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Unfortunately, this doesn't give me much to work with. I do use More Informative Console, which already tells me what mod a thing is from without having to cross-reference ID's, very helpful! Sadly, clicking on an enemy who is suffering the bug, it just tells me it's from Skyrim.esm. No other information that might help, seemingly. No info to be gleaned from SSEEdit in this case, either. Looking up the FormID, it's the bandit, and nothing is overwriting it.
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Yes, indeed. I've tried with several new games, and the persisting save method. The new games have ranged from including all mods, including some mods, and including nearly no mods. I haven't quite been able to figure much from the last type, as the bug is so inconsistent that it will sometimes not appear even in my most thorough testing methods of multiple bandit camps and dungeons.
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I just wanted to update real quick, that I thought I found a method of diagnosis where I save the game when I see the bug happen, and reload that save. The permanent blocking persists through loading, so with that knowledge, I started aggressively turning off every single thing I had in my modlist that I could turn off without it crashing my game. At the end of this, the bug was still persisting. This could mean a number of things, like that it's a mod affecting a vanilla function and making it permanent in a save, or that a deep, deep thing somewhere is getting messed up, or...honestly, at this point, it could mean something is screwed in my MO2. This is the toughest bug I've ever had to fight.This is insane. Please, please help me.
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This is crossposted from a Reddit thread I made on r/skyrimmods hoping to get help there, too. Nothing has developed since I made that thread, though, I'm no closer to solving this. The only thing that's changed is what methods I've used to diagnose the problem, none of which have made the bug more consistent or made the source more obvious. Those methods, for the sake of completeness, include multiple flavors of new games and turning off each section of my modlist no matter how unrelated to the problem they seem. This is one of those classic "I've been troubleshooting this for days and still haven't found the solution" problems. I came back to Skyrim a bit ago, started updating and building my modlist from mid last year (after downgrading to 1.6.353) , and I've squashed pretty much every bug I've encountered so far, except for this one thing: sometimes (and I emphasize, SOMETIMES) NPC's using one handed weapons (whether one handed alone or with a shield) will start blocking and then never stop. Originally, I was writing this post with the idea that it was Valravn doing this, but just to drive home how bad this bug is and how bad the false positives it gives me are, as I was writing this I loaded a test with it off just to make sure I was thorough with what I knew, and got the bug to happen immediately. I've left the rest of the post as it was written unabridged, but bare in mind, I do not believe it's Valravn anymore. I've seemingly narrowed the problem down to Valravn, as turning it off seems to make the bug go away. However, if I start a completely vanilla install and put Valravn in, then the bug doesn't happen, which leads me to think it's a mod conflict. What mod, however, I'm at my wit's end trying to find. My process for trying to troubleshoot this is to find a group of enemies (I tried primarily with the Corsairs at the Dainty Sload, as with another mod, they always wield cutlasses one handed, as well as with bandit camps in Whiterun) and stand there or fight them 3-5 times (reloading after defeating them) to see if it happens. The rate at which the problem happens, which seems to fluctuate inconsistently, has created a lot of false positives where I think I've narrowed the problem down (like when I thought it HAD to be Precision or AI Overhaul or my Smashed Patch or even Helps To Have a Compass was causing the problem) and then find out that's not the problem. The sheer inconsistency of this issue has lead me to question if it even actually doesn't happen with Valravn disabled (IT DOES) or if I've just gotten lucky and every test has avoided the bug (THEY HAD). I've eliminated a few obvious suspects from the list (ones that stick out as having something--anything--to do with blocking), these were the first mods I tried: AI Overhaul SSE, Animated Armory, Precision, Smart NPC Potions, Realistic AI Detection, Enemies Follow me, Simple Weapon Swing Parry, Simple Dual Wield and Unarmed Block, Shield of Stamina, Injured Animations Dynamic Replacer SE, and Seeking Out Sneaks I've checked, and Valravn doesn't have any seeming conflict with anything in my modlist, and I've set it both at the top and at the bottom of my load order with seemingly no difference. I've checked pretty much every mod in my Gameplay section in MO2 to no avail. I've