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SirDanest

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Everything posted by SirDanest

  1. Oh, I was just trying to figure out why we could see through a helmet/mask with no eyeholes, in first person mode. It's apparently because the head and everything attached to it vanishes in 1st person mode.
  2. So, when I look under the hood at a lot of mods, I see lots of "!" everywhere. Made sure all dependencies and resources needed are also loaded. From googling... I *think* it's because the creation kit can't see resources in a mod's bsa format texture/meshes? But... that's insane, that can't be true, can it?
  3. I don't think blocking puts that much of a strain on the system. Skyrim is notorious for its AI already being very simplistic -- that's why there are so many mods to improve it. For most enemies it's already doing almost nothing, just a small step away from "attack blindly." Something else might be going on if you're taking that big of a system hit from enemies being able to block once in a while.
  4. As I mentioned, there are already mods that add helmet-vision overlays. I was just curious as to the mechanics of how it was working. With mods like joy of perspective, the entire body does render in 1st person , but it's still headless. No wonder reflections never include the player! Anyway, for over a year I've been researching whether or not blindness is possible like it was in previous elder scrolls games -- it's almost certainly not.
  5. I used to think that the only thing stopping mod organizer from completely dominating was that it was slightly more complex than NMM. But apparently that's not the case.
  6. The chitin helmet and the clavicus vile mask in particular don't have any eyeholes, so I'm just curious why our characters don't see the inside of the helmet in 1st person mode. The helmet's mesh/texture must be vanishing in 1st person mode, which is happening for, well, pretty valid gameplay reasons, so I'm curious rather than complaining. I don't actually need a helmet-vision mod (if that's what it sounded like I was asking.) I think there is something like that anyway, already, for those who do want it.
  7. Yeah, that's sounds plausible. I have an ssd and 16 gb of ram, while my processor and gpu are fairly older, so the initial load is slow but then for future loads the ram and ssd are more important, and not as old as the rest of the computer. *nods* My load times in-game aren't that bad, it's just loading up the game from the first moment that takes a long time. I've heard the load time for the game-startup is tied to the framerate speed, so the processor is the culprit I am sure.
  8. So, I'm trying to learn a little about what's making skyrim run under the hood. If the character wears a full-face helmet, like the chitin helmet from dragon born, what stops the player from being effectively blinded by the inside of the helmet, in 1st person mode? With mods like joy of perspective, you can go into first person mode and look at your characters body, so... it clearly exists. Then there's that "feature" where you can put a bucket on a shopkeeper's head and loot the store -- so items aren't see-through. I assume somehow the helmet must just disappear when one uses first-person mode.
  9. I have fallout 4 on an ssd. Without a single mod, it loads almost instantly. With a gigantic mod list, it takes at least several minutes to load (and I think that's to be expected that it would load more slowly) -- but the thing is, if I immediately quit, and reload, it pops up very quickly, even with the huge mod load. What part of the computer is responsible for this, that loading the game for a second time happens so much faster than the first time it's loaded?
  10. Is there any way to get snow or winter in Far Harbour but not the commonwealth? As far as I know, if I install a winter mod it will inevitably affect the whole world. So I'm wondering if there are any exceptions as of now.
  11. Yes, that's why i asked, "What could a modder add to a minor character?" I think there's a lot of potential to expand some characters that Bethesda seemed to only start working on and then move on.
  12. It's not your fault if someone decides to ignore the evacuation...
  13. Hmm, I don't even recall seeing that -- which is sad, because there's potential there. Someone willing to kill him just to stop him from delivering the paper? Almost certainly the institute or someone else that Piper previously upset. Yeah,there's an untapped mystery there.
