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Rainmaker91

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Everything posted by Rainmaker91

  1. So... It's been quite a while since I played Fallout 4 and the amount of mods that has been released since I used it last is just immense. Learning from previous mistakes, I'm not even going to try and run an old save with all the DLCs and mods that have come out since the last time I played. In that regard, I'm looking in to setting up a nice little list of mods that work more or less flawlessly with each other and fills in most of the gaps from the vanilla game. Also do I still need to use Settlement keywords? Oh and I have all the DLC (I have the season pass), and I tried the following mods before (some at the same time, others at different times): - Homemaker - Settlements expanded - Settlement supplies expanded - Snap 'n build - Better Stores - Business Settlements - ... and a heap of other stuff - also ofcourse things like enhancing the build limit, and placing in red. As for the last time I played... I quit playing sometime in february/march and came back for a short while to play far harbour and automatron, but I used my old mods installation for that. So yeah... it's yet another request for help from another lazy mod user... Nah but seriously though I'm grateful if anyone would fill me in on the gaps :)
  2. I'm not going to contribute with any numbers here because I simply don't have them, but I think Kevkiev has a significant point when he says "As a first-hand example, after me raving about skyrim, years after its release, to my console-playing neighbour, he went out and bought the game. Notwithstanding that part of my raves were about the mods I can use. (He's also thinking of getting a PC to join in the fun.)" While PC players and mods may not directly affect sales, it's a big part of the core group of fans behind Bethesdas games. Having people who keep hyping the games 4 years after release isn't exactly bad for business, you can just as easily see this in a lot of different markets where one base hypes the products and the larger consumer base is easily affected by this for the most part. This core fan base is also a large part why a ton of people pre-order these games (because they just have to be good right? with so many people saying it WILL be awesome), which helps Bethesda sell games. Again I don't have any specific numbers, but to say that the PC user base is insignificant is a bit ridiculous. As for whether or not Bethesda should have released the creation kit earlier... I suspect they have their reasons that's making it take this long, I doubt it has anything to do with pushing DLC since we all know people who use mods will get all of them anyway (they tend to be required to use a lot of mods after all). If the DLC has any affect on the release date of the creation kit, it's probably that they can't afford to have as many people working on the creation kit while they still have to work on DLC (although I suspect it's two entirely different teams). At any rate it's good to see Bethesda doing closed Beta for it at this point, which at the very least shows us that they are indeed working on it and it's not all that far from release.
  3. I got my game up and running and I think it looks amazing. I also replaced Nevada Skies with Project Reality and that seems to have fixed some of my stability issues. I also installed A World of Pain, and although I do find it impressive I'm a bit thrown of by the lack of voice acting. I know it's more about other stuff but I think I will be removing that since it doesn't fit my personal style. I'm going to install The Someguy sries mods though, because I remember having fun doing bounties last I played this game. Edit: Something that I found strange is that I have actually managed to push this old engine to the point where my computer is no longer fast enough to draw it... I guess I need to change some settings around. But to be honest I really didn't think it could be done with gamebryo. I only experience FPS problems in direct sunlight though with he enhanced shaders activated.
  4. There is definatelly a few mods there that I think I would like to check out. I had my game up and running exactly the way I wanted for a while but The combo with Darns UI and One Hud screwed up my compass somehow. I'm going to be using a combination of several Texture mods that overwrites eachother in the following way: MGs Neat Clutter RetexturesNMC Texture packOjo Bueno TexturesHectrol Textures (just what is released more or less)HD Glass Impact decalsWasteland clothing High resEVE Essential Visual EnhancementsaMidianborn NV Book of WaterMillenias Weapon Retexture ProjectI combine this with several other mods that I like: WMXProject NevadaElectro CityNevada SkiesI also used some sound mods: Improved Sound FXAG Weapon Reload SoundsPower Armor SoundifiedThen I used the following UI mods that fills in my needs in that department: Darn UI (Was switched out with MTUI due to a problem with the compass)The Mod Configuration MenuUnified HUD ProjectJIP Companions Command & ControlI also used some companions: NinerDelilah (with the Alternate Voice pack)And I used Yukichigai Unnoficcial Patch for bug fixes since it's far less plugins then Mission Mojave Plus some weapons and armor The problem with all of this is that my game gets terrible unstable above 110 plugins (Used to be around 85 on my old build). So I have been trying to add together some mods that will function properly together now. So your list will help me on the correct path since I will be trying to remove some mods and I will reinstall my game since it won't even start at this point. Maybe I'll remove my ENB as those seems to give me heaps of trouble in Skyrim at least. Edit: Oh and when it comes to "Tales of Two Wastelands" I used to play it while it was still on the nexus, but I have no desire to revisit Fo3 atm. When I do I will just install mods for that, and play it as an independent game. Also if I remember it correctly, TTW did make the game a bit more sensitive towards other mods and that's the last thing I want with my current setup. Oh and I should be set for hardware when it comes to this game, not that it's massive in any way but it can easily handle gamebryo (even though gamebryo is one of the more difficult engines when it comes to stability). I currently have the following: Intel Core i5 3570k AMD Radeon HD7950 OC at 1210mhz core and 1500mhz memory 16GB memory And it's running off of an Intel 520 SSD for the needed speed with loadings and such. Anyway, I'll try and set up my game from the bottom up again with some new mods, and I will remove the more unstable ones.
