to all waypoints. But if that's not possible... definately a +1 from me. -
The Type-66 "Javelina" is supposed to be the ultimate badlands car... and it is... great handling, great off road suspension, plenty of acceleration and speed, solid armor, and that unique badlands style. Just... one little problem. It's undrivable. Here, look... see that oncoming car? Combined with the way the races force you into chase-cam at the start of every race, and the visibility problems with other cars and bikes... it's pretty clear CDPR assumed everyone would use vehicles in chase-cam mode and then threw first-person car driving in as an afterthought. Well I literally can't drive in third person mode... not without investing time in unlearning years of experience in various racing games... more time than I plan on even spending playing this game before I move on to the next thing. Chase-cam throws my timing off badly enough that, even with the absurdly forgiving driving mechanics of this game... i end up killing myself and pedestrians more often than I reach my destination. Yet, while in first person mode I can drive the Type-66 Avenger at top speed through the gaps between two rows of cars at a stoplight without getting a scratch on my paint and still not miss my turn (i am not exaggerating, I've done it at least twice. I've attempted it dozens of times... but I usually scratch my paint a bit). I promise you, the issue with driving in chase-cam mode is not a lack of driving skills for me... exactly the opposite. The problem with the Javelina is this Militech component on the hood: And the solution, in my eyes, is actually pretty simple... if you have the tools for it. The hood mesh needs to be flipped along it's horizontal axis relative to the windshield and the Militech logo flipped again (or rotated) so it won't end up backwards like one of those puzzles where you hold words up to a mirror to read them.I'd be fine with the Militech logo being mirror-puzzle'd if there's no way to really solve that. Any chance of seeing this as a mod?
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This is probably a script issue. Unfortunately, papyrus logs aren't often useful for debugging crashes... as the events that triggered the crash typically don't get written to the log in the case of a crash. You might try installing .NetScriptFramework. It does (usually) produce crash logs, especially when scripts are to blame. Sometimes those logs have a clue as to the script responsible. You could also try cleaning defunct scripts from your saves using Resaver. It requires Java. Obviously saves older than the recent mod changes won't have scripts from the new changes... but any defunct scripts in the save could contribute to the problem.
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There's three things that commonly cause CTD's: Crashing at or near a specific location is usually a mesh/texture issue. In this case, however, it could also be a script issue... Skyrim fires off a set of scripts for Roggvir's execution the first time you enter Solitude. Oh... and you have SexLab, Zazanimationpack, and Devious Devices which add a crap load of animations (especially Devious Devices). I'd probably start by disabling SexLab, Zazanimationpack, and Devious Devices (and anything that depends on them) simply cause it's the easiest to check. Make sure to run FNIS again to regenerate animations. You might also try running WryeBash to build a bashed patch, which can solve some compatibility issues between mods. Another thing you can do is get .NetScriptFramwork. It can (but doesn't always) dumps crash logs when Skyrim crashes. Sometimes they have a clue to the issue.
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Okay, let's try this again. Meet Padma: There appears to be nothing at all wrong with Padma's records. There are also no conflicts as she is a new NPC added by Palaces & Castles Enhanced. She is Breton, and BretonRace has no alterations of any kind to it's face data. And facegen data is provided with the mod: And yet: Curioser and Curiouser
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No worries. I appreciate the attempt. The mods in question are found here and here. The NPC in question (xx04C768) has facegen data provided in the mod in question (in a BSA). I have also created facegen data for that npc via the CK which can be seen here: So the non-existence of facegen data should be resolved. I'm not really sure at the nature of the conflict either, but I can share my observations. The issue appears to be a case of references to missing face tint layer indexes. The M'rissi's NPC references female KhajiitRace face tint layers with indexes: 4 (skintone)5 (upper eyesocket)6 (eyeliner)17 (lower eyesocket)18 (cheek color)32 (paint, which is unaffected) all of which exists in the KhajiitRace in the base game. However, Fluff's Hybrid Khajiit appears to remove the racial face tint layers with indexes 4, 5, 6, 17, and 18 from KhajiitRace and replace them with new layers with indexes 24, 26, 36, 27, and 28 respectively. I tried to simply swap the layer index numbers referenced by the NPC to the new index numbers found in the modified race hoping that would fix it. It did not. I then tried also regenerating facegen data with Fluffjiits, MrissisTales, and my patch loaded in the CK which also did not resolve the issue.
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I'm getting CTDs in a few specific places. At the fork in the road to the west of Solitude (past the farm where you can buy a horse), On the road in front of Honningbrew Meadery. And where ever Shadowmere happens to be. Smells like mesh issues. I've already run Cathedral Assets Optimizer on all my mods. And nifscan spits out so many errors as to be useless (I have no idea how to tell which error messages I should actually investigate further... and I can't investigate them all). I've looked at the affected cells/actor in the CK but I don't see anything amiss to my limited understanding. I fear I am out of my depth. Is there a proper way to track down problematic meshes... or is process of elimination my only hope here?
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UGH... misinformation is the worst. Thanks for pointing that out. Unfortunately, it's not a case of multiple mods modifying a single npc. In this case, all the effected NPCs are those added by mods... they don't exist in the base game. For example: Looking at tint layers, it seems pretty clear what the issue is. In this particular case I also have a mod called "Fluff's Hybrid Khajiit" which makes significant changes to the Khajiit race. In particular, to the tint assets: And I have another mod (a skyrim npc beautification mod I can't remember the name of atm) that causes this problem for non-vanilla npcs of man and mer races. So then, patch making time. Which is a pita. Some of the affected mods add a LOT of new NPCs.
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I've got a few different mods which add npcs to the world which end up with blackened heads. I've attempted to use the Creation Kit to generate facegen data (select actors to regenerate face data for, press CTRL+F4) to no avail. facegen data is definitely being output to the data directory... but if it's having any effect on the game when I load a save... I sure can't tell. So what am I missing?