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SwissxPiplup

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Everything posted by SwissxPiplup

  1. Hello there, I'd like to create some more building pieces for the game Planet Crafter, I believe I have adequate knowledge on how to create the models in Blender, but I've no clue where to even begin with importing them into the game, nor setting up snap points, or how to make walls, ceilings, and floors change when snapping to other pieces (if two rooms are connected, the connecting wall vanishes). Does anybody know what sort of additional software I might need to begin this journey? If it's even possible. I know if I could extract the models and import them into Blender, that would take a huge chunk out of the work since I would have the proper scale and dimensions to work with. Thank you.
  2. I know this is a really odd request, mods often make things easier or more intuitive, but I feel like I'm advancing really fast in Planet Crafter, by the time I'm onto the next stage I've barely touched on the items the previous stage has unlocked for me; I constantly feel like I'm racing against the clock to create a permanent base, and to explore my options. I would greatly appreciate it if someone could whip up a mod that doubles the requirements for moving onto the next stage, effectively slowing down the speed at which one can progress the terraforming process. Alternatively having the stage wait at 100% until the player presses a hotkey or clicks a button (perhaps clicks the progress screen in-game) to move on would also be acceptable. Thank you!
  3. Unfortunately, I wasn't able to get it working; I reinstalled Skyrim thrice in the past 24 hours trying to make it work, but I've lost motivation for it now; it's most likely user error that stopped it from working, but that's all I've got in me for now. Anyway, I appreciate the suggestion, for a while there it looked like it was going to work.
  4. Hello there, I'm currently doing a playthrough of Skyrim with a friend using Skyrim Together Reborn, and it works just fine, but STR is only available for 1.6.x, and when I want to play solo, I prefer to play on 1.5.97; now of course, those are two completely different versions, and mods from one most likely won't work on the other; I'm aware I can use profiles to separate my solo playthrough from my co-op playthrough, but that unfortunately doesn't affect the version of the game, just the mods, so I'm looking for a way to have two instances of Skyrim installed in which one instance is 1.6.640, and the other is 1.5.97, is there any way to do this while still allowing them both to launch through Steam? Bonus points if I can change the install directory of mods through Vortex depending on the profile I select so I don't have to do that manually. Cheers.
  5. As it currently stands, weapons and armour contain a single upgrade per category, this allows for some balance by means of categoric restrictions, but I don't believe this is the best method for balancing the player's experience; for instance, the player can either add a lighter build, pocketed, or dense for their leather chest piece, but cannot have all three, this is technically balanced, but I believe it's far too restrictive. Instead, I think it would be better if the upgrade system used a point mechanic, in that weapons and armour would have a quantity of slots assigned to them based on their type, and the upgrades will cost points depending on their level (The materials used to upgrade will still be required though), for example: (Assuming a leather chest piece has 5 upgrade slots) Pocketed and lighter build may cost 1 point each, which will leave 3 upgrade slots open, but dense (being a higher tier upgrade) may cost 4 points, as a consequence, it cannot be added alongside pocketed and lighter build together, the player would have to give one up to add the "dense" upgrade. The number of upgrade slots, as mentioned, would rely on the type of item, since leather armour doesn't afford as much protection as its metal counterparts, it would contain a greater quantity of upgrade slots, but don't you worry metal armour lovers, more upgrade slots are added based on the level of your armourer skill, the additional amount will depend on the tier you're upgrading to, the first star will give you 1 additional upgrade slot, the second will give you 2, and so on; this applies to all armour. Now weapons aren't sorted based on their materials, so instead they can be categorised into: Primary, secondary, heavy, and special. Primary would consist of rifles, sniper rifles, machine guns, etc... Secondary would consist of: Pistols, revolvers, energy pistols, etc... Heavy would consist of: Miniguns, missile launchers, fat man launcher, etc... And special would consist of: Syringer, junk jet, etc... The same mechanics would work for weapons as well; secondaries, being the smaller weapons commonly used as a backup to quickly switch to, would be afforded the most upgrade slots among all of the weapons types, and for the heavy weapon users, again, more upgrade slots can be added by upgrading your "gun nut" perk. The idea behind this overhaul is to maintain a level of balance while allowing the player more freedom in their choices; if you want to increase your damage at the cost of range and reload, and then add another upgrade to increase your reload, you can absolutely do that, but your range may suffer if you can't afford the slots to improve upon it. Now there may be some combinations that fundamentally counteract each other, but the important thing is getting the system in place first, and finetuning it afterwards... Baby steps. Thank you.