  5. A couple of years ago I was heavily in to modding my New Vegas, and before that with Fallout 3. I recently got it through my mind that I would start playing it again, so now the questions is of what mods I should use. I remember back in the day I could only use a few mods to get my game looking nice since my hardware was limiting me. Now that I have far better hardware at my disposal I figured I would try and update New Vegas to 2014 standards. I will be looking around a bit myself, but the community has grown a lot since I last participated in fallout modding. Thus I wanted to ask all of you what mods I should install to implement better graphics and increase the realism of the game. I really like things looking as close to real as possible, but increased playability through better weapons, UI, AI and so on would be appreciated. I do hope someone can help me get back in to the world of New Vegas again, and this time in style :D
  6. After leaving Skyrim alone for nearly a year now, I decided I wanted to play it again but with other and newer mods. So I deleted my ENB and updated the mods I needed (I actually had to reinstall Skyrim to get it to run without my previous ENB), the game seemed to work perfectly without any ENB installed, but as usually I found it a bit lacking in detail and tried out several ENBs. All of whom messed up my game in some way, I have had crashes at startup, at save loads, at new games and the times that teh game actually started (with some ENBs it did) I got either a weird bug at the very start of the game with the horse and cart flying across the map, and one where I got a stable run but I got a huge amounts of artefacts and graphic errors. The point is I have had a lot of bugs now (the most common being the one you have) and so far I have found no way to fix them. The closest I have come is narrowing it down to a conflict between my graphics card and the ENB/game, perhaps that is your problem as well?
  7. You can always try the unofficial Herathfire patch, I actually advise that you always have these on no matter if you get any errors or not. They fix a lot of the in game bugs in all the DLC as well as the main game. http://skyrim.nexusmods.com/mods/19 http://skyrim.nexusmods.com/mods/31083 http://skyrim.nexusmods.com/mods/25127 http://skyrim.nexusmods.com/mods/19 Edit: a bit of a late reply on my part... but if you or anyone else have the problem, this might fix it (In my eyes that makes even a late reply better then none).
  8. Disabling Skytest worked perfectly for me, although I did not have to deactivate "distant terrain". So if anyone have something that messes with the spawning areas, that might be the cause of the conflicts. Examples of mods that might do this is Wars in skyrim and Warzones. It is not to say that any of these poses a problem for you, but anything messing with spawns in that particular area might be a problem.
  9. I'm going to try to deactivate SkyTest and Distaint terrain when I come home from work (in about 8 hours), and if it works then we have confirmation as to where the error is.
  10. I'll try making a bashed patch then, cause a merged patch is like alpha and omega if you have a lot of mods (as you most likely know).Thank you for the tutorial link by the way.
  11. LOL well over half of the posts on this forum are exactly the same as some other post on the previous page. For Skyrim, the two main programs to get mods playing well are BOSS (same as oblivion) and Wrye Bash I have yet to need Wrye Bash, myself, and it seems to be fairly unsupported at the moment, but I think BOSS is indispensable. (of course someone else will tell you they can't live without Wrye Bash, soo....) Also some mods require SKSE which you can find here. I do use BOSS (impossible not to, as it is just such an incredible tool) and I always have SKSE and ScriptDragon (don't use it anymore due to it not being updated in a while) fully updated. I have heard of Wrye Bash but concluded as you say that it is fairly unsupported. What I was thinking of was the ingenious merge patches in the "Edit" programs that sort of removed any incomparability issues you might have no matter what mod it was, so I guess I'll just be waiting around for the TES5Edit to be released then. PS: Just because every thread seems to be the same, does not mean I want to contribute even further to the mess. But for now it does not seem like the worst idea for this one to stay open.
  12. Each part of the house should appear instantly. However I am experiencing the same bug as you with Heljarchen Hall, the other two seems to work fine though. I'm thinking it is a mod conflict, so if you want I could share my loadorder so that we can compare and find out exactly where the conflict lies.
  13. So I remember back in the day when I was able to do whatever I liked with fallout 3 and Fallout New Vegas (supposedly it also exist for Oblivion), I was able to to this largely because of the FNVEdit and FO3Edit programs. These allowed me to create a merge patch that basically eliminated conflicts between my mods. I have read about the TES5Edit that is currently in development by the same guys that made the FO3Edit and FNVEdit, but so far it is just that (in development). So I was wondering if anybody had an alternative for this just to make mods compatible with each other (and any Bethesda DLC). So far all I have found is TES5Dump, which is supposedly going to help with this somehow. However I simply can not find out how it works, but then again I only knew how FO3Edit/FNVEdit worked thrugh Gophers excellent tutorials. If anyone know of any good programs or ways to fix mod conflicts please share the knowledge. :) PS: If any of this is mentioned in a more relevant thread, then just say so and I will try to get it removed (I really don't want the forum to be spamed with several identical threads).
