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DeMocha

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Everything posted by DeMocha

  1. Honestly i think CDPR half assed it and haven't fully implemented cyberware and external appearance. After all why bother give V a smartlink tattoo that'd look good that has same or similar stats as smartlink chip when never changing appearance. NVM the whole vendor screen version of likely invasive surgery.
  2. AT this stage the closest i've seen is using the script to upgrade whatever you are wearing to legendary/iconic. But i would be really grateful if someone could figure out a transmog feature especially if they could include some of the stuff NPCs wear.
  3. Theres a few weapon mods that can't be used especially if you use the cheat to add them, whats more they sound great and quite powerful. If i had to guess i'd say CDPR disabled them until they are balanced as they are well beyond the mods of lower quality. Overpenetrate- 'Increases Projectile Kinetic energy' x6 increasing chance to knock down enemy Subsonic- Halves weapon draw time, and increases dmg x20% Stabiliser - reduces sway by 50% If you figure out how to equip any to weapons let me know, cause i have had no luck as well.
  4. Would like autoloot for two reasons. 1- Looting in this game is a PiTA at the moment, can't pick up some items, or needing to be at a specific distance to pick up too close/far and won't work, items simply glitching, or having interactable NPCs too close to item. 2- So much of the stuff you end up looting is needless. Let me pick up shards and important stuff myself, but don't make me spend a couple minutes in each room i walk through to pick up every scrap of 'junk'
  5. Noticed that too when i checked for that filter. Not sure how a save file is a utility...
  6. +1 Even in the quests as a passenger, sitting their watching the ghost cars is a bit weird as they disappear as you close distance, or coming up to a busy intersection that has no cars when you get there.
  7. Under the 'mods' dropdown select 'new' then refine results and exclude whatever.
  8. While i wouldn't say no to such a mod, i do however feel somewhat terrified about how many children my clan would have.... Only have the 1 wife in current playthrough and 14+ children, and she is still in her 20's.
  9. Some mods when introduce new items/units that if that mod changes them will result in selecting a save telling it to load and then nothing... Recommend using Nexus download history to find the mods that you used prior to saves not working and changing downgrading back to what you used. Believe there is a mod that is supposed to fix save files on nexus. Save files are stored in **\Documents\Mount and Blade II Bannerlord\Game Saves\Native
  10. Not a fix for your issue, BUT... There is an option to use your movement keys to determine attack of melee weapons, takes a bit of getting used to but easy once you have. And there are quite a few weapons that are thrust or slash attack only.
  11. What i find funny is that i can increase relationship with random thugs/traders/in-laws, but my own spouse who is popping out children like there is no tomorrow is between -1 and 3 relation, and is damned hard to increase. Either the wife is very cooperative, or one of the guards or army members is keeping her happy.
  12. Use your download history that nexus keeps, and work your way through each mod you have downloaded/patched since update, check each mods comments and descriptions. I am having a similar issue and am currently troubleshooting.
  13. Damn, was hoping that might fix your issue. In that case I don't know. Have you tried the mod linked in this thread? Seems a bit strange that some people have caps to number of mods, and that it doesn't appear to be consistent. I personally am up to 35, not including vanilla modules, not showing off merely that the mod cap is either random, or based on PC... Am wondering if it is similar to how total war: warhammer 2 appeared to have a limit.
  14. @Jokersz, pretty sure bannerlordtweaks has a setting for hideout party limits within it. Likely conflicting.
  15. I'm at 29 mods with fairly stable game at the moment ( current campaign so far 8 hours long).
  16. Unless they are already there and i haven't noticed them. Basically if you give a party, then they just seem to default to patrol if you have a fief but at peace. Or go suicidal if at war, and charge off and try to attack enemy cities or armies with no support. Don't get me wrong the above are good at times but you can normally tell when the factions are at war because outlaws/bandits run rampant while all the lords are all playing on the frontlines. Would prefer to be able to give them orders or define their behaviours.
  17. Its the game that has the memory leak, mods are just going to make it happen faster than it would in the default game. How to figure out which mod is to 'blame'? no idea, but its not the mods fault regardless. The Elder scrolls/Fallout games have had a infamous memory leak ever since morrowind, they were still modded significantly, but mileage will vary. Hopefully Taleworlds will optimise M&B 2, but more than likely memory leak will stay. Whats going to make the memory leak worse is going to be anything that adds large amount of assets/textures/sounds or requires the game to use the ones it already has more often. My suggestion is to only use what mods you need, tweak your performance settings ( do a google search for stuttering, freezing in mount and blade 2), make sure graphics drivers are up to date and wait for Taleworlds to optimise the game more.
  18. Ok, so near as i can tell its a memory leak. From looking around there are plenty of... i won't call them fixes, as it implies the issue disappears, rather there are various ways to improve the performance, and allow longer duration before memory leak gets crippling. The more battles, the bigger the battle, the more times you go into various loadscreens or menus = Faster performance deterioration. Combine that with mods, any mods, and it simply accelerates the process. In other words, make sure sure that you only download the mods you really want/need to play the game.
  19. I am. In my case i get lag/stutter, just in general travelling the map, random long times between loading of character models in inventory screen ( or any screen with a character model in it), to and from conversations, in party menu, and loot menus, and random 20-30 second freezes during battle. Hell even the savegame to load and wait for confirm of new modules takes what feels like an eternity. This has only started in last 2 days, prior to this i ran 2k with full graphics options and army limit of 1000 without FPS loss, but now it stutters and lags within minutes rather than hours like with vanilla, and gradually gets worse. Am working on theory that the increased number of unit types may be a factor, as it may be combination of memory leak and the number of extra units rosters i had downloaded, specifically 'Empires Royal guards', 'Noble Troops' and 'Basilisk guild', am going to remove Basilisk guild and Royal guard (personal taste, the mods are fine, worked and were fun) and see if things improve.
