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mikeloeven

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Everything posted by mikeloeven

  1. Mostly to address the issue of instant death from cheap shots would be nice to have a mod that makes the dragon heart actually useful switching from manual healing to simply restoring your health automatically when something takes you to 0 hp. essentially make it function more like lives than this abysmal dime delayed manual healing that is pretty much useless due to swarms of adds in every encounter. The game was not really balanced around solo play so this type of thing is really needed later in the game since you get to a point where the spam is not manageable solo even if you git gud
  2. Also a scroll function and just more missions per refresh in general so you have at least a few of each type
  3. I don't see why this is an error. If a file already exists the program should ask me if I want to use the old or new file and than overwrite or skip accordingly there is no reason to throw an error and fail the install.
  4. This feature is intended primarily for implementations of Network attached storage NAS systems where multiple computers may be accessing the same game directory. Essentially what I am asking for is an advanced edge case feature that will take Vortex's databases and store them as external files in the game directory. This will serve to create a centralized vortex config so that If i make changes to the game directory on the network drive from computer A those DB changes will be stored to the game directory so when vortex is opened on computer B it will reflect the changes made by computer A due to reading the database directly from the game folder. This is a system I have been using for a while where I have one network server storing steam libraries for multiple computers to cut down on data redundancy. this allows me to open games on any computer using only one installation of the actual game files however vortex is not currently aware of this type of configuration requiring me to manually save and load the database every time I open vortex on a different computer. Configuring all of the Vortex clients to utilize an external database in the game directory would make this a non issue although if there is a method to edit database location it is in theory possible to point all my vortex installations at the network drive without needing additional functionality although i have not found a way to do this aside from the backup and restore option
  5. Sorry for the necro but this is def needed Yeah I mean to be honest Scope sway in realism based shooters is intended to simulate involuntary muscle movements and heartbeat but lets face it with synthetic muscle titanium bones and a digital nervous system there is really no excuse for this to exist in Cyberpunk as it is a problem that could be solved with even low grade combat cyber ware. +1
  6. Seems a decent number of people are experiencing an issue with the game mostly steam users which is resulting in load screen times in excess of 3 minutes per level and other significant performance issues during the campaign. Has anyone figured out the cause of these issues and is there a unofficial patch or other settings tweak that can help ? I had originally thought the issues were a disk bottleneck however running the game from both a SSD and than a RAM disk still resulted in the same long load times
  7. Actually what you need is to edit the executable to not load the steam DLL and not throw an exception when it's not found. Should be fairly eaisy but again I dont trust any "Cracks" and would rather have instructions to modify the executable manually.
  8. Is there a mod that makes arvak not just a permanent summon but also uses the AI package of a "Normal Horse" The main issue is that with the constant follow issue I still cant use it with the cart mod. I tried convenient horses and immersive horses separately with Arvak infinite above them in the load order and with the mod disabled. the following issue does not seem to be related to the mods but rather arvak's base AI and that both of the aformentioned horse mods treat arvak differently by default
  9. Honestly I dont like or trust any suppliers of cracks however I would not be opposed to someone posting a method to disable steamworks using say a hex editor on the game executable. I have been looking for a no steam patch for a long time and to be honest since I actually own the game through steam my reasons for doing this are purely technical such as preventing steam from hijacking NMM commands. (Dont know why but sometimes steam just feels like opening the skyrim launcher despite NMM being set to SKSE
  10. An overlord mod !!! http://s2.quickmeme.com/img/6b/6b594583ee40dada534cd08169594ca5465adccd8bc7cf74a5403956d07007b8.jpg The real question is do we want nazarick as a player home or do we want it as an independent NPC faction with quests and such. Help Ains take over skyrim or try to prevent him from taking over skyrim (only viable if you have the modded god items needed to not die instantly XD)
  11. Thanks Ill try it out! Edit: Works perfectly but further testing with the cart mod reveals another problem in that arvak will keep following you indefinitely and seems to ignore the wait commands from Convienant Horses. (Also tried Immersive horses same issue) Any way to tweak it so following is disabled?
  12. Basically the fact that I have yet to find a mod that allows you to clean up ash piles after all these years is completely shocking. There are some mods that stop them from spawning but that's not really what I want. I basically want a mod that deletes ash piles when you hit them while holding a broom or spell hell just port the Zap Away mod from fallout i really dont care how it works. I have no idea why this does not already exist but its been needed for a long time. (especially with all those rude cultists breaking into my house and leaving their ash piles all over the place) (i cant help it if I am a bit of a pyro)
  13. Trying to use Arvak with one of the cart mods revealed a problem. Arvak "Times Out" and will disappear after a time when not being ridden. Normally this is a problem as you summon Arvak and Ride it. Problem is when pulling a cart Arvak does not have a rider and will constantly time out and disappear. I am looking for a mod that changes Arvak's behavior to function as like a regular horse so that he will not automatically time out and despawn unless manually unsummoned (mechanic to do this to be implemented however)
  14. Is anyone able to identify this particle effect ? I kinda get the gist of removing them from the tutorial but am still not sure how to actually identify which effect this is ? UPDATE: 1/30/18 So far the first thing i did is dump my entire inventory and all equipment into a chest in case the effect was from an item. Ran DispelAllSpells Ran Cureall batch Cleaned save file with save tools to remove orphaned script instances. Repeated first two steps. Nothing has gotten rid of this effect and unless there is some way to list all active shader effects on the character I simply have too many mods to figure out what is causing this. Any help will be appreciated. Its driving me absolutely crazy UPDATE: 1/31/18 Further investigation shows that the bugged effect was applied by Festus Krex's Inside Out Spell added by this mod here https://www.nexusmods.com/skyrim/mods/59818/?tab=description however the effect persists after removing the mod and running the save tool. I suspect its an array or reference that needs to be deleted manually however I have no idea how to edit save files any deeper than the automated script cleaners. If anyone is willing to help me with this please PM me and I will provide copies of my save files for analysis and any additional details required.
