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ntblood

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Everything posted by ntblood

  1. Sorry I got paranoid and deleted this. Now that I'm done detoxing I would restore it likely but I can't from the look of it. On the flip-side this was up for a long time and assisted a lot of people. I'm not posting links to this recently so whatever. Nothing I can do unless Nexus wants to help me restore it. Maybe I'll ask them.
  2. Here's your mod to restore them: https://www.nexusmods.com/cyberpunk2077/mods/1919
  3. Do you mean the Werewolf VR Body Fix mod: https://www.nexusmods.com/skyrimspecialedition/mods/56394 There's one for the Vampire Lord Body VR Fix too: https://www.nexusmods.com/skyrimspecialedition/mods/57318 These both take up a plugin spot in vr so I merged them with some other simple mods in zMerge (part of zEdit utility) as I rarely use them and every plugin counts to the plugin limit in vr (doesn't matter if it's flagged as an ESL or not in vr): Here is a video guide on zMerge: If you need help with zMerge there is a Discord server for it: https://discord.gg/wK5rP5a5
  4. I'll tell you the only thing that fixed this issue for me was loading an older save from before the heavy breathing effectively wouldn't stop. Also I noticed that this bug returns and the only real way forward for me is to avoid getting fully exhausted which triggers this "won't stop panting" issue for me.
  5. I don't remember using RegEdit but maybe I'm forgetting something. I checked my notes and nothing there about it. I looked online and the only reference I see is in another thread and mentions RegEdit. Ok, I guess. I just don't remember ever doing this, it's not in my notes, and I run CK through MO2 with no issues. By the way, I suggest also using "SSE CreationKit Fixes" https://www.nexusmods.com/skyrimspecialedition/mods/20061 A plug for my little "guide" for Skyrim VR modding with links: https://forums.nexusmods.com/index.php?/topic/9841948-skyrim-vr-starters-resource-links/
  6. Yes, there's LL website really only pretty much and it doesn't even have a CPunk subject in it's forum. I did post there seeing you mentioned it under "Other - adult" https://www.loverslab.com/topic/176790-cyberpunk-2077-mod-request-extend-the-joytoy-scenes-to-repeat-and-be-longer-too-short/ https://www.loverslab.com/topic/158534-cyberpunk-2077-mod-creation-thread/page/34/
  7. I can't figure out how to cast a spell with the Xbone controller. Pressing #'s on keyboard does cast spells. I looked in the control scheme for combat and that doesn't seem to be correct. The game doesn't seem to support rebinding keys on the controller. Am I doing something wrong? Thanks
  8. Mod request: Extend the joytoy scenes to repeat and be longer? too short ; ) Just to be clear, I mean for them to loop so they are 2x or 3x or more times as long of a cutscene. PS. How-to for Swapping characters/NPCs for joytoy or romantic main character scenes with AMM (Appearance Menu Mod) https://www.reddit.com/r/cyberpunkgame/comments/ppinrd/howto_for_swapping_charactersnpcs_for_joytoy_or/
  9. Idea: Have the early apartment loading screens when playing an advanced game, instead of the Araska crime scene. Seems like an easy mod or edit right? I wouldn't know how though.
  10. How do you mod Wasteland 3 Game Pass on PC? Thank you
  11. Re: "There is an excellent pole dancing mod that you can download on the site whose name must not be uttered." Alexw95's Stripper Pole you mean, too bad it requires AAF and that doesn't work in VR. I guess this is why I hoped for a Groovatron port. I had to dig pretty far into your images/uploads to find one image of someone on a pole in the distance. https://staticdelivery.nexusmods.com/images/1151/66864906-1616110404.jpg
  12. Even though the permissions from FO3 original mod are largely open it sounds like porting an animation gun from FO3 to FO4 is not plausible from the little bit I found googling. That as Yulliah said building from scratch may be the only real way but not for permission reasons but due to the games being different. Though I'd think the original animations, poses, and assets could still be used while giving credit to Drayk_Cannon: "It (FO3 mod) would have to be remade (for FO4) - certain file formats are different versions, and the game may handle things differently." "if it's anything that requires animations then that is currently a resounding 'no' (long story short: we don't have the tools for that anymore), if it's something that requires scripting then it'll be a "maybe" (papyrus has updated since FO3, no idea how significant the changes are, but that aside FO4's script extender isn't nearly as well developed yet so we won't have any fancy scripting yet)," ----- There is the Fusion City dance animation gun. My desire is to make NPCs do the pole dance from Groovatron FO3 mod. I also liked the disco ball with lights but that is extra. Groovatron gun had a lot of cool things. I think the one thing that could be used from the original mod though (if not other assets as well) is the pole dance animation file itself from the FO3 Groovatron mod.
