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gedocs1217

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    ME 2, Oblivion, Fallout 3, DA Origins, AC II

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  1. Ridding of all your gear is self explanatory. The other things are done by console. Youâll probably mess up tons of things, but if you want to give it a try, you can check these console commands: setlevel 1 Tmm 0 (this makes all locations undiscovered) You need to reset all of your skills, which goes one-by one. (Without using a mod it is not that siomple) setav marksman 1 : this resets your progress in archery for example You need to reset your basic stats also, like: setav health 0 (same goes with magicka, stamina, encumbrance) Then comes a tedious one, of resetting your perks. You need to look for their id each and type in for example: Removeperk f392a if you want to reset your locksmithing tree. You need to do the same with your spells like: Player.removespell 000A26FD which would remove firebolt for instance. also the same goes with shouts and dragon souls. Then there are a couple of things which are not really safe to do like removing your factions like being thane in whiterun etc. If I were you I wouldnât hastle. Instead make a new char and forget the quests you have already done or just complete them by console like: Setstage mq101 and youâre done Helgen etc
  2. as stated above, most of the time you get a ctd on startup when you have a missing master. If you deploy mods in Vortex, it should warn you for that, but running LOOT (if you haven't already done), can't hurt. I'm also pretty sure, that LooksMenu must load before these two plugins: LooksMenu Customization Compendium.esp, BLD_LooksMenuPatch.esp, as a last noteice: looking at your list I assume you are running ENB. Make sure, you installed it correctly, to see if all the dll files went in the correct place (not in the data directory).
  3. I wanted to ask since I haven't read anything about this particular topic since Bethesda anounced Creation club mods. Basically my question is: how can one figure out the mods present only in one of the two forums? As an example Modular Kitchen can only be found in Creation Club. I've already browsed through all the noticable mods for Fallout 4 in Nexus, and I curious if there's a point of scrolling through the whole selection on Bethesda.net only to find a CK exlousive mod, which I couldn't already download here. If there isn't any practical way to sort this out (maybe with a list or something) can anyone suggest a nice mod from Creation Club which can't be found here? Am worried if I missed a gem...
  4. well, finally something interesting and ambitious. Still a lot to do, but looks promising: https://www.nexusmods.com/cyberpunk2077/mods/1424
  5. Simply put: Cyberpunk 2077 not worth playing without huge boobs of any scale in it. :s Atm no signs of mods with 3d models coming out at all. Correct me, but only texture edits are implemented so far. Not even any news of something similar is in developement. Red Engine is different I see, but there were a couple of huge breasts body replacer mods for TW3 already. Since 3rd person mod is out now, it's another reason to push this. I bet there are quite an amount of ppl. awaiting for that.
  6. From another forum: 'Is it possible you have a savegame where the filename consists only of numbers? When you usually save a game in Skyrim Special Edition for example it will have a generated name like this: Save1_24E584BB_1_436C61697265_Tamriel_000927_20171003164013_11_1.ess but via the console - or probably through a mod - you could produce save games called something like "1.ess".' In my case the problem was solved. Thanks for the info! Mine was fixed this way as well. Though I wonder why the numbered console saves are problematic with SE. That never used to cause any issues back in Legendary. Somewhere I read reinstalling .net framework usually helps with some sort of whitescreen problem while using Vortex. For me today there was a Windows 10 update regarding the update of the aforementioned. Hope that might help adressing the save issue
  7. Thanks for pointing me out! Thought it would be a more complicated method and I even wanted to live with the sorting's "sidefect". However I'm going to try your source code, and see if I can make it happen.
  8. This was really helpful cdcooley, Kudos! Actually if am not necroing much, do you guys know how to link multiple containers to crafting stations? I managed to do so, by adding other object refernces to the script, but items are transfered to one specific container, while the others get empty.