  14. thank you, was starting to think it was not possible. Will try it out right away.
  15. So I stupidly manage to auto update my game with the new patch, so I'm wondering if someone could upload the pre patch exe file so that I can get script dragon and SKSE working again.
  16. I'm actually wondering whether or not to change, but with all the extra features that come with the cbbe body I don't think I will end up doing so. for all of you the say it looks like a barbie doll, you might be correct but the difference is that with cbbe you can change everything to your preference with calientes body slider, with it you can get everything from a flat chest to big baloons (the same goes for almost every body part). I do like the textures on unp better though. Rainmaker91
  17. True, those will work, but I don't believe you can remove the hood. I would want a mod where the hood/gauntlets/boots is a separate item. actually you can remove the hood, as you can with most armors. If I remember correctly you cant create a hood for an armor in the same mesh without getting severe clipping issues. So by all means if those armors fit the bill, use them (they can be crafted under the leather and dwarven banners at any forge). Rainmaker91
  18. I am working on an armor mod that could fit what you want, my goal is to create an armor that would fit a viking assassin (drawing inspiration from assassins creed and other sources). It will take a long time for me to finish it though (seeing as I have an upcoming college exam), but I hope it will fit your bill somewhat. I might even draw some inspiration from the sources you published here, but so far this is the closest to what I want it to look like (http://fc06.deviantart.net/fs70/f/2010/218/2/2/Assassin__s_Creed___Viking__by_OldManGunda.jpg). anyways I do hope you find some other armor to play with in the meantime, personaly I have been playing a lot with the masters of death armor (http://skyrim.nexusmods.com/downloads/file.php?id=9752) but that might be a bit different from what you want. Rainmaker91
  19. I would like to request a fix for the "showracemenu", as most know when changing your race and such it creates a lot of buggs in the game: - After Patch 1.3, showracemenu will immediately reset the following cosmetics attributes: skin color, weight, eye type, all eye related colors except eye color, all face related colors, brow type. - If you use Werewolf beast mode after changing race, you will revert back to your original race after you turn back into your normal form. - If you are a vampire, using showracemenu to change your race will cause you to be unable to feed; however, you will still progress through the stages of vampirism. - Your Magicka, Stamina, and Health levels will be spread evenly on using this depending on your character's level. It will remove any point distributions that were custom. (can be fixed by entering tgm before writhing showracemenu) source: http://elderscrolls....ommands_(Skyrim) the most important points to fix would be the werewolf and the vampire bugs. Hopefully it is possible to fix them, if not we would just have to live with them I guess. I do hope someone who is better than me at scripting will take up this request, fixing those bug would make it possible for people to change race permanently without loosing countless hours of gameplay. Rainmaker91
  20. I think I have a similar problem, and it reminds me of a problem I had when playing fallout new vegas. in the gamebryoengine at least it started to bug out that way when you had to many plugin files activated at once. For me this is not a fix in skyrim, but if some of you have a large amount of plugin files activated, you could try to deactivate some of you less important mods. Rainmaker91
  21. good to know I'm not the only one concerned by the lack off communication from Bethesda. I mean they usually give the users far more information than most other companies, witch makes it sort of worrying that they have yet to release a date for the S.C.K. The latest information I can find is that it will be released early in January, witch sort of was a couple of weeks ago. I can't wait until they release it, for now however I will have to make due with skyedit. @ woopypooky Considering they have released a creation kit for most of their later games, I seriously doubt that would be the case. Promising something and not coming through with it is just counter productive, and Bethesda actually use much of the modding community to know what to implement and fix in later games or patches. A good example of the last one, is the weapon mods implemented in fallout: New Vegas, that mod was and is one of the more popular mods for fallout 3. Rainmaker91
  22. Assault all the way, seeing as I always get shot way to fast when playing recon.
  23. The easiest solution to this would be something like this: First we need someone to create a face-ripper for skyrim, an example to what I mean is found here: http://newvegasnexus.com/downloads/file.php?id=35769. and then we would need to create a program that can find the NPC you're looking for and overwrite it with the new face preset. then all you would have to do is this: 1. save your game (you don't want to overwrite your original face preset would you?) 2. bring up the racemenu by typing "showracemenu" in the console. 3. create the preset you want to use 4. save your game yet again with the new preset. 5. rip the facepreset from your save. 6. use the editor program to create a new esp file with the new preset for the choosen NPC 7.enjoy your new NPC faces but then again it is not so elegant as a seperate racemenu is it?
  24. As Skyrim is the first TES game I play I am not familiar with the mods for oblivion but if you mean this one (http://tesnexus.com/...le.php?id=9541#) then yes. I just think it looks silly with a person sprinting with a shield on their arm or the idea of traveling longer distances with your shield combat ready.
  25. Hi, I was just wondering if anyone with the knowledge to do so could create a new animation for the "holstered" shield. I just think that it is sort of stupid to be carrying around the shield on your arm instead of your back when traveling the vast distances that the dragon-born does. Rainmaker91
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