replaced my Valravn esp with one from my archive just on the off-chance I modified it without remembering and messed something up. At this point, I now know it's not Valravn, but have no idea what mod is causing it. I know it's cliche to say "it could be anything" but I legitimately traced a problem with dragon AI to Loot and Degredation SE last year, a mod which has NOTHING to do with dragons, so with that dark knowledge, it really could be anything. Any help or pointers is appreciated. My modlist (I know that there are conflicting mods enabled, such as Dragon War with other dragon overhauls and two different mods that make you pick up books instead of reading them. I've noticed these and have since fixed them, including getting compatability patches I didn't have, but these have had no effect (I've also checked, they're not the problem) (Smashed Patch and Dyndolod are also not included because I got sick of turning them off to test things)): https://pastebin.com/h8Gt8x3C My loadorder: https://pastebin.com/EMKabmdm My inis: https://pastebin.com/rrPuwGSi
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Re-voicing the Atomic Wrangler Crier
boogiebot257 replied to boogiebot257's topic in Fallout New Vegas's Mod Ideas
Oh, s#*!, I never thought to actually click on her. Yeah, I'll get that done ASAP, thanks! -
Re-voicing the Atomic Wrangler Crier
boogiebot257 replied to boogiebot257's topic in Fallout New Vegas's Mod Ideas
Hey!! Thanks for the offer! Yeah, if you're down with handling the implementation, I can get the voice lines to you in a couple days. It's only like, what, three lines at max? I guess I'll PM you the files once I do them, and we'll go from there. -
I just recently learned that the Atomic Wrangler Crier--a minor NPC in Freeside who advertises booze and sex--was voiced by an at-the-time twelve year old. Frankly, I never once noticed, but now I have, and it's one of those things that once you know it, you can't un-know it. According to Josh Sawyer, it was most likely unintentional, he has no idea why it happened, it was probably a casting mistake, and in a game with something like 500+ NPC's it's not a completely unbelievable mistake. But, it's in the game, and it's a bit ick to know that, ain't it? Well, it just so happens I'm a voice actress who has done adult works as well as a video game, and I happen to have the audio recording setup capable of re-voicing the lines outright without it sounding like total s#*!. However, I have no experience in the GECK, or any know-how when it comes to editing NPC's, or just dropping voicelines in. So, I'm calling out: is there anyone who CAN do that, and has interest in implementing an actual adult to advertise prostitutes?
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In essence of what is currently happening, my compass is stuck flickering rapidly, not showing any locations or markers, and not changing its orientation from north. If it's not doing that, it's gone. That's the symptom. The cause is user error and admittedly, a judgement lapse. I should know better. I'm not asking for an explanation of why it happens, I'm moreso asking for "can I fix this?" Because on the surface, it looks permanently broken, but, I don't know. It's why I'm asking here. The four mods in question in terms of what made this happen are Skills of the Wild, Helps to Have a Map - Worldspace Addons, Less Intrusive HUD II, and Immersive Hud. Each of these mods does something to the compass, mostly with regards to its visibility. SOTW locks the compass and features of the compass behind skill trees, but the mod page lists that if you would rather keep the compass without the skills, to toggle the compass back on in iHUD, which I did. HTHAP adds map and compass items to the game, need to have a map in your hand to use it, need to have a compass in your hand to display it. HTHAP and SOTW don't play super well together, but I didn't know that, and it seemed like SOTW with iHUD on overwrote HTHAP, which was fine! Really, what I wanted was to purchase a compass and then be able to toggle the compass on and off, even though having the compass in my inventory at all was not a prerequisite to having it display. I've been doing what HTHAP does for years in fact, just without an in-game implementation. To get around the complications and jank, I used Less Intrusive HUD II to move the compass off screen until I decided to use it (LSHII has also been oddly busted in my list, with the interface for moving things around not updating properly, but I could still move things around so I ignored it). In fact, I tested to make sure this exact setup worked earlier in my playthrough. When I did that, it was fine. Now, it's broken. A major complication, and I admit, this was the stupidest thing I did even in spite of all the exploiting incompatibilities and jank here, was that I forgot to disable a mod for SOTW that replaces the .esp to not require iHUD. I mistakenly thought iHUD was crashing my game, it wasn't, and I completely forgot to disable that after turning it back on. Did all the