  9. Yes, I'm third here. I've been looking for this, since mods for Skyrim started to appear. No perfect solution yet. For the training part, I'm using a way complicated 'workaround'. I pushed the max training per level-up to a high number like 500 (wrye bash). Level-up and count my available trainings, accourding to my level. There is a stat in the journal that shows the times I've done that. It is really frustrating that way, so please, anyone who capable of doing op's suggestion, I instant kudo\vote\endorse whatever. :)
  10. SSME http://www.nexusmods.com/skyrim/mods/50305/? is easier to set up. Skse http://skse.silverlock.org/ is also highly recommended and often required for the majority of mods. If you decide to install this, there's a file in data\skse folder, called skse.ini (if not, create it). You should add these lines in it: [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256
  11. Hi, Very good summary. I used to have similar problems with Fallout with a slightly worse rig and I also went through many of these workarounds you wrote, with a result. As a complementary suggestion to your advices, I would say SSME or the new skse memory patch. They radically reduce freezes and ctds as well as infinite loadscreens by allocating more vram, Skyrim can handle by default. In my experience they have the same effect. Though I don't know if they have any impact on the performance, but stability also counts a lot. I would tell my experience with the techniques I tried from your list, if you don't mind. Maybe it comes handy for someone. Then I was playing on an i3 2.3GHZ 2GB RAM monster, with a nvidia GT 420M gpu (1GB RAM) Texture optimizer was a great deal and gave me a much better performance when I reduced textures significantly. Skyrim Performance PLUS is handy but only in certain areas, and honestly I hadn’t actually noticed its benefits directly while playing. For me, Hi Algo worked in the opposite way I expected: my fps dropped down and I got heavy stutter, so I removed it. On the other hand, ENBoost was the best solution, which I've ever tried. When I used its functions without graphics, I finally got a smooth gameplay. From then, I personally keep away from any third-party boosters and dll hacks other than Boris' ENBoost injector, since they don't work well together. But it's only my opinion... As for these ini tweaks, I can confirm, they worked for me and setting iPresentInterval=0 (disables vsync) in skyrimPrefs.ini helps too. (By now, I have a much better PC but I've also been using many of these tricks, because most of them are essential) good luck and hope many people find your guide useful!
  12. By ctd on startup you mean that even main menu doesn't appear or by reloading a save? If the first case, you more than likely don't have a dependent master in your data folder. For instance if you remove\rename fallout.esm then it instantly crashes your game on startup. Same goes with other stuffs. If you don't know which of your esps causing this, wrye bash (gary bash or wrye flash for fallout if I'm right) will tell you by showing them in red color. Note, some other cases can happen also, but missing master requirements is usually the matter. What you said about the 4gb limit, I don't know...guess FO and New Vegas shouldn't have much trouble with your specs
  13. I found two solutions (if someone interested). Both of them are external management. TES5edit has a compilation of scripts, called Automation Tools. One of them can do the job. The other is a bit complicated. It is via wrye bash, by exporting stats from a plugin into a .csv file. Edit the file with a program that supports that extension then save and import the edited list back into the plugin.
  14. Actually yesterday I found that out that. recently I went back to Oblivion and I was amazed that they are working flawlessly. Anyway, how about a script for quick change, that edits by filtering? let me explain: I don't have to go through the selection of 200 NPCs but type in "female", the path I want to edit, for example hair model. Or you could only change the boots in the armor list for example, so they won't have the same armor rating as the cuirrass. This could come handy if you have a lot of instances in your mod.
  15. hello, First of all, I want to say thank you for this compilation, that makes things much easier! On the other hand my suggestion is a simple script apllied for existing armors, that would replace the "heavy" tag with "light" or vice versa. The new armor builder script is awsome, however if I am right, it completely builds a new mod, but not replacing existing references. Finally I would really like to see such scripts for Oblivion, i.e. the idea of implement Automation Tools for TES4edit regards Edit: sorry, I realized that "quick change" already offers this so ignore my suggestion
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