  13. That doesn't sound correct. Drayk_Cannon did the original mod for FO3 and the permissions are open for modification. https://ibb.co/fGm7gJn Here is what it says, " Modification permission - You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator Conversion permission - You can convert this file to work with other games as long as you credit me as the creator of the file Asset use permission You are allowed to use the assets in this file without permission as long as you credit me." This is what Koupoable, the author of the FNV port, told me, "keep in mind that I'm not the owner of the idea of the mod and it was just ported from FO3." It doesn't matter that he limited permissions if we used the original FO3 mod because it's permissions are largely open. I've ported a simple mod before and published it and was told that as long as permissions are open like they are for Groovatron FO3 then it's alright to port and publish without checking with the mod author again. "So I basically responded to the forums topic to warn modders about the permissions for the original FNV mod." The original mod wasn't FNV but FO3.
  14. Would anyone consider working on porting Groovatron mod from FNV to FO4 please if you have time. It has a good pole dance animation plus a lot of dances and poses. It's all clean animations even if my screenshots here are racy. The Groovatron gun did have a disrobe function. The original mod was for FO3, then FNV. https://www.nexusmods.com/fallout3/mods/3284 https://www.nexusmods.com/newvegas/mods/42528 Screenshots in FNV: https://ibb.co/k6X5yhx https://ibb.co/f9h391P https://ibb.co/Qj04RJB https://ibb.co/GpknXB9 --- I just finished Thuggy's Depravity mod and I enjoyed it. Neat characters and things to do. (l've done Fusion City Rising a long while ago too.) I was noticing that the Rexford dance animations for the girls at the poles are (vanilla) dance animations used also in the Fusion City Dance gun (which I use a lot). I remember actual pole dance animations used in a similar animation gun in FNV, Groovatron (instead of just boogie-ing in front of a pole). I contacted the mod author of the original Groovatron mod from FO3 (as well as Depravity mod author) but haven't gotten any reply. The person how ported it to FNV said I was pretty much on my own. The original mod's permissions allow modification. "You can use parts of this mod to make a better one as long as you give credit to me, DraykCannon." The original mods didn't require script extender so this should work in VR as well if ported somehow.
  15. Do you have a copy of Radio Nam mod for FO4? I need that music in my game.
  16. Port to FO4 please.. if it has open permissions or we can get permission (?) Website: https://shipbuki.blogspot.com/2015/05/hikage-outfit.html http://2.bp.blogspot.com/-kaTHtfn9eYo/VVYZq8EaQzI/AAAAAAAAAX4/1fUqyp7Aq6o/s1600/TESV%2B2015-05-15%2B09-54-45-92.jpg
  17. I've been able to get underwater sometimes only by using Advanced Settings overlay in SteamVR to lower my perspective. Although getting out after can be tricky, raise perspective even more and hope it lets you walk onto land afterwards. You have to "pull" yourself in the direction you want to go to. imagine you're doing a breaststroke, you pull the trigger when you're scooping your hand and pulling yourself through the water. Try climbing an invisible rope. Point your 2 controllers down to go under water, point them up if you want to get back on surface. // ? INI Settings for swimming - default values here - I went back to the default values here after tinkering a bit. If anyone else finds anything useful with them post it. "Maybe changing the drag would help? Or maybe disable the resurface one?" - I think that changing bVrSwimDeliberateResurface to 0 turned off the ability to submerge, go under water but I'm not certain. [VR] fSwimSpeedScalar=1.2500 fVrSwimDragCoefficient=0.0500 fVrSwimHMDFloatThreshold=0.7200 bVrSwimDeliberateResurface=1 ========== I give up for the most part underwater swimming in FO4VR but not exploring. I just got this great submersible power armor. You can upgrade it to give water breathing with no limit I believe. It's found by taking a rickety boat (on your map in the NE coast) to a secluded lighthouse, then the elevator down, then kill them. Also the big sister outfit is great for a follower when diving. Also the red head lens color can be changed to green or other