Jump to content

itsbooby

Premium Member
  • Posts

    64
  • Joined

  • Last visited

Everything posted by itsbooby

  1. Like many people, I was always wondering "How do you actually run away? Is it possible? What's going on here?" Problems like this made me very upset, because I actually thought you couldn't run away. But you can, which I will explain here. I was ready to put down the game for good, but then I perused the 'Control' menu one final time... I will now provide a proper tutorial for running away. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ Living as a Medieval Peasant: A Lesson in the Art of Fleeing _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ Living as a medieval serf is hard work. Sometimes, you're going to have to run away. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 1) Automatic Soft Locking: Kingdome Come Deliverance features an automatic 'soft lock' targeting system. This is all well and good, but the developers never explained how to fully utilize this system, much to the ire of the peasantry. When close enough to an enemy (or enemies) Henry will automatically lock on to targets in a whimsical way. If you do not understand how to fully utilize the lock on / targeting system, you'll end up spinning around like a whirlwind in the heat of battle, likely getting yourself killed. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 2) The proper controls: 'Lock Target' In the control menu, Tab is specified as 'Lock Target' You will use 'Lock Target' to focus on an enemy in your immediate vicinity in a duel-like fashion. If you're facing more than one enemy, pressing this button again will make Henry focus on a different enemy nearby. Pressing 'Lock Target' more than once essentially cycles through your focusable targets. THIS BUTTON WILL NOT HELP YOU RUN AWAY. Actually running away is covered in the next section... _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 3) The proper controls: 'Unlock Target' Further down the control menu, there is a button, 'Mouse 3' by default, which is specified as 'Unlock Target' This button is never used, mentioned or explained in the game, but pressing 'Unlock Target' allows you to successfully disable the soft lock system, and run away from an enemy or a group of enemies. The PC version, contrary to what we see when perusing the internet for help, DOES NOT make Henry 'Unlock Target' while sprinting - Henry is still locked on until you press the specified 'Unlock Target' button. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ YOUR TRAINING IN THE ART OF FLEEING HAS FINALLY CONCLUDED! _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ My Thoughts: This is probably why so many players literally thought you could not run from fights. I wonder how many players developers are willing to lose over not explaining things? Recommended: I downloaded a mod that allows you to see North and South on the compass. Not being able to see actual directions on the compass was another misstep by the developers. This mod fixes this issue and won't ruin your immersion. This mod allows you to save tons of time not only in the game but your actual real life, allowing you to enjoy the game as well as your life more. https://www.nexusmods.com/kingdomcomedeliverance/mods/936
  2. There is a secret word or phrase that, when typed in a comment/post, will glitch out the website. That literally just happened to me. A page came up saying I've been blocked for typing in something and to contact the site owner. This website, all it does is glitch out. I'm so tired of it. I just want to get some work done and send this message to somebody Jesus Christ.
  3. I agree with rycka. I played this game vanilla on xbox 360 years ago when I was in high school and only after all this time I've starting modding it up and playing it on PC with all changes envisioned. I usually go for lore-friendly, realism, immersion, survival and hardcore mods. I will post the load order for my current playthrough to give you guys some ideas... Oblivion.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmBetter Cities Resources.esmCustomSpellIcons.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espoc_darker_nights.espCoO1.espPortable Campsite.espRAEVWD Cities.espRAEVWD New Sheoth.espRAEVWD Imperial City.espTravelers of Cyrodiil.espDarNifiedUI Config Addon.espDropLitTorchOBSE.espBetterMenuControls.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espRealBanditsAndHighwaymenHigherlevel.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espMart's Monster Mod.espMart's Monster Mod - Shivering Isles.espCurseOfHircine.espCoH Revert to Human upon Death.espCoH 1st Person Anims.espCoH Unarmored.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - Safer Quest Locations.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - City Defences.espMart's Monster Mod - Curse of Hircine.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - DLCHorseArmor+Slofs .espMart's Monster Mod - Diverse Creatures Expansion.espMart's Monster Mod - RadiantAITweaks.esp301_Compass.espza_bankmod.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espOblivion Uncut.espDLCBattlehorn-OblivionUncut Patch.espOblivion DLC Delayers.espMart's Monster Mod - Knights.espEnhanced Daedric Invasion.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espANB_No_FastTravel.espAuto Update Leveled Items And Spells.espClutter and Container Ownership.espP1DkeyChain.espPersuasionOverhaul.espPersuasionOverhaul_MMM.espkuerteeGoldIsAnInventoryItem.espVanillaCombatEnhanced.espElz - Realistic Gravity.espReducedBackwardsRunningSpeed.espBasic Primary Needs.espBasic Personal Hygiene.espDeadlyTrap.espsycHearNoEvil.espkuerteeClothingMatters.espkuerteeCrimeHasWitnesses.espEnhanced Grabbing.espkuerteeNPCsYield.espDark Dungeons.espDark Dungeons - SI.espMart's Monster Mod - Resized Races.espBetter Cities Full.espBetter Cities - IC Imperial Isle.espBetter Imperial City.espOblivionUncut-BetterCitiesArena Patch.espBetter Imperial City FPS Patch.espFaction Relations.espMart's Monster Mod - Divserse Wisp and VASE Addon.espStealth Redone.espWeaponReachAndSpeedOverhaul.espWeightless Items Fix.espSuperMergedPatch.espNo Starting Spells True.esp
