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Thephedora

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About Thephedora

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    Hatman #0701
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    United States
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    Probably Factorio or Fallout. Maybe TES.
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    Changes consistantly. Something provokes the mind is usually the best bet.

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  1. So, Tried to reinstall Vortex, Got: Again, not a major, but still an issue that should be known about, Poggers.
  2. What happened: I was setting up vortex, And setting up the paths to the external that houses all the games, then Vortex CTDs and is now completely MIA. No icon, no file path, nothing. It's as if the program didn't even exist. No idea WHY this happened, how ever I thought this to be something that should be made aware of, and I'm not going to try again. Also DXDIAG in attachment.
  3. Good day nexus. I am starting this topic to request to you, the very talented modding community for Fallout 4, A Proper bullet time mod. What I mean by this, is something more along the lines of a copy of the FONV bullet time mod DK_BulletTime http://www.nexusmods.com/newvegas/mods/35823/? In this mod you were given quite a lot of nice options to play with. It let you set the action point cost, (options ranged from a high AP drain all the way to none at all. Allowing you to explore certain areas that were time sensitive) the time value, (from very slow, to just below normal. Also an option that copied the time slowing effect of the Chem TURBO in NV) Visual effects, (these ranged from matrix green to an odd underwater blue color) and which key to bind to. (NVSE required but gave Max immersion) Currently the 3 bullet time mods on the nexus for Fallout 4 are very close but not quite. From what I understand the ability to create a sort of clone of the DK_bullet time should be do-able, and I would actually do so myself, If I knew how to create mods with any competency and confidence. Also from what I understand since we now have F4SE, FO4edit, and NMM support, a bullet time mod similar to DK_BulletTime is within grasping distance. Assistance would be greatly appreciated and I hope to get a response soon. Thanks and Keep modding nexus!
  4. In response to post #24682644. I have yet to release any, but I've with you there. Mine will remain free aswell.
  5. UPDATE: It runs Vanilla from NMM and from steam. FOSE isn't working but I'm sure it's cause of duplicate entries in the folders which I plan to fix shortly. I have gotten through the whole of Vault 101 and no crashes while playing with just the DLC on through NMM. I had went to my recycleing bin and restored all files before the new game CTD started and that seemed to solve it. so I'm not quite 100% sure what exactly did what. Thank you to Purr4me for your help and insight on how to get rid of the GFWL. Good on ya.
  6. So then why does it runs FONV Skyrim Oblivion Supreme commander dishonored and other varying games with gusto? Not to mention that i did get FO3 to run earlier with the same graphics chipset. It's the same as a 512 videocard. I'm not going to be running crysis on high but I can run games. And if it's this specific chipset there's a workaround that can trick the game into thinking you're useing a different videocard.
  7. TLDR; 4 re-installs, edited the INI files, running no mods, no FOSE, No NMM no FOMM, launching vanilla resulting in constant crashing after selecting new game. Processor I7 Graphics Intel HD 4000 (512mb) Ram 8gb 154 GB free HD space Windows 7 64 bit. Meets the requirements. Game location: C:\Program Files (x86)\Steam\steamapps\common\Fallout 3 goty INI location : C:\Users\Hatman\Documents\My Games\Fallout3 There is no REGULAR NO CAPITOL Fallout3.ini at this location. I dont know if this is relavent or not. BOSS and LOOT show no errors. I'm using no mods. I was using NMM. about 3 days ago I had FO3 running just fine with NMM with Project Beauty. Now nothing. If more info is needed for a proper disagnosis i will be happy to give it. I feel like I tried everything and I'm getting no where.
  8. Keep up the good work, Thank you for having some humor about the bug, as laughter makes the world a better place, ("First of all the good news. We found the cause of that slowness. Like the plotline to a bad B Horror Movie (which I’ve dubbed NMM 2: Revenge of the Mod Managers), it was Nexus Mod Manager that was inadvertently DDoSing the web servers") And LONG LIVE THE NEXUS!
  9. Thank you for being professional about your reply to the post. I was un-aware that contacting a member of the staff was even an option. However I've had issues in the past with more then just this current situation as well. I still feel that some sort of change needs to be made.
