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Pyrogoat

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About Pyrogoat

  1. Ah, thanks for clearing that up Tunaisafish... seems like this mod is bunk.
  2. I posted in the discussion for the mod in an attempt to get some more info about the mod. As I noted there, I'm no expert. But I've done some coding before. What is being said about persistent markers building up in the database over time seems dubious to me... it shouldn't build up like that if you remain in one cell. They should build up in every new cell you travel to, if I'm not mistaken. Also, I still see no evidence of a memory leak, and these nebulous other elements being attributed to collision markers don't make any sense to me. Collision markers do nothing aside from acting as objects to collide with. The effect of this mod should be to speed things up in a minor way and to reduce crashes slightly on taxed systems by allowing the game to keep collisions markers in persistent memory, because you only have to to load them on first entering a zone and it won't have to clean them up when you zone out. But the drawback should be that they build up in the database as you zone, making it worse over time and degrading to below vanilla game performance after a number of zones. Even if I'm right (and I'm honestly not sure if I am!) I'm unsure how many zones it would take to degrade any benefit you'd see from the game not having to clean up markers when you zone. Just my thoughts on the whole thing... again, I'm not an expert so I can't be sure. But not everything I'm reading adds up.
  3. I want to add a "Bloody Mess" effect to some headgear. Is it possible to do so? I'm a GECK amateur, but I'd be willing to try this myself instead of asking someone else to do it if it's possible and doesn't require writing script (which I suck at)!
  4. Awesome... I'll be downloading this for sure! I've messed with the GECK just a little. Is there a way I can cause one of these masks to grant an effect like the bloody mess perk when I put them on (but only when I have one on)? That would be amusing...
  5. I found a solution to this issue, so I thought I would post it here for the benefit of other curious beginning modders. The problem is that I needed to make one of the house mods into an ESM file. You can't mod an ESP's contents with another ESP. Since one of the homes became oddly unstable when I made it into an ESM I made the other into an ESM and then modded the remaining one (still and ESP) to make all the changes I wanted. Worked like a charm! @ PositronicSpleen: My forum name here is also used on GameFaqs and Xbox live, you may recongnize me from one of those places?
  6. Ok, here is my issue. I have two player home mods. We shall call the A and B. These mods both have their own interior cells. What I want to do is Add a hatch in the floor inside A that leads to B (to make B a basement level of A). I have tried to do this several ways. Editing just A or just B, or creating a new esp file that alters both home mods. Nothing has worked. Either nothing happens at all (none of the changes I make take effect), the game crashes on startup (before I even get to the load game menu), or some partial changes take effect, but not all of them. I was removing the doorway from the wasteland to home B completely. Then adding a door in home A and setting it to teleport to home B entry door interior. But the new door I added in home A would never show up. I realize now that the teleport marker may have been positioned inside some geometry, but wouldn't that have just caused a crash when you tried to use the door? It shouldn't make the door disappear or crash the game before I even try to load a save, right?
  7. Sorry, multiple post, please delete this mods!
  8. Sorry, multiple post, please delete this mods!
  9. Bump for better explanation edit. It occurred to me that a lot of people may not know exactly what glitch I was talking about.
  10. Does anyone around here know where I might be able to get a dump file of all the Form ID's for objects and actors in the Point Lookout expansion? I am looking to get the list to someone, but my GECK keeps crashing whenever I try to export them.
  11. I have no idea whether Bethesda is planning to fix the issue with this perk (From Point Lookout) at this point, but is anyone considering making a mod to fix it up? I don't quite have the modding skill to do it myself, and I would like to be able to use this perk as it was intended. Edit: Since some may not know what I'm talking about. I'm referring to the glitch that causes some weapons to deal an extra 30-100+ damage after receiving either the Ghoul ecology perk or the Superior Defender perk from Point Lookout. (For me it happened with Superior Defender), my Xuanlong rifle went up by 50 damage or so. I don't want to deal insane damage with these weapons, but it would be cool to have the perks as they were supposed to work. For now, I had to remove defender with the console. Anyone considering a fix mod?
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