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Vortaka

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Everything posted by Vortaka

  1. Alright! Well, this is another little thing I'm currently testing... I find that the durability of a weapon is extremely low... So, I look and search and found this... First, for almost infinite repair: inventory_special.scr, very near the end RepairSlotsBonus(Color_White, 9996);RepairSlotsBonus(Color_Green, 9996);RepairSlotsBonus(Color_Blue, 9996);RepairSlotsBonus(Color_Violet, 9996);RepairSlotsBonus(Color_Orange, 9996); So LOT's of repair! You can play with it, depending on what you want! Also, I do think that the weapons break too easily... Therefore, default_levels.xml find BluntWpnDurabilityLoss and CutWpnDurabilityLoss... They are at 1... You can make them infinite (0 or -1) that we already saw in many mods... I've decided to keep the degradation but make it very slow... 0.04. Works fine for huge 100 against me combat, it is still ok! :smile: That's it for today! Happy gaming! P.S. Seems like the repairslotbonus is not for all weapons... Those you find in the "wild" are done by inventory_gen.scr/AllowedRepairs it seems...... Oh, well, change both and testing...Seems to work ok...
  2. I'm not using fists so I can't be sure but after light search look for "Melee_Fists" in the Inventory.scr... You'll see a lot of things and SwingSpeed(0.9); might be what your looking for! Happy punching! :)
  3. Alright, here's a new one (that I didn't see mentioned before) Sometimes, I'm doing a quest and I don't want to take an air drop right now... But they disappear very fast... I still need to test this thing (cause drops aren't always there) but from the line (and the text), it should be the time it stays there! Common_events.scr TimeOfMugging (x). And yes, x marks the spot (or the time anyway!).
  4. From what I could deduct, I think that some people, since they were having problems with it, reported the file as bad or whatever... Happened on 1 or 2 files on Oblivion and Skyrim too, just because some people can't read and can't test... You don't wanna test? Don't do mods! Clear and simple! I can clearly state that the problem is NOT from the author since the update link his software gives now links to a file sharing site... And version 0.11a works fine for me! (version 0.11 didn't).
  5. Hi! It wouldn't be hard to make, however, I don't have the computer to do it/test it right now (my OS hard drive failed so, no Dl for me! uurrgg...). Anyway! Swimming speed is in default_levels.xml (search for SwimMoveSpeed). There's a move, a sprint, acceleration, impulse and strafe speed to play with! So, fun! :) The boosters duration may be in buffs.xml. I didn't really use them yet so I cannot say where they really are, but the lines clearly state "buff id" and duration. So, you know! :) P.S. Both files are in data/skills folder! (in Data0.pak). Hope this helps!
  6. Hello everyone! I wasted enough time trying to find it on my own so I'll be asking if anybody has an idea! Let me explain... Item/Object radar duration is easy to find! SonarHighlightDuration and/or ItemImpulseDuration, easy! Tested it and it works great! However, quests marker are not the same (both in visual and scripting). I have searched a lot but I am unable to find the related settings to make them light up longer... Could someone help me? Direct me on which file and line to change to make the quests marker last longer... Let's say 30 seconds? Thanks! ----- Brain....
  7. Well, hum... I'm sorry to say that I have none... Start a new game? One thing I do not like is the very small inventory... So, what I did, was to mod it... 4 (initial) + 6 (I added a line to give me 6 new spaces), then +8 (backpack 2) and +12 (packback 3) big total of 30... I think it's enough for now! :smile: One thing however, returning to the subject, I have read that the save can be easily corrupted (I dunno if it's true since mine didn't yet!)
  8. Well, I can tell you that the damage done is in crafting_elementals.scr (scripts/crafting). Maybe one of the other lines does it or can help you find it... I hate poison! :p Good luck!
