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Digdug83

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  1. This thread was a temporary lack of sanity on my part as I didn't think to run a search of the forums first before posting my problem. In short, this issue is caused by Fallout thinking you have a controller of some kind plugged in rather than your keyboard/mouse. As I use SCP for PS2 emulation I had to disable not only the controller itself but also the SCP service. I also needed to uninstall the controller via Windows but after all that it worked just fine. I don't know if the rollback corrected the problem or not as I haven't tried to use my controller again.
  2. Even with a fresh install and zero mods (not even launching through NMM) I'm still getting this issue.
  3. After this latest patch (and even after I swap in the prior version's .exe) I have no control available once I reach the main menu. Mouse and keyboard are both disabled for whatever reason and it's obvious my audio settings have been reset to their defaults as I'm nearly deaf now after the opening. Launching with and without mods doesn't seem to help either. Anyone else have this issue or can tell me what I'm doing wrong?
  4. I'm guessing they still haven't fixed the targeting HUD power armor helmet bug yet then?
  5. Unfortunately I know very little about scripting so I'm near useless in this area, although what I can find in FNVEdit doesn't seem to link it to anything else related to ammo types. Thanks for the response though.
  6. Hey there folks. I've become rather enamored of the Signature Weapons/Armor mod in NVEC but despite my best efforts I can't seem to get the bottomless ammo ability to work with DLC or other ammo types that aren't vanilla. I've attempted to get help from the mod's thread itself and in NVEC but unfortunately got nowhere. The script is attached below. Any help would be greatly appreciated.
  7. That's very true but where would the fun be in that :P
  8. Hey folks. I'll preface this with a potential apology about where it's posted. If it's supposed to be somewhere else please let me know and I'll move it. I've been meandering my way through these forums and the wiki trying to discern a way to create another Blade/Axe of Whiterun (I accidentally sold mine ages ago and didn't realize it) but have had no luck so far. I know it's based on a stupid number of leveled lists when it's created but I can't seem to find a way to actually set the creation in motion. When I tried to reset the Dragon Rising quest I got nothing except a completed quest, even after I reset the quest stage to before completion. Anyone have any ideas or am I just screwed?
  9. No, no and yes. At any rate all of the above have remain unchanged since long before I installed Skyrim heh. Yeah, wireless mice are evile. This is the second version of the same mouse I had for years so it's definitely not old/wearing out. I'll try the .ini edit and cross my fingers. Thanks for the help.
  10. I can't seem to find any other related threads so here goes. For some reason I still can't figure out, every so often (usually no more than 5 seconds at a time) my mouse decides to not respond when I use M1 or M2 (left or right click). The other mouse buttons work fine (M3-5) as well as my keyboard commands. The cursor itself works fine so I'm at a loss. I can't figure out what causes it for certain either which is odd. I'm not sure if this is a patch issue or not but I've used this mouse or one just like it (same model) since I've owned the game and I've not had any issues in other programs. Any thoughts?
  11. Hey all. I'm updating the Automated Reloading Bench mod's switch script so it includes all new (HH/GRA) ammo types. Everything was going great until I hit a minor snag. I can't write past line 1032. Is this a set maximum for FNV scripts or is there a way to alter it? If there isn't, is there a way for me to perhaps run two scripts (split up the one) off one object? Edit: Nevermind, figured it out.
  12. Maybe they changed it since the last patch. I seem to recall having the quest available past 90 but I'll get it to 100 and then try. I was able to get the Alteration ritual short of 100 though :(
  13. I'm at Destruction 94 and Faralda for some reason isn't offering me the option to continue training and acquire the Master level spells. Anyone else seen this problem and if so any fixes?
  14. I'm having an issue with the quests "No, Not Much" and "I Could Make You Care". The former revolves around me not being able to "find supplies" for the camp despite having found all of them already and giving them to the designated NPC. None of my mods affect quests in anyway that I can think of so I don't believe that's the issue. The only thing I can currently think of is that I sort of did "Climb Ev'ry Mountain" before being told to and as a result of that finding one of the supply caches before it was needed. The doctor there also hasn't asked me for the two psychology books he wants which I have already. The latter quest seems stuck on me delivering the Pulse gun to McNamara despite already having delivered one of the other options to him and having had the conversation with him and Veronica. I know some BoS guys are supposed to come up to me in the wasteland but it hasn't happened yet and it's been several in game days now.
  15. First of all I LOVE this mod and have spent the last several days just filling it with all manner of junk. However when I try to make the two rifles their gun requirements (Chinese AR, AR) are switched around. Load order to follow (all are active), any help is greatly appreciated. Fallout3.esm PointLookout.esm Anchorage.esm ThePitt.esm BrokenSteel.esm Zeta.esm CRAFT.esm Mart's Mutant Mod.esm CrossModData.esm Animy_prostitution.esm Bunker72 v3.esm CRAFT - Activation Perk.esp GalaxyNewsRadio40[M].esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Original Perks.esp UPP - Experience Perks.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp 12NewWeapons.esp Ancho_ECGaussModPack.esp 44_Magnum_Rifles&Ammo.esp 44_Magnum_AssaultRifle v1_1.esp Point lookout new uniques.esp Ammo Box Respawn.esp Ammo_Dispenser v 3 Final.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WMKAA12Shotgun.esp Stealthboy Recon Armor - CRAFT.esp jmschematics.esp Move Workbench.esp FlamerSchematic-CRAFT.esp JHB Workbench Repairs.esp CS_ LightsaberQuest.esp APReanimated.esp Overhead3PCamera.esp R18BodyPack.esp B72v3-03.esp B72v3 Clutterfree.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - No Corpse Flies.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Reduced Wasteland Spawns.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Modded.esp -> Merged patch as required by WMK
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