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jason33w

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  1. Does anyone else find that (due to somewhat slow melee animation) that they hold the melee/grenade button and, every so often, throw a grenade at a dude at point blank range? Please, someone create a mod that allows me to bind these actions to their own keys! ...please :)
  2. Personally, I'd like the option to have Dogmeat not count against my current companion. I'd prefer not to have seven dudes following me, but would love to have Dogmeat always be an option for a companion regardless of whether someone was already with me. There was a mod like this in Dragon Age: Origins that I absolutely loved!
  3. It surely seems like this has been a REALLY helpful thread for many people so hopefully it might be for me, too! I get a bunch of random CTDs that are triggered by a number of different things: Random when traveling in open world When autosaving/normal saving (quite often) opening chests/loot/bodies, etc. Rarely while in dungeons Opening the map I sincerely apologize, but I also don't know how to do the "spoiler" thing: [02/21/2014 - 06:20:49PM] Error: Unable to call SetAllowFlying - no native object bound to the script object, or object is of incorrect type stack: [None].MGRitual05DragonScript.SetAllowFlying() - "<native>" Line ? [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 459 [None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95 [02/21/2014 - 06:20:49PM] Error: Unable to call IsAllowedToFly - no native object bound to the script object, or object is of incorrect type stack: [None].MGRitual05DragonScript.IsAllowedToFly() - "<native>" Line ? [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 453 [None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95 [02/21/2014 - 06:20:49PM] Warning: Assigning None to a non-object variable named "::temp59" stack: [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 453 [None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95 [02/21/2014 - 06:20:49PM] Error: Unable to call GetActorValuePercentage - no native object bound to the script object, or object is of incorrect type stack: [None].MGRitual05DragonScript.GetActorValuePercentage() - "<native>" Line ? [None].MGRitual05DragonScript.GetAVPercentage() - "Actor.psc" Line 155 [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 454 [None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95 [02/21/2014 - 06:20:49PM] Warning: Assigning None to a non-object variable named "::temp11" stack: [None].MGRitual05DragonScript.GetAVPercentage() - "Actor.psc" Line 155 [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 454 [None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95 I see a lot of DCO (assuming Dragon Combat Overhaul) lines. I have attached my BOSS output as well so you can see what mods I have installed. Thanks in advance to anyone who can help me stabilize my game! I'd hate to have to restart.....again. --------EDIT-------- For reference, here is another cut of my log after another crash that happened due to me quicksaving immediately after killing a single Skooma junkie on the road. [None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 453[None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95[02/21/2014 - 08:37:50PM] Error: Unable to call GetActorValuePercentage - no native object bound to the script object, or object is of incorrect typestack:[None].MGRitual05DragonScript.GetActorValuePercentage() - "<native>" Line ?[None].MGRitual05DragonScript.GetAVPercentage() - "Actor.psc" Line 155[None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 454[None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95[02/21/2014 - 08:37:50PM] Warning: Assigning None to a non-object variable named "::temp11"stack:[None].MGRitual05DragonScript.GetAVPercentage() - "Actor.psc" Line 155[None].DCODefaultEffectScript.InjuryLevel3() - "DCOMainScript.psc" Line 454[None].DCODefaultEffectScript.OnHit() - "DCODefaultEffectScript.psc" Line 95[02/21/2014 - 08:38:00PM] VM is freezing...[02/21/2014 - 08:38:00PM] VM is frozen -----------EDIT #2------------ I hope this isn't getting too out of hand. I removed all of my mods that affect dragons. But now, on my way to the Kynesgrove dragon I stop to get some ore. I can successfully mine the first node just fine, but the second one gives me a CTD with the following papyrus lines when I open my inventory via the TAB menu while standing over the next ore node: [02/21/2014 - 09:20:06PM] Error: Invalid skill advancement amount, must be positive.stack:<unknown self>.Game.AdvanceSkill() - "<native>" Line ?[ (0010F09D)].MineOreScript.giveOre() - "MineOreScript.psc" Line 244[ (0010F09D)].MineOreScript.proccessAttackStrikes() - "MineOreScript.psc" Line 209[ (0010F09D)].MineOreScript.OnHit() - "MineOreScript.psc" Line 159 Hopefully someone can see a pattern. That's the last one, I swear! Have a great night.
  4. So, quick question about something thats been bothering me for a long time now. How do I get my followers to say, stay asleep when I give them a command to sleep? I know how to issue the command, but once I exit from command mode via either TAB or ESC, they just get up immediately. What gives? How do I get them to keep doing what I told them to do until I say it's time to go? Thanks for the help on this silly thing.
  5. Is there any way someone could create a mod or at least point me in the right direction for making the change myself to change/remove the texture for the highway from the outside? There is already a great mod that changes the alphas for while you are traveling inside the highway, but I really dislike seen miles of tubing running throughout each system. To me, it really destroys any sense of scale on top of the fact that it just looks horrible. Thanks!! Jason
  6. Yeah, I agree the stations need to be changed. In the other X games there was a lot of thought put into the design of the stations. They were all very aesthetically pleasing. However, these new stations are horrible. Miles and miles of piping leading to some really ugly shaped structures. Granted some aren't too bad both for the most part, they look like someone slapped some sheet metal onto the ISS. It'd be a huge undertaking but the person responsible for a redesign would be an X:God! peace Jason
  7. Boy it didn't take long to get some X: Rebirth love here!!! Great job and thank you so much! :) Jason
  8. EDIT: Well, I just saw that I totally reposted a thread with the same exact topic. Sorry... OK so, X: Rebirth came out and there are a TON of glaring missteps made with the game: Low resolution textures Low poly character models Rigamortis(?) style animation etc. I for one think this game has a crap ton of potential. It would be awesome to see a site here dedicated to X: Rebirth modding! Anyone else? Thanks guys and thank you to all of the modders that take so much time in creating incredible upgrades and content for some of my most favorite games! Jason
  9. Is there any way a mod can be created that replaces all of the Waterfalls with dense particle effects (like the one across the river from Riverwood) instead of the meshes? Or better yet, increase the particle effects' density? I think that would make them look much more realistic. Thanks! I hope we can see something like this. I'm no modder, but I wouldn't think it would be all to difficult... Peace. Chindi
  10. I know that The Blades have a hall where you can recruit some NPCs to join The Blades and hang out at Skyhaven temple. But what if we could get a mod that adds the ability to create a barracks at whatever Hearthfire homestead you have? Just a though. It would be pretty cool to have all of your followers living and working with you!
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