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Amazonalpaca15

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  1. Hi A bit of a pet peeve of mine is FNV's damage application in combat. I am currently playing with BLEEDLESS and I would like to quickly skim over as to why. Without BLEED (or its derivatives,) enemies feel extremely spongy (as am I.) BLEED fixes it by making combat very deadly (it's main focus, duh.) Problem is, now it feels like everyone is a one-shot machine (me too.) The DOT effects just added salt to injury as I had to make 10 saves every second or so or else I would die and need 100 stimpaks. Sometimes, there are enemies (in my case Talon Company Mercs and Super Mutants since I am using TTW) who have ungodly amounts of DT and I can't kill them but they can kill me unless I bring twice as many stimpaks. After trying the other BLEED derivatives, the issues still remain: I am too weak and specific types of enemies that appear into the mid-late game are unfairly strong. Due to this, are there any balanced and not over-the-top damage mods that are not as extreme as BLEED? Note: I did try BLEEDLESS's Better Damage Multipliers but it's still not completely satisfactory. Thanks
  2. Hi all This issue persists within vanilla FNV as does it with any other mod (TTW in my case, you can even check yourself). Simply put, when I look up, the sky looks normal. However, when I look down, the sky turns almost completely white and extremely bright. No mods fix this issue and nobody else seems to have talked about it. The only solution from my testing is using some sort of weather mod (DNW, for example). Thing is, I don't care about weather mods. The vanilla weathers don't bug me and I don't think that installing an entire weather mod is a solution to fixing this problem. I am wondering if there is some obscure mod or tweak that can fix it. Maybe an idea of how to fix it myself (as in, making a mod?) Any leads would be very much appreciated. Comparison: https://imgur.com/a/go0ed5c Thank you.
  3. Hi all I have all the FPS enhancing tools/mods on the Nexus. JIP, NVTF, NVHR, Stewie's, etc etc etc. As I am playing the game, usually after intense combat, the game becomes really stuttery. Not stutter y as in low FPS, stuttery as in "choppy". I had learned that this phenomenon is called "Frame Pacing" and I have not EVER seen anybody else talk about such an issue. It's always about having low FPS. not about having crappily paced FPS. I used NVDIA's Control Panel to lower the graphics, the issue persisted. I enabled VSYNC, Ultra Low Latency Mode, Triple Buffering. It seemed to work, I had a constant smooth 60 ish FPS up until after combat, at which point it all came back. Re-entering the game "reverted" the FPS pacing to normal. I used to use DXVK but even then it didn't work. I don't use it anymore due to using GSHADE. I had noticed the problems a long time ago, ever since I was level 10 in my playthrough. I did not add ANY texture mods/lighting mods/any other FPS heavy mod. I had checked multiple times that my load order doesn't ave issues or if it contains any problematic mods and I had found out that it didn't. The problem can occur not just after combat, but also if I am in an interior for example. I am playing with TTW so I have all of the appropriate INI tweaks. My Specs: NVIDIA GTX 960 16 GB Ram 4 Core 4GB VRam Intel i7-3770K 3.50 GHz 60Hz Monitor Win7 x64 465 GB SSD If anybody technically savvy can help me in any way possible, it would be extremely appreciated. Thank you.
  4. Essentially Quick Trade but works for repairing. Clicking the mouse wheel instead of M2 perhaps?
  5. Hi all This venture had been going on for about 4 days now and I think that my hair is starting to become gray. I have been requested by a friend to remove ammo casings and ammo types from the game. I didn't ask why but I thought that it would be an interesting experience in learning to mod + I did not see any uses for ammo casings myself. I have copied as override every ammo type and ammo casing into my plugin, disabled them, marked as inaccessible and deleted. When I went in game, they still appeared. I went back into xedit, removed ALL references that referenced the ammo casings/ammo types (as in, copied as override and removed data pertaining to ammo casings/types or outright disabled them.) I went back in game and it seemed to work after 3 days of waiting. Still, some enemies dropped ammo cases. I went back into xedit, found even more records I missed, went back in game, waited for 4 days this time and it seemed to work. That was, until I started to use merchants. Merchants such as the scavengers and Flak and Shrapnel (I am using TTW) still sold ammo casings AND ammo types! I didn't get why, since Moira NEVER sold either of those. I waited for 5 days and the scavenger had updated his inventory but STILL had ammo casings for sale and Flak DID NOT EVEN UPDATE HIS MERCHANT INVENTORY. I tried "resetinventory" on him and his container and still nothing. I tried trading with him, downloading a mod that changes when merchants restock, nothing, he still sold 10mm casings and .357 magnum hollow point rounds. I went back into xedit to make sure that I DID NOT miss ANY references and I didn't. I went into the GECK and tried making ALL of the ammo types unplayable, remove them from leveled lists and same for ammo casings (I couldn't delete them for some reason. No really, the delete button did nothing on them. Also I did make my plugin active). They STILL sold both ammo casings and ammo types. I went into xedit to see if there were any changes in my plugin and I was shocked to see that NOTHING changed. My edits to ammo types in the GECK did nothing it seems when I inspected them through xedit. Perhaps this is because of the "deleted" record flag? In any case, I did not achieve anything. What am I doing wrong? What eldritch being still makes ammo casings and types appear in-game? Why don't merchant inventories restock? I need serious help, please. Thank you.
  6. In my case, I want to remove the activator from BBQ Grill in TTW. There is no static version in xEdit so I went into the bsa archive and found the model that I need (grillaged.nif). Based on what you said, I need to extract it and pack it into a bsa for my own mod? If that is the case, can I just extract it and put it into meshes/\clutter\grill\ that is not within a bsa? Sorry if I sound dumb, I am pretty newbie to modding.
  7. Title says it all. I am working on a mod and I have an object that I wish to remove an activator from. No problem, I go into xEdit, mark the activator as inaccessible + initially disabled but in game I still get the activation prompt when I hover onto it and yet nothing happens. How do I remove the activation prompt in this case? Thanks. P.S. I can get more specific if needed.
  8. https://ibb.co/0XQgyT6 https://ibb.co/SJKbBJs I am using TTW with no weather, lighting or ENB mods. This issue sill happens in normal FNV without any weather mods so it makes no difference that I'm running TTW. On a similar note, some of the objects look too bright https://imgur.com/a/Qymt9#0 (not my screenshots, but I still have this problem without RWL).
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