  9. @alexl76: Well, for the XP loss it has already been done (look around) simple default_levels mod... For the rest, loss of arms and loot, I dunno, sorry! Now, for a new tip! I, for one, hate that the sonar is so short (I'm not speedy gonzales for crying out loud!) So, I've done some searches and found it! There are two files to be modified... default_levels.xml and sonarmoduleparams.scr default_levels.xml: (data/skills) SonarHighlightDuration from 5 to let's say 25 (so about 30 seconds) sonarmoduleparams.scr (data/scripts) ItemImpulseDuration from 7 to 27 (about 30 seconds here too). The only glitch I can truly note, for the little time I played, is that before you talk to Mark (gauz alcohol guy at the beginning) it will NOT last long... I think that the variables (in the files) aren't activated until you start the quest... But, I mean, you don't have search much up to there, right? Also, it seems that as soon as you search someone, it is turned off... That, I cannot change... yet! (But I think I can't really!!!).
  10. Yup... But it's a software and an edit... Mods are still working with this launcher (on the nexus) (just activate the mods). Then, well, you can copy default_levels.xml (from data0.pak/scripts/skills) to "your documents folder"/dyinglight/out/skills. Then edit it... Find BluntWpnDrabilityLoss (and CutWpnDurabilityLoss) and put both no "-1" (I dunno if 0 works but -1 does!). Never need to repair a weapon again! (And don't break a weapon either!). Good gaming!
  11. Thanks for the tips! Will be good for modding more things! Excellent!
  12. @optical1967: I would like to know how too, if you don't mind! :)
  13. Well, I tested inventorysize in both common_skills.xml and default_level.xml (upgrade for the backpacks). I just doubled them (8/8) and I now have 16 slots... Nice... I'm gonna test x3! brb! Edit: Works fine! However, I won't go over x3! So, 12 for starting and 12 for backpack upgrade... nice! Thanks for the idea naab007!
  14. Wow! I'm first! Isn't that new? :) Ok, well, I just finished playing Dying Light a little and decided, for all you good folks at the nexus, to give (since there is none) some tips about modding DL... First, and foremost, Dying Light is on the same engine (or modded one) then Dead Island, and, the modding (or call it tweaking) is the same... Also note that it cannot be mod like Oblivion or Skyrim... No menu, no mod launcher, just like the old days! The PAK files, in Dying Light/DW folder is where everything is... I won't go into details about what each DataX.pak is, but they contain almost all the info/stats about the game, you just need to know where to look! (Not that easy). To open (let's use Data0.pak), you'll need a "multi" archive editor... 7zip is my choice. Free, efficient and easy to use! (I think winrar could work but sure). In Data0.pak (just uncompress it all in a temporary folder, NOT in DL folder) you can change skills, scripts, settings, etc... Little file full of stuff! After you edit a file, you need to save it in your Documents/DyingLight folder... Now, I do not know if my Win7 is a mess or what but I've read someone using it directly in Documents/DyingLight folder... However, my settings and logs folder (created by DL) are Documents/DyingLight\Out folder (so I created the sub folders that I needed there...) ex.: My scripts are in Documents/DyingLight/out/data/scripts ex.: My skills folder Documents/DyingLight/out/data/skills And, with that, some knowledge of what you want to change AND a bit a luck (good luck!), you can change a lot of thing! Like inventory.scr for the range/damage/etc of a lot of weapons (there are other inventory files but the main ones are inventory.scr and inventory_gen.scr). Just look in the pak file! Like, with default_levels.xml (in data/skills folder in Data0.pak) you can change your the StaminaRegeneration or MaxStamina... Like I said, full of stuff! Have fun! Vortaka P.S. I'm sure I don't have to tell you, but I'll do it anyway... Any change made to those files will probably freak steam out and will ask that you redownload the orignal (and so, no mod!). These are for single players only, of course... (I dunno if they can work in a LAN however...).
