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NeuroticPixels

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Everything posted by NeuroticPixels

  1. Hi. It’s a shame the Nexus store doesn’t have Cyberpunk 2077 plus the DLC for Steam for sale. But, it’s still really epic that it’s in the Nexus store at all! So I was wondering, will having the game on GOG cause any issues for mods? I’ve had issues in the past with other games that had mods only compatible with the Steam version. I don’t want to buy the GOG version if that’s going to be the case. Thanks in advance for your input!
  2. Hi. I have a mod request! Please link to the mod in the comments here if this already exists. (I've searched and haven't found it!) Request: 1. Allow us to completely exhaust all dialogue/questions with the dead. (No longer limited to 5.) 2. Even if we're the dead NPC's killer, allow us to bypass that restriction so that we can speak to their lifeless bodies. (How is holding a grudge helping them in the afterlife?)Thank you!! P.S. Are there any BG3 Discords where authors and users hang out to talk about mods and such? If so, can you link it here? Past requests made by others for this same thing: https://forums.nexusmods.com/index.php?/topic/13224408-mod-requestunlimited-use-speak-with-dead/?hl=%2Bspeak+%2Bwith+%2Bdead https://forums.nexusmods.com/index.php?/topic/13114440-mod-request-speak-with-dead-infinite-questions/?hl=%2Bspeak+%2Bwith+%2Bdead&do=findComment&comment=126405381 https://forums.nexusmods.com/index.php?/topic/13110837-mod-request-unlimited-speak-with-the-dead-allow-speak-as-killer/?hl=%2Bspeak+%2Bwith+%2Bdead&do=findComment&comment=126405360
  3. Within the last few days, I've noticed my cursor/camera sensitivity is through the roof. Nearly impossible to control. During dialogues and rotating the Star Map. Things like that. I've tried tweaking the setting in-game (Settings > Controls) but the right setting doesn't seem to be available there. Unfortunately, I do so many edits and subtractions and additions to my ini files, that I don't know what's new anymore. :down: I imagine the culprit is one of the settings for "Camera", "Dialogue", "Star Map", or "Controls". But I'm hoping someone can help narrow it down before I spend a ton of time trying to troubleshoot it myself. I tried a few things already without any luck. So here are my startup bats and ini files... Please help. StarfieldCustom.ini - Tweaks.txt - StarfieldPrefs.ini - EDIT: Found one culprit! fFreeRotationDialogueSpeed under Camera. Set it to 0.2 and it's good now. Still at a loss about some other camera/cursor movements being too quick and touchy.
  4. Looking for a mod than can adjust how far off we see our distance from a mission marker. Unedited, the distance disappears once we get further than 99+... feet? meters? yards? I don't know what it is. I'd like to be able to see the distance all the way up to... idk... 1400? It would be super helpful for when we have mission objectives with multiple targets, and if we choose to use the "show all targets" option (found on the Mission UI [the L key is the default keybind to bring it up]). Then it would help us see which target was closest to us. I already know of these custom ini tweaks: SetGS fFloatQuestMarkerMinDistance SetGS fFloatQuestMarkerMaxDistance But they don't help enough with showing which marker is closest. I'd like the little digits above the marker to show me.
  5. Someone could make their own version of it that does the same thing. It's only editing lines of code. Multiple "versions" could be completely identical, because it's just editing code. But yes, I understand what you mean. The author would need to do their own editing and not copy & paste from another mod without permission. :happy:
  6. Mod seen here: https://www.nexusmods.com/witcher3/mods/2171 I would love for this to be fixed and updated for Next Gen. I think this is something that should have been an option in the game's settings. I don't know if this is allowed, but if someone could fix and update that mod and make it an official update on NexusMods (give it its own page like the rest of the mods).
  7. Found this mod... https://www.nexusmods.com/witcher3/mods/2428 From my understanding, it makes the glowing items seen when using the witcher sense appear immediately, and disappear immediately. Or at least, as immediately as it can while still feeling like a smooth transition. What I'm requesting is, doubling the range/radius of the witcher sense and make glowing things appear immediately (smoothly), but disappear at the vanilla rate. (So that the glow still slowly fades away after leaving the "witcher sense".)
  8. Someone please update https://www.nexusmods.com/witcher3/mods/3588 ("Negotiate the Best Contract") to Next Gen. Thank you in advance.