  14. Bethesda isn't really very interested in lore accuracy, so that presents a problem. Living in crap shanties full of garbage is just sort of part of the weird culture of the east coast, it seems. Though they haven't shown it in modern games, Shady Sands back in the NCR probably looks absolutely fantastic if it's equal to or better than it was in fallout 2. We're imagining American farmers (I assume)... I can show you plenty of pictures around the internet of real life shanty towns and people living in garbage -- knowing how to drop a few seeds in the ground (which is all the Abernathy family was doing I think) wouldn't be much help there. They're lucky if they even know what electronics are, and have no power tools. I think American farmers (and many other farmers) have a heritage coming from being pioneers who deliberately chose to come to a "new" land, so they naturally were "handy" with the skills they'd need. But the Abernathy ancestors might be descended from Walmart cashiers or alcoholic homeless people or who knows what, people who were not "handy" with electronics or anything, but just got lucky and didn't die in the nukes. Or from a flawed vault, that taught them all the wrong stuff on purpose or something. Indeed you're right though, they have nothing in common with the survival-skilled farmers we know today,and that's probably by design. They're farmers only in that they're a bunch of people who put seeds in the ground and the seeds didn't die. In the fallout universe, that'll get you called a farmer.
  15. Really... huh... no one has any thoughts on the subject? I thought that with the additions of sim settlements and conqueror that so much potential content for minor factions could be possible now. Seems like there's incredible potential.
  16. I think I already know the answer to this but I'm asking just to be sure. If I want to create an armor that looks just like an assaulton's legs, I'm going to need outside tools -- it can't be done just with the creation kit alone, am I right? thanks
  17. If videogames made people kill, we would be living in a sea of bullets, blood and death, everywhere, constantly. It's absurd beyond belief. Some politicians use games as culprits try to distract us from other violence causes that they don't want us looking at. That being said, you appear to be asking genuinely. Which has me worried. Do you play a game and then feel an urge to mass murder? Get help or turn yourself in, as fast as possible if this is true. And if it's not true, and games don't make you murder, then... seriously, why are you asking, you already know that they don't make you crave murder.
  18. So, which minor characters or minor factions in fallout could an intrepid modder potentially add to? (Ignore the lack of a voice actor, for purposes of this conversation.) I'm thinking of Holy the Ghoul firstly. Why is she the only character that wants a relationship but can't be reciprocated by the sole survivor? Why is "no" the only possible answer -- and a lie, too, about recovering from losing one's husband -- something the sole survivor says to no other romance character to my knowledge. It's not because she's a ghoul, as the sole survivor, if I recall, can romance Hancock (I haven't tried yet, but I think I saw something about it.) The next one is the pillars of the community. Now that we can not just join them but actually force the entire commonwealth to bow to their will thanks to Sim Settlements Conquerer, maybe they deserve a (probably funny), quest-aware follower who is fanatically searching for some way to reach "level 2." Any more ideas? ;) I'm sure there are a lot of them... maybe something with the Children of the Atom or the Atom Cats would be entertaining.
  19. Why not find a clear space out of the way and just tell them "wait here." They won't come anywhere near you, then, if you put them in a clear space away from your building project. Definitely don't give them explosives. That's been an issue since fallout 1, companions just shouldn't be given certain weapons. I've never had them shoot first. I've been using amazing follower tweaks for such a long time now that I'm not sure whether or not it's the reason for this. Definitely check out amazing follower tweaks, I just looked at its feature list, it fixes so many of these problems... you can choose follower following distance, affect how they interact with traps, friendly fire, etc. I haven't seen any of these problems other than the classic gung-ho explosives behavior.
  20. Ok for some reason no one had any opinions on this -- in case someone comes by looking for an answer to the same question: I'm currently using "a forest" that combines many green mods together,an interesting idea I think.
  21. New Vegas, when it came out, had a bad to mediocre reception. I remember how many people were surly and disappointed, comparing it as a lazy, broken mod for fallout 3. Somewhere along the way, it found its way to worship and adoration. For some reason, I don't think fallout 4 will ever go through the same thing, even if mods fix _everything_ (which they almost have.) People love Skyrim and New Vegas in their modded forms, but insist on reviewing Fallout 4 in its vanilla state... kind of unfair since we're judging all of Bethesda's other games in their modded state, usually.