  15. Simple question! Is there a way to put more text "lines" at once (in the upper left side of the hud)? You know, the messages when you pick up things,save your game, etc? Vortaka
  16. Well, first there's the ini tweaks... I won't go into details cause I didn't use them all, but everything is explained on the geforce skyrim optimize guide Skse is an essential, of course! Many tweaks I did from google search... For example, one of the last tweak I did (maybe it helped a little) is the downgrade windows audio (to 44.1khz = CD audio). It seems to help a bit... Many of those tweaks where for multi processor (lines that needed to be added). I'm also using FPS Background Booster it's on the nexus... Game booster seems to cause me a little more problems... I cannot say this utility really boosts the fps but it seems to stabilize it... Some tweaks, are linked to other program/plugins... Like, I do not have any Anti alias nor in Skyrim settings nor Nvidia settings but I use something like a SMAA or whatever. Seems to help stability too (well, fps stability). And the gfx looks good! Also, you should check papyrus log (activate in ini). If every crash is caused by the same script or mod, it might be a problem! However, it seems that some papyrus errors are from vanilla skyrim, no mod... Oh, yeah, I also used a texture optimizer... (I'm on a absolutely not that great core2duo 3.1 ghz... So, HD isn't for me! Oh, I might have forgotten to mention that I cannot play without mods anymore... I have about 100 of them but there are no huge ones... (And some mods I merged). Well, I hope this can help anyone that reads this! Happy holidays!
  17. Well, it might sound ridiculous, but you must understand that I was NEVER able to play a Bethesda game without crashing (ctd). Oblivion, Fallout 3, New Vegas and Skyrim all ctd's... In Oblivion, the 3 games I did crashed about at the same place (so I stopped playing). In Fallout 3, same thing! In New Vegas, even if crashes weren't as obvious as other, when 2 npcs has a discussion, it usually stopped in the middle (I can remember 2 different places but I don't remember the exact names... One was in the prison and the other was in the underground base... (Been a while since I played it, really!)). In Skyrim, up to 3 or 4 days ago, it did the same... ctd's all over. And, with all the guides and tweaks I grabbed, searching threw google I can now play with but a few glitches... For example, when I was with Aela (against the Silver Hands) before I entered the tower, the game FPS dropped... There was no crash, however, I still needed to close the game and reload my save, but without a crash in mind! Also, when she's supposed to stay near Skjor, she decided instead to get out in the wild and get away from me! I caught her back and everything seems fine now... So, little glitches but nothing bad (unlike before where I crashed usually every hour or less). Main point (since many tips come from this forum and all it's people) is to thank you guys and gals for continued support for, let's get our facts straight, a not fully finished/completed/tested game. Still, it's fun when it's not crashing! Vortaka
  18. Hi everyone... First, it's been more then 10 months since I last scripted (I wasn't that bad then, but I lost my touch) and I restarted playing Skyrim some days ago... With the official updates, all the mods that are out and all the tweaks possible, I'm able to play it "ok" now... The only thing, since I use ASIS, there's a lot more people and I hate to research them all the time... I taught of a way to make sure every people that have been "inventory checked" are known... SetAlpha is what I am thinking about... So, here's what I am thinking... A quest script that checks if you opened an inventory (OnOpen? or is that only for doors and the like?). Then inventory must be from a dead character (.IsDead). If it is, then give it an unplayable or invisible item (worthless one). If the actor that is dead as THAT particular item, SetAlpha 0.50 (or 0.25); still visible but I know I checked him). So, it will only give the item to dead characters you checked (so that chests won't be half visible) and since the item is unplayable (worked in Fo3 or New Vegas) it won't show up... Can it be done? I need help! Thanks in advance to anyone helping! (UUrrgg... I REALLY don't remember much... It's a pain to forget and far harder to remember :) !). P.S. After some research, I think it would work on a OnActivate... So, Onactivate, if ref (npc) is dead, and doesn't have the item (let's say DeadCheckerMoss) then add it. If the ref (npc) as DeadCheckerMoss, then SetAlpha 0.5 Or we could simply SetAlpha 0.5 on NPC when the action OnActivate is on... Hum...