  6. Hello there, I've had times where I've attempted to place an object only to be met with a red border preventing me from doing so, however, this red border seems to show at times where it appears an object shouldn't conflict with a previously placed object. This issue has happened in games before; Cities: Skylines, and Fallout 4 are two of the obvious ones, but with mods that assist in fixing the issue. Cities: Skylines has a mod called Anarchy that allows roads to be placed through buildings, trees to be placed on roads, and whatever else the user wants to do, no matter how unrealistic or wild it may seem, but users don't use it to be wild and unpredictable, they use it to create beautiful scenes that would otherwise be impossible in vanilla. Fallout 4 has a myriad of issues regarding placement, so when a user became sick of it, they created the mod, "Place Anywhere" which prevents objects from appearing red at all, they can be placed anywhere and can be used to scrap anywhere as well (so long as the assets used are scrapable anyway). Now Two Point Hospital also has the issues that these other two games face, and so it's only right that it too has a mod that allows the placement of objects anywhere, this way rooms can be designed to be more compact and made to look much nicer as a result. Thank you.
  7. That actually sounds really useful, I've done a few searches but haven't come up with anything like it yet, hopefully I can find it.
  8. Hi there, I've been using Vortex ever since it came out, and although I don't personally have a major problem with jumping to the dashboard to run the various tools required after changes, additions, or removals, it would be wonderful if these tools could be placed on the sidebar on the left just under the "Mods" category; this will allow easier access to the tools the user may need without having to change tabs; as small as that task may be, changing two clicks down to one is still an improvement in my books. The reason I believe it should be user-defined is because the user may have elected not to have installed some of the tools, or may have them but simply don't make use of them, for example: personally, I don't have SSEEdit, or Wrye Bash, and although Skyrim Script Extender 64 is included as a tool, I wouldn't need it in the sidebar, I mostly use FNIS, Bodyside, and LOOT, so those are what I would select to be there, but if it's user-defined, then it doesn't matter what I use, the user themselves will be able to add the tools they believe they need. This setting can be added to the settings menu under interface, but may also work as an option in the overflow/dropdown menu (3 vertical dots) on the tools themselves, simply select the menu and select the new option (Add to sidebar); if no tools are currently in the sidebar, the category will be created to house the tool, and if there is already a tool there, the newest one added will be placed below the previous. Just to clarify, this is not the same as the automation options, this still grants the user the ability to manually trigger the tools, just in less clicks. Cheers!
  9. Hello there, I've been searching for a while now but I can't seem to find any answers/solutions, I seem to remember that holding "R" can reset some hotkeys to their defaults, though I think that's only for mods in the MCM. I'm looking for a way to unbind vanilla hotkeys, such as quick magic, and quick inventory, two options that are already available in the tween menu; by all accounts, the tween menu is simply a radial menu, and when I place options into a radial menu, I do it to free up my other keys, so I can't for the life of me understand why Bethesda would put quick magic/inventory into a radial menu, but also keep their regular keys as well; it wouldn't be so bad if I could unbind them, but Bethesda seemed to also think that making a keybind mandatory was also a good idea, they seem to have a lot of those... Truth be told, I have a lot of mods that require hotkeys, and very few keys to spare, so if I can remove the hotkeys that just don't see any use, then I can spare them for more important functions. Is there a mod I can download to do this? Or perhaps a config file I'm not seeing? Cheers!
