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JoeCasaubon

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About JoeCasaubon

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    Shells#6668
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    Germany
  • Favourite Game
    Fallout New Vegas, Skyrim SE, Deus Ex, System Shock II

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  1. Okay, I have identified the culprit. It is New Vegas Redesigned 3 Revised. I will ask in this mod's post section.
  2. Hey all, hope somebody has an idea how to fix this. When I enter the McCarran Concurse, in the first hallway on the left side Private Morales is about to take a seat on the left side and is about to cry. Morales is the woman whose husband has been killed; she wants the player to find his body. As soon as she sits and start the crying animation the game freezes. I am not able to target her via the console before this happens to "SetRestrained 1" her, so the game hangs each time aprox. 3 seconds after I enter the concourse. (I am visiting this location for the first time.) I am relatively sure about her being the culprit for the freeze because the exact same issue has been discussed on the STEP forum some years ago without the guys over there having found a reliable solution. I am running solely texture mods for McCarran. After deactivating these the freeze persists. Does anybody have an idea how to cope with this? Thans for your help or hints!
  3. Heya all, I have set up FNV anew and would like to tinker a bit with my ENB, but since my new setup is running the console full screen and half opaque this is difficult because I can't work in WYSIWYG mode. In my former setup I had somehow managed to make the console completely translucent, but I have forgotten how to do this. Can anybody help me out please? Much apprechiated!
  4. Thanks for clarifying @ENB parameters and string function calls as well as on the hidden quest standard mechanism. I will ask Boris, maybe I get an answer.
  5. Thank you very much, MildlyFootwear. Yes, the function list is a very good start; I will step by step browse through them starting with the most simple task (or necessary one): establishing a "permanently" running script somehow. Something like a "hidden" quest might be appropriate - not sure by now though how often it would be checked/called by the engine. 1. I have my doubts that these functions help. I don't need to modify the ENB "on disk", but in memory, just as if you would tinker with Boris' ENB menu in realtime... Or would the string funtions do this? Applying changes to the ENB takes way too much time, but changing a parameter like "Daytime Tone Mapping Curve" can be done without framerate drops. So basically I would need access to the ENB floats/words/bytes in memory... If this - as stated in my first post - is not possible, my idea dies, I guess. Everything else isn't too complicated. Again, thanks alot. Your help was much apprechiated. Maybe you find the time to elaborate on my statement to (1.) again. The more specific the information, the better.
  6. Hey experts, lately I have tried to eperiment with creating an ENB (and with getting used to the GECK). I would like to control and change the ENB's parameters directly via a script to emulate weather transitions not by changing GECK's climate or weather but by manipulating the ENB. I am new to modding NV (read the tutorials, all very basic), though not new to coding, design and scripting. Here comes the Tohuwabohu: 1. Can a script change ENB parameters? How? 2. Can I somehow (how?) get the area where I am ingame? Can I get exact coordinates and maybe even a height value or just something like "Wasteland Searchlight Area"? 3. How do I access the daytime? 4. How do I "activate" and control rain? 5. How do I do blends of different sky textures via a script? 6. How do I make a script to "get called" every lets say 10 ingame minutes? Is this too stressing for the CPU? Is there some kind of IRQ calling for scripts? I really have no idea of the basics, sorry, just the beautifull ENB and want it to be dynamic. If (1.1.) is a "no", which approach could I take? I don't even know how to look up scripts from Nevada Skies, e.g. Whichever input (or laughter) I get, it is apprechiated. I love this game and would like to provide my little part to the community in the form of my first mod, but my... is this hard. Thanks! Edit: Should a moderator feel the need to move this topic because this is the wrong subforum, go ahead. I was not sure where to post it.
  7. Hello everybody, so the title describes my problem in principle. To be more precise, what happens when I start a new game, is, that all my mod configurations are reset to as if the mods were freshly installed. (HUD configuration is gone, RAD meter at the vanilla position and so on...) On my last playthrough I configured Project Nevada, Solid Project, Immersive HUD and all the other mods via MCM, and now when I start a new game all these data are reset to vanilla. It seems the MCM setup is saved somewhere in a savegame, which doesn't help starting a new game obviously. I could write down all the mod setups (sneaking indicator = vanilla, crosshair behavior etc.), but that takes loads of time for every new game. Is there any means to save/restore the current MCM mod configuration data of my last playthrough and reuse it in a new game without setting everything up anew? Maybe a mod that can save the MCM data? Something similar to JContainers? -- I am using CASM with MCM if this is important. NVSE, JIP and all the other normal stuff for a heavily modded game is installed, too. Any help is most welcome and apprechiated. Thank you! *EDIT*: I have found some answers on Reddit. It seems MCM/NVSE remembers some settings, depending on the mod, but that is not even consistent within a mod, so some settings are remembered while others are not. I made about 25 screenshots of all MCM pages and started a new game filling in all the stuff ALT-tabing. Took some time - especially adjusting all the HUD elements from oHUD, Immersive HUD and Extra HUD or what it is called - but well... since a playthrough is easily 100 hours that is okay. Plus I made some kind of master savegame, which is fine as long as I don't mod my game in the meantime. Should anybody still have an idea I will be glad.
  8. Ah ... Didn't know about VORTEX so far and will look into it. Bwt I didn't have problems with NMM in general; sometimes it just took me some time to find certain mods in the tree view, since not all patches are under patches etc. Anyways, thank you sopmac45 for sharing the VORTEX info. Thread can be closed.
  9. Hello all, since this is my first post I apologize if this is not the correct part of the forum. What I really miss in the Nexus Mod Manager are one function and one improvement: (1) A "find" function for installed mods. When you have installed like 50+ mods on SSE, I sometimes have problems (especially considering some mods have interdependencies) finding the location of (a) mod(s) in the tree. A simple CTRL+F search box where you type in a string, e.g. "ordinator", would help - highliting the mods (and, if not opened yet) opening any tree branches. (2) Reinstalling a mod does not give proper information in the Mod Activation Queue window. The progress is not updated properly. Thanks for considering or any comment.
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