  4. Hello. In vanilla Oblivion you start out knowing the first effects of all ingredients... Does anyone know of a mod which changes this to make the first effect unknown until you either eat it or make a potion? Thanks
  5. Using Opera as well as Chrome browser. Navigating this site for mods I want to try is simply impossible. The tag blocking system is constantly glitching out. The "refine" drop down list is in conflict with the content tag block section in my profile. I'm unable to modify any content block settings in my profile as I'm getting "Error - You are already blocking this tag" messages. Maybe we could avoid some of these issues if nexusmods would simply remove the refine drop down list when searching for mods? I'm sure it can't be that hard for people to open up their settings to block content - but nah, everything's gotta be uber convenient! The problem with that is if you can't make it work it becomes less convenient. I'm honestly pretty darn upset because it doesn't work, never has worked, and has cost me a lot of time. Why is it still broken? And I've also filed bug reports about it in the past.
  6. FIXED: Upon looking at the Marauder Faction in TES4Edit, Marauders have a positive (20) disposition towards 'Creature Faction' - Goblins (that aren't in a Goblin Tribe) fall under the 'Creature Faction.' I removed the positive disposition towards Creature Faction, and upon opening the locked door, all the Goblins were already slain by the Marauders. Thanks for the help, oblivionaddicted
  7. I just opened up all active mods in TES4Edit, and no mod I'm using changes the Creature Faction or the Marauder Faction at all.
  8. As the title says... In Fort Urasek, you are *supposed* to come across a locked room which contains 2 marauders who have escaped from a goblin prison fighting against 3 goblins. ...However, in my game, the Marauders and Goblins don't fight each other. They just keep running towards the locked door, and when I unlock it I have to fight both marauders and all three goblins at full health. What could be causing this? They are supposed to fight each other. I'll post my load order. Please Help. I'm honestly getting tired of this game. Oblivion.esm DA Run Fatigue.esm Unofficial Oblivion Patch.esp UOP Vampire Aging & Face Fix.esp Oblivion Citadel Door Fix.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp SM Plugin Refurbish - SI.esp _darker_nights.esp Consistent Beggar Voices.esp RAEVWD Cities.esp RAEVWD New Sheoth.esp RAEVWD Imperial City.esp DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.esp SM Plugin Refurbish - HorseArmor.esp DLCOrrery.esp DLCOrrery - Unofficial Patch.esp SM Plugin Refurbish - Orrery.esp DLCVileLair.esp DLCVileLair - Unofficial Patch.esp SM Plugin Refurbish - VileLair.esp DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp SM Plugin Refurbish - MehrunesRazor.esp DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.esp RealBanditsAndHighwaymen.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.esp DLCThievesDen - Unofficial Patch - SSSB.esp SM Plugin Refurbish - ThievesDen.esp DLCBattlehornCastle.esp DLCBattlehornCastle - Unofficial Patch.esp SM Plugin Refurbish - Battlehorn.esp DLCFrostcrag.esp DLCFrostcrag - Unofficial Patch.esp SM Plugin Refurbish - Frostcrag.esp Knights.esp Knights - Unofficial Patch.esp SM Plugin Refurbish - Knights.esp fadingtorches v1.3b.esp P1DkeyChain.esp DA ReducedBackwardsRunningSpeed.esp DA Sprint.esp _darker_dungeons.esp _burning_kvatch.esp MassA.I-50.esp Disable Fast Travel.esp
  9. EDIT** I SEEM TO HAVE FIXED MY PROBLEM.
  10. Sounds like a great idea! They have cool handheld flashlights in New Vegas mods but I would love to see some in Fallout 4. I do not know how to accomplish this, although I do have some good ideas and could help creating functional batteries. Some starting ideas would be to make a weapon which projects a steady light beam when fired and consumes batteries in the process. I'm thinking that we could retexture a fusion core to look like a battery and then make it smaller in scale; this would be a perfect ammo to use with a newly created 'flashlight' type weapon. If it's hard to make a weapon which consumes a fusion core to project a beam of light via the fire button, perhaps it could behave like a tactical flashlight weapon modification from the tactical weapon mods mod. The light of the flashlight will replace the pipboy light. I have spoken to some other modders who have made great battery retextures and they gave permission to use them... https://www.nexusmods.com/fallout4/mods/2325/? https://www.nexusmods.com/fallout4/mods/19020/?
  11. The movable static wooden boxes (which can fit things inside of them and have handles) seem to not have any impact data... When struck with any weapon, they produce no sound and no particle effects. Does anyone know of a fix for this? If not, I'm requesting a mod be made to remedy this and add standard wooden impact data to the wood boxes. I tried to do this myself, but have no idea how. You can find the wood box here in Bethesda Archive Extractor... materials\setdressing\woodmetalcrate01.bgsm materials\setdressing\woodmetalcrate01_clean.bgsm meshes\setdressing\concmuseum\woodbox01.nif meshes\setdressing\concmuseum\woodbox01_clean.nif