standard things; disabled key mods to see what happened, didn't really change much, started a new game, which on one occasion with most of the mods in question still on, had a completely functional compass which then went away after loading my current save then loading back into the new game, and then on another occasion with all of the mods disabled, just resulted in no compass whatsoever. This is the same effect that happens if I turn all the mods off and load my proper playthrough save. Given the nature of what happens when I simply turn them all off, I'm GUESSING something is permanently broken, and I don't know what. I know you can corrupt Skyrim's assets in a freak accident even with MO2 in use, so my initial thought was a reinstall was in order, but not only did I not really want to do that, but I also remembered when the compass WAS working fine that one time, which implied it's NOT permanently broken, but instead something, somewhere else is. I'm at a loss. I've never seen anything like this happen before. If this is a reinstall situation, I'll try, I'm just not confident in it. Although it did not seem to make a difference in my testing, here is my current load order and modlist: LO: https://pastebin.com/xAYYRcRx ML: https://pastebin.com/4LnMX2UF
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Yeah, this is a real dumb troubleshooting thing, but I've spent four days installing the game and mods and I just want some quick help on an issue cropping up. As it says in the title, something is causing armor and weapons to always spawn at very low condition. This is a pain in the ass for a lot of reasons. Shops seem mildly unaffected, conditions seem to be normal from what I remember? Any pointers are appreciated. Also--I know this load order probably reeks of stupid ideas. I know it's stupid ideas, but I've made them work to my satisfaction. Please and thank you. EDIT: NVM I AM DUMB IT'S UNFOUND LOOT
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SOLVED!!!!!!!!! This was an issue with Immersive Beds. I couldn't figure out what caused it (the most I could gather is it bugged out in a twelve minute span between a save where it wasn't happening and a save where it was), but hitting "Reset Controls" in the MCM menu fixed it!
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Running FNIS did nothing. Still at a complete loss to what this would even be.
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No clue what kinda bug this would fall under. It only just cropped up very recently mid-playthrough too. When I go to use/activate certain objects, such as ore veins and chairs, the animation begins and then immediately ends, or my character sits down only to get right back up without my input. Happens in both first and third person. I haven't done any proper troubleshooting into it because I have no clue where I'd even start with this, but my mod load order is below if it helps.
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True Iron Sights Modification
boogiebot257 replied to boogiebot257's topic in Fallout New Vegas's Mod Ideas
Basically, making the "true iron sights off" base work more along the lines of the default iron sights. Centered screen and all that. I know it's at least semi-functional, as RH_Ironsights, a mod for Fallout 3, accomplishes smooth iron sights aiming. I'm aware Fallout 3 and New Vegas have a myriad of technical differences, and I realize that it may be impossible to implement RH style ironsights into NV. Getting the smooth animations in and out while keeping the functionality of iron sights. Perhaps it is genuinely impossible for that result, but I really wonder if there's not something that can be done with going off of this setting. -
For years, I've been lamenting that NV's iron sights are kinda, janky. Going in and out isn't smooth, it's a little awkward, etc. I've heard that it's impossible to fix because of NV's engine, but today I discovered that smooth aiming animations are already in the game. Setting true iron sights to "no" in the game's options puts the gun down the screen and keeps the crosshairs on the screen. It also puts on smooth animations for going in and out of aiming! The video below demonstrates this perfectly: So, if the animations are already in the game, and seem to work pretty well, how come no one's made a mod for it? I'd think it might be because so few people have actually tried playing with true iron sights off, but I'm not sure. Surely, with the myriad advancements in NVSE and scripting functions, there might be a way to implement this feature in properly?
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I tried to get the ID for a pipe by clicking on it via console, but since there's no model or texture to find, it just tells me it's a non-ref object. I searched through the ID database as you did, and both results for weapons matched up with what you gave. So, we know it's either the base game or Far Harbor, but unless there's a way to get the weapon ID without clicking on it, it's going to be difficult figuring out what's doing it.