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maddogfargo

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  1. I had a 4GB Fury card and the High res texture packs made me upgrade to an 8GB+ card. Right now, MSI GTX 1660ti for $280-$290 US would be equal to or slightly better than a 1070. If you can find a Sapphire or PowerColor Vega 56 for $300-$330, that would also be a very good option. I would recommend against an RTX 20 series card right now. Not worth it.
  2. I usually do what Hey You recommended for the game executable and DATA folder where all your mods are located. This will also grab your ReShade install and presets/config as well. For a more complete transfer, you also need the LISTS folder and SAVES folder. This will preserve your mod load order, ini files and game saves. Jones 177 details it nicely above...
  3. I figured it out. The doors that were working were linked to the workbench reference. The broken doors were not. I linked all the broken doors to the workbench and *POOF* they are working now. Probably auto-skips linked workshop references when processing precombines.
  4. Would require custom ruleset type integration. You could do it by floor area trigger enter/exit events or even area enter/exit trigger events.
  5. A long time ago I released a modified version of Realms of Netheria ( Hack n slash with TONS of customizations, required database support). I also released a clean base module with plenty of integrated systems, also required database support.
  6. If you don't have a fixed IP you will need to try it by host name and use a dynamic DNS service. You may need to go by external IP and port for internet players. Each server needs to have a different port number. Use that in the portal activation to select the correct server. And again for internet players, make sure your port forwarding and NAT is setup correctly.
  7. Here is how I did it... Use tag based scripting and the OnEquip / OnUnequip scripts to apply effects when an item is equipped or unequipped. I did this a lot in my modified version of Realms of Netheria. Here's a vid from a playlist of some of the work I did. It shows the approach you are looking for being applied when I created leveling Legendary Weaponry: It applies weapon modofiers, but can also be an equippable or usable toggle item that will add or remove wings as a player appearance tail/wing model. We had a lot of custom subraces with appearance and ability toggles/items. The mod also has a built in appearance modifier for tail and wings which would be good for getting the values u need for your script. It is downloadable somewhere out there on the interwebs if you want to see the original scripts. Also, cloaks could hide or show wings, but sounds like you want to toggle them as equipped vs not equipped...like a wearable cosmetic item.
  8. * EDIT * Misread the question. nVidia: 1070 or the newly released 1660 would be plenty of GPU for 1080p. AMD: RX 580 8 GB 1440p I would go Vega56, 1070ti/1080 or comparable. 550-650w PSU should be plenty.
  9. Vega 56 would be another good option. I currently have 64, and also had an MSI 1080 DUKE before. The cooler on my 1080 DUKE was fantastic. And it would do 2012 core out of the box. No tweaking necessary.
  10. When the cell is decombined, all the settlement door placement points work fine. After processing combined meshes and visibility, the door placement points I added into new positions do not work, but the vanilla ones I copied from still work. Am I missing something, like an extra step, variable or script that I need to add for them to work normally as the vanilla ones do? Or is there a specific method I should be using to do this? I've been googling through the week but cannot seem to find an answer or tutorial specific to this topic yet. Thanks in advance for any assistance or info.
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