  10. Okay, I figured it out, apparently it was a mod causing the issue, True Directional Movement, still not sure how it was affecting vanilla Skyirm though but none of my playthroughs in vanilla seem to reproduce the effect, so maybe I didn't disable it? Anyway, it's all fixed now.
  11. WAIT! I think I may have figured out the issue, I'm going to do more testing first. Also, I didn't realise I posted this into discussions instead of tech support, that's my mistake, apologies.
  12. Hi there, The last time I played Skyrim was before the anniversary update, and this didn't happen beforehand, but now I'm attempting to play again, I'm running into this issue where the camera is turning with me when I move left or right, it's a "feature" I've always hated in games, it even happens in FFXIV when using a controller, and I certainly don't want it to happen in Skyrim, especially when I'm using a mouse and keyboard; the largest problem this causes is when I'm trying to fight with a ranged weapon, and if I aim down sights while strafing, I'm constantly having to fight with the camera to aim at my target as it's always pulling away. I thought this was happening due to my mods but it appears to happen in vanilla as well, so I'm unsure what has happened, or if Bethesda has changed how the camera works with the anniversary update, it should be noted that I did use the downgrade patcher, the full one (not best of both). I will try verifying the game files eventually, and normally it would be one of the first things I would do, but in this instance because I've downgraded the version, it would essentially have to reinstall the whole anniversary update, and I would then have to undo it all over again with the downgrade patcher, so I'm wondering if anyone has any alternative options I may be able to try out first. Cheers.
  13. Putting a paywall on character creation is some of the stupidest monetisation techniques I've ever seen, on par with paying for lives on mobile games (literally restricting the player from playing the game... Which is designed to be played), it sucks because you can technically edit the character, in the sense that you would make a new character with the edits you would like, thus losing your level; in essence, you're not paying to edit your character, you're paying to retain your level when you do. I'll add a +1 to this, for either adding vouchers, or some sort of third-party tool to edit the save data.
  14. I would love to have a mini Khezu; you may not even need to model it, you might be able to just shrink down the "already-existing" model, you might need to rig it to the Palimute's skeleton though (I can create the skeleton, but I struggle with weight mapping), and the armour almost certainly wouldn't line up.
  15. Can your mods affect other users though? If you have a mod preventing the monster from being tranquilised, would that affect other user's ability to tranquilise? Because the monster wouldn't have any of that code on their systems, just yours.; it seems like a mod that would need to be installed server-side, or all-clients-require to work. I do dislike when a monster is captured when I needed it killed though, that's a time investment that's being affected by someone other than myself, I feel Capcom needs to add a way for the host to decide what they want done and physically prevent the player from trapping if the host doesn't want it. Like before starting the mission, having the ability to specify first.
  16. Hello there, When trading in Fallout 4, the player is able to move items back and fourth without making a sale, and the game calculates the cost, it's only when the trade is accepted does the transaction take place, and the caps are taken/items are received. I propose making this same system for the settlement workshop as well, as currently when the user places anything, it immediately uses the materials to place it, and if the same object is then removed, even if the player hasn't exited the workshop since last placing it, they will only return a small portion of the materials from it. The only way to deal with this as it currently stands is to occasionally exit the workshop and save the game before going back into the workshop to try out what one wants to try, and if it fails, reload the save and regain your materials. That is a longwinded process in order to protect one's materials, so by using the trading system for the workshop, the player will be able to place objects, and the cost will be stored in a cart of sorts, only once the "trade" is accepted will the materials be placed; leaving the workshop without accepting the trade will return your materials and remove the objects that were placed. Thank you.
  17. Hello there, In my search for a mod that will prevent me from spamming stimpaks like an addict, I came across one called StimPak CoolDown, but unfortunately said mod adds some unwanted behaviour as well, and the user has had their account deleted, so there's no chance of having it edited or made optional. I was hoping someone could create a simple version of this mod that simply adds a cooldown to stimpaks (and perhaps other consumables), without adding anything else. Thank you!