  22. The questlines in fallout 1 were pretty short, looking back, they were over after one or two missions and then you'd move on. Joining the supermutants was kind of just there "for the lols" because it's not really a real game path. But it started an era of smart RPGs that have not been utilized as much as I had expected back in the 90's when I first played Fallout. I'd thought it had set a new bar that everyone else would have to match, or else. New Vegas and Fallout 4 are special, because you really can "join the bad guys" or even decide that they aren't "the bad guys." Fallout 1, 2, and 3 -- not so much. There were plenty of minor factions, sure, but the main "good guys who saves the world" was your set path, more or less -- there was nothing like the choice of Minutemen vs Raiders/Brotherhood/etc or Legion vs NCR level of choice in those earlier games. Should have been, of course -- the Enclave should have been a joinable faction -- anything to kick those mary-sue goody-goody brotherhoods. And with a mod or two, you can kill Preston and go on a mad rampage that would make a New Vegas Fiend lose his lunch -- as part of the plot. It's got a lot of choice as to who you want to put in charge when the smoke clears. Whether or not the epilogue says this in detail doesn't change anything -- something happened or didn't happen, even if the epilogue doesn't mention it. If you ruin or save the world, congrats. It's save or ruined, even with or without an epilogue. A lot of games, especially in the past, didn't have an epilogue, but you still knew you'd killed the Dark Lord at the bottom of the dungeon, even if you didn't have any ending slides saying so. Its better when the epilogue notices what you did (early fallouts were really detailed in this regard) but it's not strictly necessary. Change happened, with or without the narrator knowing it. Elder scrolls really, really likes to start you off in prison. It doesn't say why you're there, or even if you're guilty,but I'm pretty sure it's because it lets you truly decide for yourself who you are. No fallout game gives that much freedom via a vague origin (although some much less than others, fallout 4 went too far in this I think.) I recall seeing somewhere that Bethesda has admitted that they fully expect you to mod the game to "fix" the things you don't like about it. Maybe I'll go looking for the link if I have to, but not right now. That seems lazy on their part on one hand, and remarkable on the other, because no other games allow for (OR NEED) so much user-made fixing. But at least the fixes are there, unlike some games that, if broken, will stay that way forever. I learned this so long ago with Bethesda, so by the time Fallout 4 came along, I was already prepared with the knowledge that I was going to absolutely need to mod it, so it didn't upset me as much as everyone else who was caught off-guard by its vanilla state.
  23. What would be the fallout 4 mod that creates the densest or "most green" foliage/forest? In other words, way beyond just a little bit of green leaves on a few trees.
  24. If it wasn't for mods, I would have given Bethesda the boot long time ago. Since Morrowind they didn't publish any game that wasn't cringeworthy in it's vanilla state in my book. Fot me quality ended already with Oblivion, which was the last game ever, I preordered, in the vain hope, it would be Morrowind enhanced. Wellt, it wasn't. I don't buy Bethesda games in hopes of getting an exciting game experience, but in hopes of the modders to take care of the issues. All bethesda rpg(ish?) games tend to be junk compared to their modded versions, especially considering some of the mods are just bugfixes. It seems shocking that people playing (and hating) fallout 4 are only just learning this (or apparently not learning it at all.) It's completely normal to need to mod these games,fallout 4 is absolutely no exception; mods solve almost all of its problems that don't require the original voice actors to step in (something we can't really expect modders of any caliber to be able to do.) But people rant about fallout 4 like they're unaware -- OF COURSE it's really weak in vanilla. Of course it sucks. It's Bethesda. So I don't understand why there is so much rage at Fallout 4, when most of games are cringeworthy without mods. If you don't like Fallout 4... fix it! Just like you almost certainly did with Skyrim and the others, right? We shouldn't have to fix the games with mods, but I've been doing it since 2001. I expected I'd need to mod Fallout 4, just like I expected I'd need to mod Skyrim and Oblivion. Even New Vegas benefits greatly from mods.
  25. So how hard would it be to set up a mod that starts the player with one positive perk and one negative (hardcore perk) in normal mode? If it doesn't (and isn't) going to exist, I'm looking into doing it myself... I think.
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