  15. I support this because i have used the readius for so long in New Vegas i forgot what the original pip boy looked like and when i saw it again it made me sad not to mention the whole power armor issue. Wastelander : why do you have a glowing green tentacle for an arm Me : Radiation induced mutation the pip boy interferes with power armor suit seals
  16. Still looking for this mod which is surprising seeing as it should simply be a matter of forcing a corpse to spawn when killed
  17. I am looking for this because there are just some recipes in my game most of them added by alchemy mods that require large quantities of regents dropped by atronachs and daedra all of which are just too rare to really harvest manually additionally merchants carry limited quantities which are not only expensive but waste a lot of time waiting for the stocks to regenerate. The thing i cant understand is how these materials make their way into the shops to begin with when summoned creatures do not leave corpses. Once your character completes the College of Winterhold questline and depending on your mod load-out you have hundreds of unusable summons and we all know that the character really only uses one or two of them. The thing is that for any serious alchemy or enchanting especially with modded recipes is somewhat untenable. On reaching the rank of Arch Mage I see no reason why you cant summon atronach's for their salts or pull a daedra out of oblivion for the sole purpose of cutting out it's heart. And frankly i have a feeling that this is exactly what the NPC's Mages in the game do in order to provide materials for the local alchemy stores. Now i am aware that if this mod is created it could easily cause balance issues however the reason i am requesting this mod is to make up for increased requirements added by other modded recipes additionally the nexus has a massive section dedicated to cheats and god tools so it could just be uploaded there if only to avoid the trolls and naysayers arguing that a mod shouldn't exist because its unbalanced
  18. Why stop at the skull when you can remove the entire spine like Sub Zero's Fatality
  19. OOOOOHHHH I Like this... Always wondered why you couldn't just hit the water with normal lightning
  20. Can someone make a mod that prevents slaughterfish from triggering the "You cannot wait/sleep because there are enemies nearby" This ""Bug"" at least i pray to god it is a bug makes camping on the shores of the sea of ghosts an obnoxious nightmare. Slaughterfish are mostly harmless they will neither aggro a player on land nor can they attack a player on land additionally their DPS is rather low in fact Frostfall's Hypothermia will kill the player long before the fish can finish off their health bar (I have tested this). Given these facts Slaughterfish should not trigger the "enemies nearby" dialogue because the player will obviously not be waiting or sleeping IN THE WATER !!! ... Well mybe some argonians would sleep underwater but the cold temperatures of the areas I am referring to would kill them within minutes. So yeah :/ definitely going with Bug here
  21. Does it fix the issue of timers triggering prematurely due to fast travel ?
  22. I was thinking long and hard about the dragon spawning issues people keep running into and i hear two major issues. 1: Dragons spawning inside of cities and constantly killing npc's. 2: Dragons Spawning after fast traveling. so far it has been impossible to find a good spawn control mod for dragons without either A: Sacrificing Random Dragons entirely, B: Adding a whole bunch of other mechanics to dragon encounters. Even if you choose one that reduces dragon encounters but does nothing to block spawning on fast travel or in cities So what i am asking for is completely redone system for precise control of Random Dragons. Features I want to see 1: and possibly the most important a check box for preventing Dragons from spawning inside of Holds. 2: Random Dragon Duration (the time between checks) 3: Random Dragon Percentage ( percentage of spawning each check) 4: This is the good one Use System Clock !! This is my idea to fix the fast travel Dragon Spawning issue and it's pretty clever. When this check box is checked the Duration will be converted from game time into real minutes based on the current time factor. the new value will be compared against the computers system clock instead of the game clock. this will make the duration and percentage occur based on real time so that dragon spawns consistent and immune to fast travel and waiting.
  23. Honestly i think the best solution would be a a Spell rather than a base unarmed attack the best fit would be a Skyrim variation of the D&D Entanglement spell Black Tentacles http://www.d20srd.org/srd/spells/blackTentacles.htm It's an AOE that holds the target in place and deals constricting damage Thinking Conjuration summons a Portal at targets feet
  24. Add a NPC of Gaben to the game wearing the half life hazard suit and armed with a crowbar that when he hits you it deals damage directly to your gold and you die when your broke Figured this would be a good more comical replacement to that other mod <-< that was pulled down for some reason
  25. I am looking for a script that will automatically check the targets of Dark Brotherhood contracts to see if they have an essential flag and automatically remove it. There are plenty of mods that will make a decent number of characters within cities essential simply to protect them from dragon attacks or just because it prevents accidental deaths of merchants and other minor characters The problem arises when you get a Brotherhood contract on a NPC who was made essential by some mod or another. Adding a dynamic script that automatically removes the essential flag from a target when specified in a Brotherhood contract would make this hidden protection system transparent to the player without them shooting the target in the head watching him stand up seconds later than alt tab to the wiki to look up the targets base ID cursing the entire time because they will have to redo the assassination.
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