  12. Thanks, kingtobbe! I don't know much about "bone weights" but I'll try to look into it soon and work on it
  13. It's a modders resource and the item I'm using was modded by catwoman, who claims it's a modders resource. I'm going to upload this file and list her in the credits and in the description. I already contacted staff about this as well and nobody has gotten back to me, so I'll do what many other people do - leave a message about it in my description explaining the situation that I have not ever gotten a reply from catwoman or staff and that I'll remove it if catwoman doesn't want it up...
  14. Great idea! I'd love to see a mod like this!
  15. Thanks so much for your response and help. Yeah I'll just wait until she reads or responds to my PMs, I guess..
  16. Hello. I'm really excited to upload more files, but I want to use a modders resource and I'm hesitant to do it because the author hasn't read my PMs I sent them... I am new to this process of uploading mods, so I'm not sure what I have permission to do... I'm specifically talking about the mod Helmetless Hazmat Suit by cat_woman1989 ... all I want to use is the "tanks-on-back with straps" armor from this mod - that's it... I already created my mod, I'm just scared to upload it even if I give credit. My mod doesn't require Helmlless Hazmat Suit as a master file, but I do use assets from it. Is this allowed if I give all appropriate credits and such? I don't want to make Helmless Hazmat Suit a required file because it includes items that will essentially break my mod / make it pointless. Can someone please help me clear this up? I PM'ed CatWoman, but she has not read my messages yet and I want to upload this cool mod I worked on. Thanks
  17. I found a mod that will remove female raiders... it's not exactly what I was looking for, but it's a start... The main file includes a "female enemies" option which will replace all female enemies with male ones. MTO Male Take Over by Joxs Trapp
  18. Hello. I need some help with this and was wondering if anyone else has had the same problem and knows what mod is causing it or how to fix it... I seem to not be able to attack while moving in third person at all. While in first person and jogging forwards but not sprinting my character keeps doing automatic sprint attacks (as if he was sprinting) My melee has been messed in in FO4 for some time now, and out of my hundreds of mods I'm not sure what the issue is. Does anyone have any ideas? Thanks for reading.
  19. We need a mod that keeps the drop slider but does not combine all of the items dropped into one item.
  20. And also, qwertzy, I never "argued" with you about anything. You're the one who initially devolved this discussion into one of rules. I simply responded to you, and engaged in a discussion about topics which you initially brought up. If you think that's an argument (it's obviously not but you say it is because you have no defense at this point for being useless) you've got a different world perspective than I do. *** I DID NOT, (as you imply) immediately call you a troll as my first response to you, it took a while for me to get to this point. Is that my fault? Possibly... I now realize that responding to you was a total mistake, and to everyone I'm sorry about this. Troll is a subjective term, qwertzy. It's what I think. I have feelings, too, lol. I'm allowed to think that you are a bully, a troll, a vigilante, or what have you. It's literally my right and you act as if this isn't acceptable? Well, unfortunately for you, it is. Also, it's my thread. Nobody's telling you to stick around and "argue." I'm sure you think I'm a troll. Oh well, sorry to burst your bubble, I'm just a dude that likes mods. I also like talking about mods instead of having people come in my threads and poop all over them and not really be constructive. I told you a while ago in the thread that you weren't being helpful, but in a sense you were because you have helped bring some issues to light. Good for you, for being the one who kickstarted a discussion about pertinent modding issues on this site.
  21. You're like a broken record that doesn't let up, following my thread, bickering back and fourth. Get a life and leave the thread please dear God
  22. Well your very nature is a typical internet troll. In person, if you gave me quippy, non-sensical barely a sentence responses that didn't address my main points, I'd walk away from you. But I can't do that here
  23. Thanks so much for your input, ugock. I'll add those right away. We've been trolled by the usual suspects. People bringing the modding community down. There's a myriad of mods on this site which are technically compilations, indeed. We have already discussed the mega compilation mod "Immersive Armors" but there's many more such as every other recommended hot file as one user has pointed out. There are others known as "All-In-Ones," and many more we haven't discussed... Go browse the published mods list - or the hot files... Compilations and such are de facto allowed, it's as simple as that. It's just how you word things, and whether the staff notices or likes you I guess. I'm not trying to incite rule-breaking or be malicious here but come on, this is blatantly evident to anyone who simply browses the site. I'm browsing through all 1600+ pages of FO4 mods as we speak, examining every mod. (it's taking a while, but the content block id tags dont work so this is what i have to do) We could be making great mods here. The best part is: they wouldn't even technically be compilations, they would actually be whole revamped projects with even more added in, and bug fixes - I just used the word "compilation" and it got someone shoving the rules in my face.
×
×
  • Create New...