  10. I've been around the nexus for a long time. Since before there even was a nexus chat. Since then we've gone through a few versions of the chat. I understand that it's not a support chat, Nor is anyone obliged to give me an answer. However as of late, I've felt as if there is no flexiblity of any sort on the chat. I feel as if all the chat moderators to put it simply would rather kick and not care then analyze the situation. I can see why this is done at SOME situations. Such as spammers, overly aggressive users, and similar situations. However when asking any question what so ever,I feel I'am met with a very hostile negative responce. In a manner that is very unprofessional of the nexus staff monitoring the chat as of late. Chatlog TLDR? I feel as if the mods are kicking first asking questions later. I understand that I had stated a spoiler, and was not intent on posting a spoiler agian. I understand that the rules and mods are there for a reason. I understand this is not a support chat, and I was not expecting an immediate responce or any responce at all. On the spoilers. Rephrasing. Why the chat and not the forums? The chat for me used to be a fun place to hang out and talk with fellow nexus members. However as of late I feel as if I'm more a 3rd class member to the nexus. This is one of the reasons I have not actively pursued a premium account. (why pay to be kicked from a chatroom or even the whole site when you're trying to or want to obey the rules?) (See yesterday when I asked in chat if anyone else had the issue of being unable to mine ore, with a good answer of 'just attack the ore vein' which I didn't know about till yesterday.) Feel free to PM me if you have something to discuss in a CIVIL Manner.
  11. About when in the ball park do you think the mod manager might be finished?
  12. You say to use the modpatcher, but what exactly does it do? All I see is a little 2inx2in window pop up then dissappear. Does it make the xcom .exe read my changes to the .ini files or...?
  13. The resource hacker part is what I'm having some trouble finding actually. And the UPK modding I saw parts of but didn't quite understand all of it. I read a lot and seen a lot and I know of a bunch of the "peices", but I have no idea how they all fit together just yet. any help is greatly appreciated. Here's hoping the Alpha simplifies a bunch of the confusion.
  14. Research Archives Welcome to the Research Archives. The point of this thread is to attempt to Organize what we (the nexus Xcom enemy unknown modding community) may or may not know about modding XCOM - Enemy unknown. I don't know everything but from what I know this is how it goes. Feel free to post POSITIVE feedback on what might be wrong or what might be right. How to mod XCOM - Enemy Unknown (from what I know.) 1. The .ini files. Right about now you've probably decided that you're going to mod XCOM - enemy unknown. So now the question is what are you going to mod? That is where the .ini files come in. This is what's stickied at the top of the forums. Which I just read before I linked it that they are moving to the nexus wiki. I believe that link is here : The DefaultGameCore.ini settings If I understand it right it was written with the European version of the game however most if not all the settings are the same for the US and other English speaking versions. 2. A Resource Hacker or the Modpatcher. Well after much reading, and scouring, I've read that the games .exe does not use the Default Game Core .ini to look up settings. So you're probably thinking, Why do I need to know the .ini settings? Again from what I'm understanding it's so you know what values to edit when 'hacking the .exe'. Dreadylein's modpatcher is stickyed, but just in case: Dreadylein's modpather sticky I have read on the forums (For the life of me I can't remember where) That these are the steps to run a resource hacker. Atoric oct 10 2012 From what I understand on the Modpatcher, when you run the .bat it edits your .exe and makes a back up copy, placing it in steamapps/common/xcom-enemy-unknown/binaries/win32 (credit to dreadylein) then when you copy the profile.bin file over your old .bin it reads the edited .exe (credit to Alpha7) 3. Different mods. Maybe your mod isn't modding the .exe, Maybe you're out for textures, or maybe meshes, maybe you want to add a new alien to fight, or new weapons to put into the game. I have no idea how to help with those at the moment, but you're not the only one that probably thinks your idea is cool. Throw up a topic on the forums and see what you get back. You might be surprised. 4. Test it! This part is usually up to you. Try out the mod and see if it works or not. If it didn't troubleshoot what you can. and if you're still stumped like I was after day 3, ask someone what they think on the forums. Try to be precise with the steps you took. It makes it easier for your fellow modders to help you out. if you're unsure of your steps, try them again. Rinse, Repeat. More often then not, you will get the mod up and running. Credit Xionanx - Finding out what the .ini values do. Dreadylein - Modpatcher Alpha7 - updated Profile.bin Arietatray - Second Wave mod and installation steps for the Modpatcher, and Profile.bin Atoric - Resource hacker steps Anyone else I may have missed - Any credit where it's due.
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