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About Drytchnath

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After installing the recent T45d Outcast PA Replacer I messed around with the armor, tried to to troubleshoot some issues it was having with PN and possibly Readius (not sure) and ultimately ended up deleting the mod after a couple re-installs of it- even tried making it a FOMOD, which made things worse I'm afraid. I just recently noticed that despite not wearing any PA at all, my character has Power Armor listed in the Effects tab...except the stat values are doubled, +4 Str and -4 Agi with +20 RR. I'm currently wearing Advanced Combat Armor Mk.II so the effects should not be there, not to mention it is crippling my AP, making it hard to sprint for any amount of time. Is there any way to use the console to clear these unwanted effects? I use CASM and went back as far as I could but the effects are still there, makes me wonder how long I've had them on my character before noticing. Really not relishing the idea of having to start all over again...
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To pass the time until Skyrim I decided to fire up Oblivion for the first time in years. The last time I played the only mods I used was one of the early versions of the unofficial bugfixes and a mod that gave you the +5 stat modifier option to every attribute after leveling up. Now there's a lot more to choose from and my PC is substantially stronger than the one I originally played on. What I need are suggestions for mods to use. I just downloaded the male body replacer and HGEC but haven't installed either. My PC can max this game 3 or 4 times over, so heavier mods shouldn't be a problem. I'd like use some mods to pretty up the game, maybe add more equipment and get rid of the awful scaling system/leveling system with something else. A way to completely bypass the Oblivion gate segments would be super...I hated those so much that they ruined the game for me.
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This has been driving me nuts, I open Fomm, make sure all the mods I have are up to date. Use BOSS to order them correctly and then open FNVedit. Everything shows up fine, when creating the merged patch the caravan pack.esm is shown, but when I load it in FOMM the cravan pack.esm is missing from the merged patch and appears ticked in the regular list despite everything else being unticked. This is no good since then the load order is all messed up and the game hangs on the title screen and I have to open up task manager to close it since it becomes unresponsive. The funny thing is that the first time I made a merged patch it worked absolutely fine, now it never works. I use the FNV4gb NVSE fix. My load order is here: FalloutNV.esm DeadMoney.esm HonestHearts.esm CaravanPack.esm Primary Needs HUD.esm Project Nevada - Core.esm Project Nevada - Equipment.esm WMVM.esm Compiled Patch.esp Compiled Patch - DeadMoney.esp Compiled Patch - HonestHearts.esp Abandoned Bunker Fix.esp The Mod Configuration Menu.esp UHNV.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-More Mannequins.esp UHNV-Brighter Lighting.esp Project Nevada - Cyberware.esp Project Nevada - Dead Money.esp Project Nevada - Honest Hearts.esp NewVegasBounties.esp SnowGlobePerks.esp Tag Skills Improved.esp Shotgun Commando.esp iL-Camouflage Ghost Bodysuit.esp RCSS.esp Type3 Leather Armors.esp WastelandCourier.esp Follower Home Marker.esp vatsbuff.esp KillingKarmaFix.esp Project Nevada - Rebalance.esp WeaponModsExpanded.esp WMX-ShotgunCommando.esp Project Nevada - WMX.esp WMX-DeadMoney.esp WMX-HonestHearts.esp WMX-ArenovalisTextures.esp WMX-PreOrderPackCaravan.esp Mail Order Catalogs.esp Mail Order Catalogs DLC01.esp Mail Order Catalogs DLC02.esp Mail Order Catalogs WMX.esp Mail Order Catalogs DLC01 WMX.esp Mail Order Catalogs DLC02 WMX.esp WMVM-WMX.esp WMVM-WMX-DM.esp WMVM-WMX-HH.esp XP_Slower_70.esp Rin.esp Jezebel.esp Lighting.esp Project Nevada - Rebalance Rebalanced.esp XFO - 4bb - Perks - Two per level.esp s7oMojaveExpressCap.esp Freeside Junkers Store.esp Total active plugins: 57 Total plugins: 58
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2 Perks/level mod that works with Project Nevada
Drytchnath replied to Drytchnath's topic in Fallout New Vegas's Mod Ideas
Just leveled with PN set to the normal 1 perk every 2 levels anf the mod activated after all of the patches and modules for PN. Still only got a single perk, and when it tried to give me the 2nd perk nothing happened. I'm not sure how much work it would take to make something that bypasses PN but I'd really like to keep it since it makes the game so much more interesting. The mod I've been using for the extra perks is here: 2 perks per level I'd really, really like to keep using this instead of resorting to console commands at each level up to add perks. Edit: Apparently the mod may have been broken with the 1.4 patch since others haven't been able to use it as well with or without PN installed. -
2 Perks/level mod that works with Project Nevada
Drytchnath replied to Drytchnath's topic in Fallout New Vegas's Mod Ideas
Hmm, I'll give it a try. It was originally the next-to-last mod on FOMM as far as load order went with the last being the PN- Reblanced Rebalance patch. I flipped them, now to go see if it makes any difference. -
I just installed Project Nevada yesterday along with all the relevant patches to make sure WMX still worked and that food was still able to heal. Upon leveling up I noticed that my 2 perks per level mod was broken due to PN. This is most likely due to the fact that PN lets you change the amount of perks available and apparently makes XFO's 2 perks/level mod break - it acts like its going to give you a 2nd perk but just exits out of the leveling screen when you click on continue without bringing up the perk selection menu. Is there any chance that someone would be willing to make a newer, updated mod that works along with PN? I've gotten so used to getting 2 perks at every level that playing with less is kind of boring and feels limiting.
