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gedocs1217

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Everything posted by gedocs1217

  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
  16. oh you got point. Forgot to mention, that I originally wanted a way by any modding tool (CK, TES5Edit, Gecko, SkyProc patchers etc.) then you made me curious, when you mentioned the possibility of the ingame-changing. I wonder if there's a mod or a batch command for this. I will look into this. Thanks!
  17. Is there any tool or method to change for example armor rating for multiple items? Lets say I have a mod with 200 armor references. I want to change their armor rating to a global number like 26. Do I have to change them one by one, or is there a script that does the hard work automatically? I know automation tool's armor builder for TES5edit, but it builds a completely new armor mod. I mean I need some much simpler thing. Edit: sorry for typo in the topic name, I meant: "Edit multiple items"
  18. At first sight, I wouldn't say you did something wrong. Maybe you ran out of video memory, which can easily happen in exteriors especially when you full of with mods. Skyrim Flora Overhaul is really demanding since it is mainly replacing the terrain at those places you are getting ctds. You could start experimenting a bit like disabling SFO or change the texture quality in skyrim launcher to medium or low. You can also try to set UsePatchSpeedhackWithoutGraphics=true in enblocal.ini Also, you are running heavily scripted mods, like AFT, DCO, Footprints etc. I would consider trying out (if you didn't already) sheson's mem patch http://www.nexusmods.com/skyrim/mods/50305/? its memory allocation can help in stressed situations caused by lot of scripts running. Such heavily modded Skyrim could be very vram-consuming even with a powerful rig you have, regardless of the fps you get. Just curious, what are these esps? "training_costs..."
  19. Hey Lads, I was thinking why the majority of player home mods for Skyrim are not upgradable. As a fan of Oblivion I especially enjoyed this option. It was a great feeling to spare your coins for something really worthy in my opinion, not to mention that a lot of them had a quest, so you could make at least a little effort to obtain them instead of they were there just for you to take. Of course I know vanilla player homes in Skyrim are upgradable, and perhaps some other modded ones that I haven't met before as well, but as far as I know they only provide some extra tools, like arcane enchanter, alchemy lab etc. If I think about the Frostcrag Reborn mod or Glenvar Castle in Oblivion, where you benefit an entirely new look from investing in a renovation, and you had to complete huge quests for their ownership I already miss the decent times I had in Cyrodiil. There are a galactic amount of new homes out there for Skyrim and I see a great potential in this, therefore I am curious why this didn't draw more attention in modders. Sure it would be a huge effort to implement, but I don't know any limitations that would make this feature impossible. I imagine my favorite house mod, Levelers Tower in ruins, and a lot of improvements from the money I earned before, even if it was the same way with Ancient Towers in Oblivion like in its "offspring" in Skyrim, so you couldn't do such things with them. I've been looking forward this since Skyrim released and hope there would be some changes in the future about this since similar awsome things have already been done like Build Your Own Home. So what do you think about that? Sorry if this topic was discussed before…
  20. not sure if that's the case, but you need to put bDoRadialBlur=1 in skyrim.ini NOT in skyrimPrefs.ini also if you have something like that in the skyrimprefs.ini under [imagespace] you should delete it. I guess putting bDoDepthOfField=1 (or larger numbers) along with the above tweak could help making the view even more blury. Edit: ok I noticed you had solved it already.
  21. Has anyone already figured it out what is it for? I'm also curious. In my experience it does nothing. No matter if enabled or not. It has no masters in its file header and contains no data so probably a blank file?
  22. Updated ENB Series to version 0.1999 and CK works
  23. same here. the stuff with that "burning test" and the missing cube map texture. Then it stucks at loading files...initializing... without any error prompt. Everything responds except the cell and the object window. :D Never seen a thing like that before Edit: I tried to fake the Ore_Steel_e.dds as a loose file but it was useless. The CK still can't find that. I guess there's nothing to do with those two messages
  24. oh. my post seems damn long... sorry for that!
  25. I have the same issue I get serious lag in exteriors when roaming the wasteland. My FPS basically looks fine (between 30-60) but in random places, usually when I encounter with NPCs, reach locations, or even just accidentally it drops radically and my screen freezes for a sec. I've got a laptop with these specs: Intel ® Core I3 2.4 GHz 2GB RAM Ge Force GT 420m As far as I know it should be a middle end cpu and besides it meets the minimum requirements, FO3 should not have to do such things on it. I really don't know what to think, but I tried a couple of stuffs to enhance the performance and reduce lags. I already have the absolute latest nvidia driver, but I tried rolling back to some older ones like 296.10 and 295.73 (which is known as a pritty good driver for Fallout 3) sadly I couldn't give a chance to the 180 series (that I read are the best), because my gpu doesn't support them. I can tell that there were not so much difference. I also tried these: - Large Address Aware Enabler - Fallout Stutter remover (and I am still using it since I guess it has no negative effect) - Midhrastic ENB for Fallout 3 - Disabling the Vsync (in the ini too) - d3d9dll - Many ini tweaks like setting the cell buffers to different values, limiting the thread ai etc. - Chosing the resolution and the settings to the lowest in the launcher I have plenty of mods though with fose running, and with the 1.7 patch. However when I disabled all of them (except from the fallout esm, and the official dlc plugins) I got the same result. Do I have to think that nothing is wrong but my comp isn't strong enough for Fallout 3?
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