  9. Err, I guess I should say that NO, it didnt void the groups entirely. Vortex still followed the rules I used. The ones connected with the orange lines. As long as I didnt use the others, there wasnt an issue. But now i cant use Vortexs default group within my own group rules because i cant disconnect it from the other master groups.
  10. Right. The unlinked rules I didnt use. The first few lines at the top. Everything attached with the orange arrows/lines are what I used. I guess I understand why we cant unlink them anymore. Im sure it voids the LOOT organization if things are unlinked. I wouldnt be surprised if it was a bug I had exploited. lol
  11. https://i.imgur.com/LFgMReu.png - link straight to the image. https://www.nexusmods.com/fallout4/mods/23556/?tab=forum&topic_id=7090666 - link to the mod's forum page where I initially posted this image back in 2019. Is making groups like this no longer possible? I made what you see in the image above in 2019. I can't seem to replicate it anymore. I simply cannot remove the lines anymore. Was what I did a bug? lol. I know it says "Masterlist groups and rules can't be removed", so I'm a bit confused on how I was able to, but can't seem to do it now. Personally, I'd appreciate having the ability to do this back. Maybe even as a hidden option for "experienced users" or something.
  12. Update: It's a known bug with the Creative Clutter mod. I chatted with the mod author today. At least the culprit has been tracked down! Not worth getting rid of Creative Clutter over.
  13. I've been having this issue for quite a while now, so it'd be nearly impossible to narrow down any "recently installed" mods. Any typewriters out in the world that use the model that is supposed to have a piece of paper in it are messed up. Whether it's by itself or next to a clipboard, like in the image attached to this post. The clipboard never has the issue unless it's the model that sits with that specific typewriter with the paper in it. Seen here: https://i.imgur.com/uEdWA7e.jpg Anyone else ever experience this? Any idea what specific file(s) could be the culprit?
  14. I still come back to this page myself to remind myself which mods to use! I now have a few more to add to the list. Again, the following mods are recommended to be used WITH the mods already listed in the quote above. (I use a different fusion core retexture mod now! Deleted the old one from the quote!) https://www.nexusmods.com/fallout4/mods/3530 -- "Total Blackout" file. Only need the PAT51_palette_d.dds within the download. It fixes the T51s having a rusty chest and shoulders. https://www.nexusmods.com/fallout4/mods/3089 -- Turns the rust black on raider power armor. Looks much better. https://www.nexusmods.com/fallout4/mods/29479 -- fomod contains several options. I believe I chose "2k scratched". https://www.nexusmods.com/fallout4/mods/59101 -- I went with the original orange palette. I did NOT overwrite any other mod. https://www.nexusmods.com/fallout4/mods/5401/ -- "High Vis Industrial Grade FC" file. Fusion core retexture. https://www.nexusmods.com/fallout4/mods/6011 -- I prefer the "hybrid" red glow for the FC. https://www.nexusmods.com/fallout4/mods/14773 -- Automatically take out your fusion core when you leave your power armor. A must-have. https://www.nexusmods.com/fallout4/mods/10732 -- Fixes the missing shine from the 1st person power armor hands. https://www.nexusmods.com/fallout4/mods/31168 -- A better looking fusion core hole. https://www.nexusmods.com/fallout4/mods/33080 -- A must-have. Simply keeps your character from having a tough time getting into power armor. https://www.nexusmods.com/fallout4/mods/20340 -- Fixes the desynced sounds of entering and exiting power armor. A small change, but your eyes and ears will thank you. https://www.nexusmods.com/fallout4/mods/8854 -- Fixes overly bright map when using power armor. https://www.nexusmods.com/fallout4/mods/6708 -- Make the power armor's lamp light actually useful. https://www.nexusmods.com/fallout4/mods/6938 -- Impatient like me? Unlock those power armor paints! https://www.nexusmods.com/fallout4/mods/55599 -- Better looking blowtorch to work on your power armor with. https://www.nexusmods.com/fallout4/mods/27479 -- Actually see what the heck you're doing with workbenches. Removes shader effect. Requires F4SE. Slightly unrelated... you can get a jetpack without having to use power armor: https://www.nexusmods.com/fallout4/mods/7668 <-- lots of mods try to implement jetpacks, and I've used this one for years. Highly recommended. These are all mods I will install for every single playthrough I do. The ones in the quote, and the new ones I've listed. I hope I didn't forget anything... Enjoy!