  19. Well, the title says it all... It was done for Oblivion and I do wonder why Bethesda didn't even fix it in Skyrim... Here's the Oblivion one... So, distant tiling grass remove or fix or something like that... Possible?
  20. Resolved!!! (I solved it, in a way!!!) There's s script that is called when the player (you) uses magic in a brawl: DGIntimidateAliasScript. Just below the Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) line (which tells you "what happens when you use magic") just put the line GetOwningQuest().SetStage(150) as a remark ";". So that if YOU use magic in a brawl, it doesn't do a thing! (Or simply rem the entire section if you want). So yes, in a way, you CAN cast damaging magic during brawl with that... but that's just lame!
  21. Hi! After so much time wasted trying to figure out what was wrong, I think I understand a little but I don't seem to be able to do anything about it... Here's the situation: I'm using a detect life ring (mm detect life ring or something) and everything is good except when a brawl happen... (Or Vilkas or his brother wants to test you). As far as I can understand, since this is a brawl, you cannot use magic but since mm detect life is magic (and it runs continuously in the back every five seconds) after you throw the first punch, your opponent wants to do a real fight... (You do not use any attack magic but, it's still magic, I guess!) Is there a way to change that? To make that "spell" bypass the brawl detection? Any ideas welcomed! (I have an old save game directly at the mare (Mikael the bard, anyone?) so redoing things isn't hard!) Thanks!
  22. I posted this on Bethesdas forum and I'll post it here too, I'm trying to get to the bottom of this! My Game Breaking bug (it cuts a lot of the game if I want to bypass it) is weird, but it happend with New Vegas (and maybe Fallout 3 too). Well, it came out today for Skyrim (and yes I was playing since about the release) and the bug just screwed everything up again... In New Vegas, in Camp McCarran when Carrie Boyd talks with Silus, same thing happened... The two NPC's are speaking with each other and, after a speech line (undefined as it can stop on any line), they just stop talking, both of them... And their characters are "busy" and I cannot continue... In Skyrim, today, same thing happened... I was in Jorrvasker, when you go give back Aela her shield, either Skjor doesn't call Farkas, Aela doesn't finish her lines, or Farkas comes and stays there like a peon, busy too... I even tried ramming him, doesn't work) I tried so many things (hardware)... Reloading, creating another game, disabling devices (hey, I'm desperate here). I even tried it on different OS and it still didn't fix it! (On 7 64 bit now by the way). Well, unless someone has a brilliant idea, I give up! I think that the problem is more hardware though... Well, let's say engine software / pc hardware conflict... I found only one post for New Vegas related to this... And how did it work for 3 months and now, doesn't work anymore... Makes no sense! After some more tests (yeah, I had free time to waste today) it seems like a script lag or something... I mean, it happens but it can take some seconds for a scene to another and about 5 seconds to Vilkas (after Aela finishes her speech) for Skjor to call Farkas and 15 for Farkas to start walking... So, it's like, the quests are full laggy... A little better then my New Vegas problem but it's still very annoying and I do not know how far it goes (can it break quests?)
  23. Hi all, Well, since I'm using bow, weapons and spells, I'm sheathing a lot... And my follower does it like crazy too! I'm getting a little annoyed of the sound (yeah, I could "silence" it but if someone sheathes behind me, I wanna know!) I'd like a mod that makes the follower think (aka wait), let's say, 3 or 5 seconds before unsheathing their weapons and sheathing them back again (like when I change from pickaxe to bow bow to healing spell, etc...). Is it possible? Thanks!
  24. I too think that Skyrim (as Oblivion, Fallout 3 and New Vegas) is a little empty... For 2 of the 3 games named before, Marts Monster Mod (and Marts Mutant Mod), as well as another that I do not remember the name for New Vegas, added tons of spawn points... Would be nice, for Skyrim, to put more life into it indeed! I'd fully support the mod (I'm too new to those kind of mod and I don't know how to do them... Shame cause I'd like to put more life!!!) There's a mod, Real Wilflife that adds a little more/different wildlife...
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