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Items Appear in Creation Kit, but not in Game
pancakemix replied to pancakemix's topic in Mod Troubleshooting
It occurred to me that it might help to include the .esp. All of the things that my mod touches are prefixed with "CQ_", so you can find it by searching for "CQ_" in the filter of the object window. Collector's Quarters.esp- 1 reply
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I am trying to create a new predecorated ship hab. So far, everything has been working fine, and I have been able to fill the ship in with statics, furniture, containers, doors, and even a terminal with no problem. I have started adding items, such as magazines and weapons (which are to be non-interactive and physics disabled, so the player cannot mess with them), which is where I started encountering problems. While I can see the items in the Creation Kit, they don't seem to exist when I check in-game. I haven't gone through all the items and set them to be non-interactive and physics disabled, but no items appear regardless of whether these are set or not, so I don't think that's the issue. The items are NOT set to be initially disabled, the save I am testing on has never had this (or any) mod installed, and the hab is freshly built each time I test. Does anyone know why these items are not appearing in game? Especially when static decorations do?
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My mod works as an ESP, but not as an ESM.
pancakemix replied to pancakemix's topic in Starfield's Creation Kit and Modders
Downloading it myself, it seems fine. Here is the link to the Bethesda.net page, if anyone's interested: https://creations.bethesda.net/en/starfield/details/9e5bbdb7-25cd-423c-82ac-81e6bc296ec7/Difficulty_Decoupled_XP_Modifier- 5 replies
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My mod works as an ESP, but not as an ESM.
pancakemix replied to pancakemix's topic in Starfield's Creation Kit and Modders
Yes, I removed the old .esp (not deleted just moved to a different folder), and I made sure that the .esm was the only one still activated in my load order. As stated in my own reply, I seem to be mistaken about the .esp to .esm conversion being responsible for the duplication issue, as my esp now also has the duplication issue as well, like the Creation Kit is just arbitrarily deciding to revert my changes, and move them into duplicate equivalents. As for not being able to edit .esms, you do seem to be able to open them in the CK, and at that point you can save any changes as a new .esp if you need to make more changes, but I'm not sure if there are any problems with doing that. I tried to convert the .esp as a FULL master (rather than a light or medium master) and that seems to have preserved my changes and not created any duplicates. Perhaps there are certain limitations regarding what light and medium masters can do, where they are capable of adding content, but are unable or forbidden from overwriting/editing content? Just in case, I would appreciate it if anyone could try the attached full master .esm, and verify that they aren't having any issues: Difficulty Decoupled XP Modifier.esm- 5 replies
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My mod works as an ESP, but not as an ESM.
pancakemix replied to pancakemix's topic in Starfield's Creation Kit and Modders
This is so strange, now the .esp also has the duplication issue. I used to be able to load into the game and the Creation Kit with the .esp and not have any duplication. I LITERALLY have an image from the game of the options menu looking like it's supposed to prove it. But I just downloaded the very same .esp file to make sure it was right, and now somehow the .esp--both the original and the downloaded versions--have been "poisoned" for lack of a better word, and now also have the duplicated options.- 5 replies
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I've made my first mod for Starfield, a mod which removes all XP bonuses and maluses from all Gameplay Options, and adds a new Gameplay Option which does nothing but increase or decrease XP by a desired amount. As an .esp, the mod works exactly as intended, with no real issues. However, when I convert it to an .esm file, it creates an issue where the Gameplay Options are duplicated. My new XP Modifier option is there, but there are also two instances of every other Gameplay Option, one which does not affect XP, and one which does. Looking in the Creation Kit at the .esm shows that conversion to the .esm for some reason makes all the Gameplay Options I changed into duplicates, and restores the original Gameplay Options back to their original parameters. So now there are two instances of every option, one that is a duplicate and has my changes, and another which is the original and has the vanilla settings. This is also true for the Gameplay Option Group, which has one GPO_PEO file which is the original and does not have my new XP Modifier option listed, and then a duplicate, which lists all the duplicate Gameplay Options that the .esm conversion created and also DOES have my new XP Modifier option. Am I missing or doing something wrong here? I would be fine with it staying an .esp, but I don't think it's possible to upload .esps to Bethsesda.net, they have to be .esms. Attached is the functioning .esp, the .esm with the duplicate options, and Word doc that explains the mod. Difficulty Decoupled XP Modifier.esp Difficulty Decoupled XP Modifier.esm Difficulty Decoupled XP Modifier.docx
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I don't know if you guys redesigned the site with mobile in mind, like everyone is saying, but if you did, why? I don't think you can mod PC games using a phone or tablet, and you can't mod games made for phone or tablet, so who benefits from a mobile-centric layout? I guess you could check for new mods on your phone with this layout, and then have easy access on PC, but that seems like a close to nonexistent demographic. Also, is filtering broken? No matter what settings I use either all mods are filtered out or only one is.