  15. Bummer! Thanks for the info. Your "Replace Any Actor with Any Actor" looks promising. The main concern is: I use mods that add NPCs and quests. Like, Sim Settlements 2, for example. I would hate to use your mod to fix one problem, only to create another. You know? lol. I wonder if it would be possible to add checks for quest items on NPCs/enemies before replacing them. (In case someone isn't marked QuestMarker or Unique or whatnot.) But that probably goes out of the scope of the mod, since it's about replacing actors and not checking their inventory. lol. Or am I just blowing that quote out of proportion and everything should be fine?
  16. You know how sometimes feral ghouls will be considered a non-enemy (or inactive) until you get close enough to them? And then they'll crawl over some shelves, or climb through a hole in the wall, or stand up from the floor... Well, I hate it. Loathe. Especially since I've been using the console command kah lately to quickly clear out enemies that have spawned in locations I've been to 100 times. Unfortunately, the "kah" command doesn't work on these non-enemy/inactive feral ghouls that are just hanging around, waiting for their moment. (I use "kah" instead of something like "killall" because "kah" only kills hostiles and I don't have to worry about non-hostile NPCs getting slaughtered.) So when "kah" doesn't kill everything, I have to go all through the area or building in order to thoroughly search for that darn feral ghoul that was politely sleeping on the floor under a desk, etc. Could someone please make a mod that keeps feral ghouls (and anything else, like Mirelurks) from going into friendly mode? inactive mode? non-enemy mode? Whatever it is. I would be intensely grateful.
  17. Request for mod to speed up some animations. I realize there is https://www.nexusmods.com/reddeadredemption2/mods/476 (Speed Up Game), but I think it may be a culprit to my game crashing occasionally. (After leaving it enabled for some time, the game just closes itself. No error or anything.) Also, I wish it also sped up the animations for cooking, and looting things from shelves/drawers. Would also like a mod that removes the blur (and maybe colors) from being drunk. The camera movement is fine. There are mods that remove the visual FX from multiple things in one package. But I'm only interested in removing them from being drunk. Also, a mod that uncaps limits on ammo. Or allows us to choose what we want the inventory ammo limit to be. OR.... Allows us to loot ammo, even if we're at our max. I hate coming across things I can't loot because my inventory is full of that item already. Especially ammo, since there's no way in game to simply discard them from your satchel like other items. So I have to find a safe spot to unload a bunch of ammo from my guns so I can pick up ammo I find around the world. Thanks for reading. Hopefully someone is interested in creating these things.
  18. Iâm glad someone finds that post helpful! :D
  19. Since I've posted this, I've gotten good at converting ESPs to ESLs via FO4Edit or the Creation Kit. Thank you all to who responded, though. Only issues I've encountered is when mods include scripts. Sometimes those scripts (like MCM scripts) have to be edited to reflect the mod now being an ESL.
  20. The tracking needs so many more options. I completely agree. I, like so many of us, use the tracking center to not only be notified of mod updates but as a backup list of mods to redownload if necessary. Among other reasons, I'm sure. It needs better organization and filter options.
  21. As someone that tries/trials many mods, it would be great to have a personal down-vote system or personal note system per mod page. Nexus allows us to endorse mods that shows the community and ourselves that we enjoyed the mod enough to go back to the page and mark it as endorsed. But what about mods that we didn't care for and never want to accidentally add to our load orders again? Unlike how endorsements are public, it would be great to have a system only visible to each individual user (and no one else) that allows us to down-vote mods and/or place personal notes about that mod for ourselves to reflect back on if ever necessary. Many times, I've gone to a mod page that shows I'd downloaded it months or years before (may or may not be "tracking" it), but it's no longer in my load order. But I can't recall if it's not in my load order because I didn't like it, because of my current playstyle, or because of this or that. Do I want to try it again? Or do I need to stay away from the mod due to bugs or just personal preference? If I do install it again, do I need to make edits to it for whatever reasons? It would be great to have these private notes on mod pages to see. But if that's too tricky, even a simple down-voting system would be an awesome addition! Obviously it's something that should remain hidden from the public. Mod authors release their work for free for the community and don't need anything to hinder them from doing so or causing hurt feelings, etc. (Plus, this isn't Facebook.) Let me and the community know what you think about this! Do you have any similar ideas or maybe suggestions to make something like this even better?