  20. 'Outfits', ie. Fire breather armor, render armor invisible, still wear it but can't see them, which sucks. You can wear underamor, ie. Vault 76 tights, and armor and they will be visible. Its a pain cause i would love to have some of the armors over the outfits. but oh well....
  21. Dunno if there was or not, and have started looking for one now that finished first playthrough. Since i haven't found one have been looking to do one myself though will likely be player specific in that i will look for the file in the editor that tells the game what to start with, and changing it to my own preferred setup. Only other possibility would be to keep an eye out for a save editor that will let you do it that way.
  22. Basically find it really odd that Towns like diamond city don't have any trade despite being eager for it and that the various travelling merchants either don't or very rarely visit those places. Vault 81 will have the occasional trader sit outside it, but theres really no interaction between them and the vault itself. Good Neighbour doesn't have any either. Bunker hill is really the only one that seems to have traders. My request - My thoughts are that Player could do something similar to a supplyline to Diamond city/ Good Neighbour/ Vault 81/ Bunker hill, That could bring in an certain amount of caps and make these towns actually seem connected and seem like their vendors are actually continually receiving supplies. Vault 81 has that area outside where the travelling merchants sometimes go to, it could have a Vault 81 merchant and some guards out the front there to trade with those merchants and the settlement trader. Diamond city has that large area out the front of the gate or just inside ti that could be used by the settlement trader. Good neighbour has the area outside the gate or just inside near the 2 vendors. And bunker hill has the obvious area inside it. The settlement trader may be able to do all those towns and connect with a specific settlement or it may be just like a supply line and have one trader per town depends on how its implemented. Earnings could be determined by number of settlements connected to the town via the supply lines and settlement trader or something more complex like 1cap per food/salvage that the settlement/s gather. I understand that it could be quite a bit of work, but it seems like quite an oversight that the major settlements are isolated and have no form of supply or trade outside of people coming to them, and its not like there are many travelling npcs in the game.
  23. There used to be a mod that increased number of slots for relic/set items but it hasn't been updated in a long time, and unfortunately i can't remember how to do the editing in order to update it.
  24. @Dark0ne, wholeheartedly agree. Have no issue with console users getting mods, but not at the modders expense or the users for that matter as the legit users will also suffer from the slowness or lack of action. If a modder wants to put their mods here or beth.net or anywhere else really its their call, hell if they decide to keep it to themselves then its their right. I feel sorry for the console mod users who go to use a supposedly legit mod only to find 1/ It doesn't work 2/ Causes crashes, corrupted saves (immediate or over long term) 3/ Checks for updates only to find mod they downloaded is unsupported or just isn't the legit mod. 4/ Uninstalls mod and corrupts the game anyway. 5/ By the time bethesda do something about it the damage has already been done. While it can be very easy to pick a side in the console vs pc modding, the problem is that bethesda has half assed this. Many of us who play Bethesda games on PC especially those who use substantial number of mods, know that more mods = greater chance of conflicts, corruption, performance issues or just outright ctd. As many would likely agree when steam workshop got involved with skyrim, support became a nightmare because 'newb' mod users were downloading massive numbers of mods and expected them to work, without reading about additional install instructions, known issues, conflicts or having any idea about load orders, archive inval, etc. No doubt when it happens (if it hasn't already), there will be a lot of disgruntled users appearing on mod threads on Nexus and beth.net complaining about how so and so mod broke there game. Most modders are kind enough to support their own mods on whatever platform they decide to allow, and many will often go out of their way to make it compatible with other mods. But when people steal a mod and upload it elsewhere then that mod often isn't supported, why should a modder have too? But we all know that the users will often go out of there way to complain rather than ask for help about any issues they encounter. In the end it will all eventually be redirected at bethesda, Bethesda should have a few additions to the use of the mods uploaded there. 1/ Warn that using multiple mods especially similar ones will result in a dud game. 2/ Warn that its quite likely to reduce performance as many mods in the past have been designed to make use of the additional power some pcs have. 3/ Have more presence on their own forums and in support. ( Hell i am still unable to download CK, since Beth.net launcher appears to direct CK install/downloads to dud server for australians that don't use a vpn). 4/ Support the modders who they hope will provide additional content, by providing the moderation, improving the ability to report abuse, and reacting promptly. Regardless of peoples opinions about Nexus, i think we can all agree that bethesda would be better able to pay for the suggested 24/7/365 support that beth.net (especially since its in beta) needs. Ignoring or taking long time to take action against the above will result in modders not uploading and using the service, or being less active in the support of it. This will result in less use by users as they will find fewer mods that are supported or work and become more jaded till they decide to not risk their install and saves. Ending in Bethesda having wasted time and money implementing the service in the first place. Mod thieves will not support the mods they did not create they often won't know how, so if people wish to believe there is nothing wrong with that theft then so be it, but when you or others download a stolen mod knowingly then break your game because the true author had a good reason not to upload it in the first place then its your own damn fault.
  25. Its on the first page of the above link, just a few posts down. Its basically a trainer, the option you want is Ignore Equipment Vocation Restriction as part of 'Edit 19' which has the instructions for its use.
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