  18. Hi there, In Skyrim some mods I had would echo what they were doing into the console, this allowed me to see what a mod was currently trying to do if things seemed suspiciously still... But in Fallout, my console is completely blank, all the time, except for when I type something into it of course. Is this an option I'm supposed to enable somewhere? Perhaps in an .ini file? Or maybe I need to add a line for it? Or maybe this just doesn't happen in Fallout 4 and there's no chance of getting it to work... Either way, thank you.
  19. Hi there, I'm wondering if any of you have had an attempt at creating a character preset resembling Sam from Death Stranding (Norman Reedus)? I've searched around Nexus but haven't dug anything up, and on these forums I've only found an armour request, and a time loop idea. I'm extremely poor at creating presets, I can only describe the characters I create as "generic", they're not necessarily bad, they don't look bad, they're just plain, it's the same when I create characters in The Sims as well, and Skyrim too, I just don't have that magic touch. I'd be greatly appreciative if anyone could give it a shot! Thank you very much.
  20. Hello there, I was hoping someone would edit the prison cell you start in for Alternate Start to add a brighter light, at the moment we're restricted to a candle on the table, and a torch on the corner of the wall, it might benefit from a larger brazier where that corner torch is, embedded into the wall. Thank you!
  21. Hi there, I was just dragged over the edge of a waterfall, took a bit of fall damage landing on a piece of the cliff that was extended outward, and then proceeded to descend carefully the rest of the way, all this while virtual tons of water impacted my character's skull with the force of 100 steel maces, yet I was fine, with the only damage I received from the initial fall; to top it all off when I was low enough, I hopped into the pool at the base and swam away, with no resistance pulling me under. We may be the dragonborn, but we're not immortal, and certainly can't negate these laws that govern our universe. I'd like to request a mod that causes damage when under a waterfall, and that will ragdoll you when you're in the pool at the base of the waterfall, keeping you there until you drown, or get spat out down the river. Thank you!
  22. Apologies, I didn't see this until now. Although I understand your opinions on the matter, it didn't answer my question. Although I'm not sure about the installation load order, I can assure you that you can have multiple profiles as I use multiple myself for Skyrim. I've never had an issue with Vortex besides this one I'm asking for help with now; I find the flow chart design to correct cycle errors and the ability to control the mods load order along with creating rules for the plugins extremely user-friendly. I do however understand that it's all based on personal preference; I say this because Mod Organiser 2 is specifically designed to work with 64-bit games and if you feel that would be best, then go for it! But I very much have a loyalty complex, once I'm introduced to something, I tend to stick with it and it's very difficult to pull me out of it. It took me almost 2 years to move from Team Speak to Discord, it's the reason I still use AMD even though I can afford NVidia, and why I use Steelseries even though I can get Razer; it's a curse... But it's my curse. But this is why I use Vortex and why I'm fairly proficient with it, still though, there are things I just don't know.
  23. Update: I found a mod that adds bottles to be crafted, along with potions requiring bottles to be brewed. Alchemy Requires Bottles Redux - Crafting Empty Bottle at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I haven't tried it yet, but I will now.
  24. Hi there, I was wondering if someone could create a quick mod to return empty bottles to the players inventory upon drinking a potion or using a poison; the mod itself could simply be this, but could be used in a multitude of other potential mods in future, or even past mods if developers decide to utilise it's functionality. I appreciate it! Thank you.
  25. Hi there, Apologies if this has been answered already. I'm a little confused on how mods are installed for Skyrim VR using Vortex, I'm aware most SE mods will work in VR, but in Vortex, Skyrim VR is it's own managed game, however, when installing a mod from Nexus using the Vortex option, it installs it under SE and the mod doesn't show up under the mods tab for Skyrim VR. Is there something I need to do to make the mods install under Skyrim VR? Skyrim VR is the one currently being managed by Vortex. Thank you.
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