  22. I decided I'd leave my two cents here. Since I'd consider myself to be part of the group of users that love Vortex. Thank you to everyone that has had their hand in developing it and improving it. I recently left these comments on another mod, finally wanting to speak my mind about Vortex because I see so much disdain for it that I don't understand. Honestly, I think people are just biased and/or just plain don't like change. And I mean that in the most respectful way possible. I can relate! So here we go: Vortex is much, much different than NMM. And I think that's why a lot of people are prone to hate it. It's massively different. But... once you learn how to use it, it's so much better than NMM in so many ways. I hope that the Mods page in the program will get cleaned up and organized a bit more in the future, but besides that, I'd never go back to NMM as long as Vortex is around. And unlike NMM, Vortex is still regularly updated. I find comfort in that; knowing bugs will get worked out and improvements will be made. A lot of people say it's bad because it uses LOOT to organize your mods and that can cause problems (if you don't use the other features that Vortex has implemented). Well, LOOT is a great starting point. What's great with Vortex is that that's all it is... it's using LOOT as a SUGGESTION of how we should organize our plugin load order.You can modify and change everything as you wish. And that's why people get annoyed. They don't take the time to learn this and experiment with it.With NMM, if something happened to your load order and you didn't have a backup of your plugin list, you'd have to go off of memory to place your plugins back into the order that you put them in.With Vortex, it remembers it all for you. Not only can you create your own "groups" for it to follow (seen here: https://i.imgur.com/w7Vx6JF.png ), but you can also manage "rules" (seen here: https://i.imgur.com/WraKHEl.png ).You can make an infinite list of what mods should load before other mods, which mods require other mods to be enabled, and which are incompatible with each other. It's awesome. Also, another feature I LOVE, is managing loose file conflicts. Instead of just popping up with a window like NMM does, you have a screen you can look at and change any time you want. (Seen here: https://i.imgur.com/Bu86Aiu.png ). It definitely helps you better understand and remember which mods are overwriting others, and makes it extremely easy to make changes if you decide you'd like to try something else. I'd hate to mod without it now. There are tutorials on the Nexus that I had to look at a few times once I got started with Vortex, but a lot of what Vortex can do I learned on my own as I used the program. It gets pretty intuitive.Here are some links if you're interested in checking it out and/or converting from another mod manager to Vortex.https://wiki.nexusmods.com/index.php/Frequently_Asked_Questionshttps://wiki.nexusmods.com/index.php/Category:Vortexhttps://wiki.nexusmods.com/index.php/Migrating_to_Vortex_from_another_Mod_Managerhttps://wiki.nexusmods.com/index.php?title=User-Interface-Overviewhttps://www.nexusmods.com/about/vortex/ Good luck. :)
  23. I LOVE this idea, being a Cowboys football team/cheerleader fan myself. But unfortunately, I wouldn't even know where to begin nor am I a user of CBBE. I really hope a talented modder picks this up though!!! Good luck!!
  24. Hi there. After trying my hand at converting ESPs to ESLs through FO4Edit and the Creation Kit, I read something today that had me scratching my head. On this page: https://www.nexusmods.com/fallout4/mods/35777?tab=posts JimmyRJump states: "If the mod has BA2 files that come with the esp the BA2 will no longer be seen as belonging with the esl since the files require an esp to function." Does this mean that we can't change ESPs that come with BA2s into ESLs? This is pretty much exactly what I'm wanting to do with ESLs. :pinch: Or does it mean that even though I converted the ESP into an ESL, I'll still have a plugin counted against me with the 254 available slots? (So there's really no point in the ESL conversion if that's the case for these types of mods, right?) I've tried to message JimmyRJump, but saw he hasn't been on the Nexus in almost 2 weeks, so I figured I could reach out to the Nexus community as well. Thank you for your time!
  25. Thanks for the suggestion!! :happy: I like how it can affect your companions as well. I've added the link to my bookmarks for now to maybe try later, because I feel like I'd rather the vanilla stealth boys to be toggle-able in some way.
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