colors in the power armor workbench. https://www.nexusmod...out4/mods/25591 Look familiar, this first photo's location?: https://ibb.co/Pcz9h1c https://ibb.co/g7GSDPh https://ibb.co/9txM5Kk https://ibb.co/2hw9bTJ I'm switching the water to clear with these INI edits (use Bilago's INI Tweaker to make these changes). https://steamcommuni...66237667978380/ (I tried the following mod which was supposed to be a compromise but still couldn't see much more than 10 feet so I dropped it and just went with the INI edits instead for clear water. I added the INI edits in a comment below instead of going to the link above. Some might prefer the lack of long distance vision (like the base game) and use this: https://www.nexusmods.com/fallout4/mods/41649 ) Here is a map of interesting areas to explore underwater: https://i.imgur.com/9STyn9e.png If you want to cheat and see which locations have loot (chests, safes): https://i.imgur.com/ifC2PuW.png If you want all the screenshots of the areas https://imgur.com/a/SpstO Far Harbor under water exploration map: https://i.imgur.com/OXN2eg2.png Far Harbor under water exploration screenshots: https://imgur.com/a/SFkTf If I want to upgrade a harpoon I'll use this mod: https://www.nexusmod...out4/mods/32236 Underwater combat (edit: not working in VR, sorry, until we can get a fix maybe): https://www.nexusmods.com/fallout4/mods/51456 This underwater combat mod (edit: also not working in VR) is older and limited to power armor only though says it works with custom power armor: https://www.nexusmod...out4/mods/41633 Better Diving sounds (no plugin/esp) https://www.nexusmod...out4/mods/41675 Some under water (lore friendly) enemies: https://www.nexusmod...out4/mods/16915 (apparently these vanilla enemies will attack under water already too: mirelurk, mirelurk kings, mirelurk hatchlings, mirelurk hunter, and gulpers. They can all swim and they can all attack you under water.) Also this little Harpoon (no plugin) Audio change: https://www.nexusmods.com/fallout4/mods/16959 And to top it off a Fishing mod (unrelated) so I can catch something to cook and eat. Also catches junk, immersive. https://www.nexusmod...out4/mods/32377 =========== Screenshot https://ibb.co/S0qGqPVClear Water INI edits - Use Bilago's INI Tweaker to do these edits: "Fallout4Prefs.ini [imagespace] bDoDepthOfField=0 -(disables depth of field blurring) iRadialBlurLevel=0 -(underwater haze amount if "bDoRadialBlur" is on; 0 is clear, 1 is green, 2 should be even more murky) bScreenSpaceBokeh=0 -(this just the setting quality for depth of field blur, maybe VR doesn't have this setting) Fallout4.ini [imageSpace] bDoRadialBlur=0 -(underwater green go away, resulting in clearer water; 0=off making clear, 1=on)"
  18. Most work fine. Depends though. If they require F4SE and don't have a VR version you're usually out of luck. Also Bleachers quest mod crashes. I copied all the DLC over from my Flatout4 game to VR FO4. You certainly want to use the Version Checker mod which fixes compatibility issues with version #'s for mods in VR: https://www.nexusmods.com/fallout4/mods/42497 Here's a compatibility mod list for VR even though I don't use it much: Compatible Mods List - https://docs.google.com/spreadsheets/d/1xz4VSYQYlGXxUEuHXdN4yF44x72nm_8EshPVkbzKcSk/edit#gid=1245599248 Also I posted a FO4 VR starters Resource of Links: https://forums.nexusmods.com/index.php?/topic/9953718-fallout-4-vr-starters-resource-links/
  19. STOP !_! Install MO2. +1 for MO2 ---- // Why MO2 is better than Vortex: https://www.reddit.com/r/skyrimmods/comments/n0zzdp/whats_with_the_cult_around_hating_vortex/ " Anyone can understand the simple drag and drop system MO2 has, compared to the deployment and rules-based system Vortex has. Deploying is just a waste of time, and all those rules accomplish is making it super easy to get cyclic interaction errors. Then they're presented with that ridiculous flowchart screen which is supposed to help them resolve the cyclic interaction. This is exactly it. And this thing about flowcharts reflects a larger issue with how Vortex presents conflicts to the user: the rules-based approach mis-represents the "reality" of how conflicts work as far as the game is concerned, and this unnecessary abstraction makes it harder to understand (or explain!) why things aren't working. That kind of blew my mind, never thought about how mo2's structure (and xedits) has helped me