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Happy 10th Anniversary to The Witcher series!
pancakemix replied to FenexFox1234's topic in Site Updates
In response to post #54473018. The fact that it came out in 2007 makes how s#*! it is even more inexcusable. A quick look at the other games released at that time reveals that games like Crysis, Bioshock, Team Fortress 2, Portal, Half Life 2 Episode Two, Super Mario Galaxy, Shivering Isles DLC for Oblivion, and S.T.A.L.K.E.R. Shadow of Chernobyl were release in the same year, not to mention the great games that came before. Even the "enhanced" edition is an awful, buggy mess. It's like an MMO without multiplayer. It's like a porno where the porn is as bad as the dialog and story (i.e. terrible). Maybe The Witcher 2 and 3 are better, but with the Mass Effect-esque save game porting I can't bring myself to play the next games without beating the first, and I'd rather eat rusty razorblades. -
Don't you DARE change the voice acting. If I can't be accused of being criminal scum, I'll be pissed. On a more serious note, I hope they consider giving the player a choice between the classic/true Oblivion experience and something more Skyrim-esque, I have a feeling I'll miss being able pick and choose my perks.
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Hey, TerrorFox! Whats your beef with Metal Gear Rising: Revengeance? I know the gameplay is totally unalike an other in the series, but it's still pretty fun. The story, tone, characters and (most importantly) camp are all spot on too, and in a MGS game that's like 75% of the fun.
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That is NOT what a touch spell is, at least not in Oblivion or Morrowind. In those games you have to literally touch the target, as the name would imply. The description of Aetherial Veins makes it seem like any spell will work instantly from any distance. If that isn't the case and you DO have to get within arm's reach every target, then I imagine that the average life expectancy for mages has decreased significantly.
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I have nothing against ads or sites that use them. Most websites, like say, YouTube are just fine for me with ads, but sometimes ads get to be so resource demanding that my computer (or at least internet browser) becomes almost, if not, completely non-responsive. Unfortunately the Nexus is an example of a website that barely runs with ads for me, some others include PC Gamer's website and Wikia. Now, I don't have or use Adblock, but I do have an Avast utility that allows me to block ad tracking. That doesn't sound like it would block the ad itself, but when in use no ads display, so I assume the effect is the same. That's why I believe ads are responsible, because when I use the utility to block ad tracking the Nexus and other trouble sites start running just fine. I know what you're thinking, "then report the bad ads, ya' dingus!" But how am I supposed to know what ads are causing performance problems? Even when I refresh the page or move to a different one I usually get the same 4 ads, making it impossible to compare performances. P.S. I totally agree when you say the advertising industry needs regulation/reform. I'm hardly an insider or expert, but I did take a college course in marketing (advertising) as part of a business degree and it said one of the biggest issues facing marketers (advertisers) and business in general is the carelessness of other businesses.
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The Blind(Judge) leading the blind might be exactly what I've been looking for. I've watched and read so many tutorials from pros and they all make the same mistake of zip-zooming from step to step, not giving the learner a chance to catch up or compartmentalize the new info. That or solving unintended issues off-screen when they could have been good learning experiences. Also, I do believe "dungeon" is the appropriate catch-all term. Vault would be a weird replacement considering that not every "dungeon" takes place in a vault, and not every vault is a dungeon. (good luck telling that to the Enclave!)
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In response to post #45051570. #45055660, #45064125 are all replies on the same post. I did enjoy the interview, thanks BlindJudge and Duncan. I do recognize the talent, skill and effort that goes in to arranging a game's assets to take the perfect screenshot, particularly in games like those in the Fallout and TES series where nearly every scene is unique to each player, even before the inclusion of modding. I guess what I was trying to say was that if screenshots are meant to represent a game fairly, then surely shots taken at random intervals would do. Obviously not, but if in the process of trying to "bring the best out of a game" they have to resort to hacking it I'm forced to question the ethics. I've never bought a game based on screenshots alone because even the best usually can't capture how the game feels to play, a particular moment, sure, but not the usual flow. It's really not my intent to devalue a good screenshot, I only wanted the dev team to get some love too.
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Not sure how I feel about giving so much praise to the one taking screenshots. It seems like he's humble and puts a lot of work and love in to what he does, but what about games like Journey or Inside? It would be harder to take a bad screenshot then not for one of those games, and that's because the dev team made it that way, not necessarily because of skillfully taken screenshots. I mean, how would you like it if you spent years creating a garden that's beautiful from every angle, only to have someone take full credit for a photo they took that IS beautiful, but only because of your work on the garden. Again, this guy seems humble enough, I just feel we're not giving enough credit to the hard working level designers, concept artists and the like, who need to not only make something look good, but also make it fun to play without ruining performance or breaking the budget.