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Companion and NPC behavior all messed up
Drytchnath replied to Drytchnath's topic in Fallout New Vegas's Mod Troubleshooting
Load Order/Mods: CaravanPack.esm FalloutNV.esm UHNV.esp UHNV-Brighter Lighting.esp Follower Home Marker.esp XP Slower 80.esp CarryWeightAPAdjustment.esp Tag Skills Improved.esp Rin.esp Jezebel.esp Lightning.esp XFO - Two Perks per level.esp SnowGlobePerks.esp RCSS.esp WMXPre-Order PAcksCaravan.esp Shotgun Commando.esp IL Camouflage Ghost Bodysuit.esp WeaponModsExpanded.esp WMX-ShotgunCommando.esp I also use the Type 3 Body made by Black Blossom and FOMM is what I use to launch Fallout/manage mods. Edit: Giving Cass an unmodded Brush Gun completely cleared up the problem, but if I give her anything with mods on it she starts acting all goofy/stupid again. -
So I recently got back into New Vegas after having to do a reinstall of Win 7. After having gotten back all the mods I want to use (most notably WMX, Arenovalis (sp?) weapon textures and a mod that slows down leveling up) I was doing fine until just recently. I decided to grab Cass and do the "There Stands the Grass" quest. I also decided to graduate her from her modded Lucky .357 to a modded Hunting Rifle. The problem is, she never attacks. I walk into an area and she immediately crouches and pulls out her Chance's Combat Dagger. She won't move until everything is clear, then she takes out her rifle (she has over 800 JSP rounds for it) and SLOWLY walks around the level...like shes patrolling. Oh, and if I crouch at all Cass does as well and won't move again until I tell her to back up. ED-E on the other hand works absolutely fine, its just a shame it does **** for damage and constantly plays that obnoxious battle tune. I did notice that giving a silenced Maria 9mm to Cass makes her target enemies...and for some reason its not silenced when she uses it and still likes to crouch and pull out her dagger for no good reason. Setting her to melee makes her follow me, albeit not quickly (shes not encumbered), I guess WMX isn't Companion friendly? Oh and Keely ran all the way to the level 5 mantis tunnels and gave me the same dialogue as if she was at her base of operations on level 2 of Vault 22. Seriously, wtf!? The only other big mods I have is the Underground Hideout and Follower Home Marker (which is actually a tiny mod that works pretty well). TL;DR: NPC and Companion behavior is completely ****** up. WMX may be the culprit but disabling the mod will crash my game hard since all my main weapons are heavily modded. Any suggestions? Will post entire load order of mods if needed, but everything has worked fine until recently.
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On the off-chance that Nhancer forgot about me would any other modders be willing to tackle this mod request? Since the Yusaris bit I added puts more complexity than it's worth into it you can just forget about it entirely.
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Hey there! I'm on vacation in NYC, just wondering how things were going on your end? Get sucked into Starcraft 2?
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Oh one last thing to add. If you haven't already started would you be able to make the +damage to dragons on the greatsword Yusaris higher? +10 seems paltry in the big scheme of things, is it possible to have Yusaris use a 2.00 strength modifier instead of the normal 1.40 vs. drakes/dragons? If not then +20 or 30 would work fine too, would actually give me more of a reason to use it. There's no rush on this either since I'm plugging away at Starcraft II's campaign right now, just want you to know I really appreciate you doing this.
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Great Swords @ tier 7 Armor Penetration: 12.00 (+1.75 from tier 1 and up) Crit%: 4.50 (+.50 from tier 1 and up) Strength modifier: 1.40 Rune slots: 5 (possible?) Battle Axes @ tier 7 Armor Penetration: 6.00 (unchanged) Crit%: 9.00 (+1.0 from tier 1 and up) Strength Modifier: 1.40 Runes: 4 Mauls @ tier 7 Armor Penetration: 18.40 (+1.90 from tier 1 and up) Crit%: 0.80 (unchanged) Strength Modifier: 1.55 Runes : 4 Base damage isn't something that will need changing due to the buffed strength modifier. Will the mod you make affect special DLC weapons like Starfang as well? That's what I'm currently using. Sorry for the late reply, been a busy day. I tried to keeps things somewhat balanced and make them follow a steady numerical progression based off of the tier 1 version of each weapon. Many thanks for agreeing to help me with this!
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Hi everyone. I've found that I love using 2-handed weapons but I find them to be incredibly impractical compared to single handed weapons due to crap modifiers from the strength stat (1.10 for greatswords, wtf!?), low crit% and not having more rune slots available due to the weapons sheer size. Weapon speed isn't too much of an issue since I found a neat mod that eliminates the down time between swings which makes for faster attacks without actually speeding up the swing animation. The main thing that bothers me now is the relatively low crit chance and the crap modifier from strength. Would such a mod be a pain to make? Would boosting the weapon damage like this seriously break the game balance?
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Chocolate Elves custom race problem
Drytchnath replied to Drytchnath's topic in Oblivion's Mod troubleshooting
I'm assuming that's my problem. So many things to dl to make other things work >< -
Hi all. I just recently got HGEC working on Oblivion and decided to try out a few more mods. Lfact suggested that I get the EVE Body Stock and Clothing Mod, which I did. I also installed the CCR Capucine Mod(which always prompts me about conflicts?) And finally the Chocolate Elves Custom race Mod. All of these mods works fine...except the chocolate elves. I've deleted and reinstalled it multiple times, but can't seem to get it to work. All versions of the C. Elves have empty eye sockets and no hair at all. I'm at a loss as to what I should do since it seems no one else has this problem. I've even disabled all other mods except HGEC but to no avail. EDIT: I can get male vanilla hair to work, but not female hair