understand modding. inclusion of xEdit may really be the bigger thing. MO2's UI represents it pretty well, but if I'd never seen it in xEdit, I wouldn't have been able to say that about MO2 in the first place. The mirroring of the game logic in the tool is helpful, so having multiple tools do it made it easier to learn for me. I don’t even sort with LOOT because using Mod Organizer has given me such a great understanding of load order that I don’t need it, it would probably mess up the stability of my game. It makes you a smarter user. I was stubborn and stuck with vortex but always had problems vortex disabling plug ins that werent causing any problems. Then I heard how you can launch from MO2 without having to deploy all the damn time. I haven't used it yet since. The issues I ran into using vortex were that I couldn't really solve my user errors easily, managing conflicts and my load order was so obtuse and non-functional that I was unable to fix it. And when I switched to MO2 that problem was completely non-existent/trivial, so it doesn't surprise me that peoples first recommendation is too ditch Vortex, since that's what I did recently and would recommend the same. I started with Vortex because it’s more user-friendly than MO2, and modding on its own is tricky enough to get a handle on without also trying to learn a daunting piece of software like MO2. But once I understood the fundamentals of modding and needed more control over my mod interactions and load order, Vortex didn’t cut it anymore. Switching to MO2 wasn’t easy, with all its unfamiliar features and different interface. But now I can’t imagine being stuck with Vortex’s 'we know better than you do' approach to organizing mods and resolving conflicts. Once you learn how to use it, MO2 seems more intuitive than Vortex, not less, and it’s definitely a powerful tool for modding. For anyone on the fence, I say switch! Once you get over the initial learning curve of MO2 you’ll have no regrets. Vortex throws a fit when you imply that it's ordered your mods incorrectly. The system for manually modifying load order in vortex is terrible. Vortex's lack of tools and depth were a deal breaker for me eventually. Mainly these two: Can't change installation load order, which means you can't do fine tuning of texture and other assets priority. Can't do multiple profiles. This is the biggest nope for me, as I like to experiment with different setups. Also the conflict resolution line-to-point thing in Vortex is probably the most confusing (to change load order). The way MO2 highlights everything nicely feels way more intuitive. I honestly just think MO2 is easier to use. Vortex has too much 'automation' for my taste, which causes a lot of complications in a larger modlist when you to manually change mod position you must change the mod index in the plugin tab, not intuitive at all and sometimes won't go where you want it to go depending on what rules you already have set up. It’s not a simple drag and drop. You have to manually write in an list number or FE code. Something you can get by looking at the LOOT list order. I would say the ux (user design/interface) of each mod manager is tailored to a different subset of users, but vortex' is definitely more limited in that regard due to mo2 having modular panels you can open and close/hide and everything being in front of you instead of having to switch tabs constantly and open submenus. When ever I use Vortex I get way more crashes and conflicts than I do with MO2. So ironically, I spend more time trying to fix it than I would setting up mods on MO2. MO2 just allows more user control and helps visualize how the mods work with each other. Vortex gives you prompts you just need to point and click, but MO2 you kinda just need to understand everything to use it. It's not as intuitive. Vortex easy for everyone, MO2 easy for vets."
  20. Hi, It shares a shooting axis with staffs I think. I've heard it's possible to fix this for VR but I don't know how. Any help please? I unpacked the BSA and opened it's mesh file in NifScope but I don't know what to do there. https://www.nexusmods.com/skyrimspecialedition/mods/29905?tab=posts I've read that alternatively there's an INI edit that can change the angle at which spells shoot. I haven't found that either and think it's be a less desirable fix. Thank you (o^-^)b
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