Jump to content
⚠ Known Issue: Media on User Profiles ×

ZengarZonvolt

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by ZengarZonvolt

  1. just as the title suggests, is there a way to make the jericho and synedrion also gang up on the anu? personally i hate the anu and the first moment my troops can instakill humans from one million meters away i would rather raid anu bases. ive been doing my best to only do quest from jericho and synedrion that attacks anu. but no matter what i do jericho and synedrion is always at each others throat when i was not looking. any tips?
  2. I have a mod that basically allows me to turn sny area and interior a settlement or player home, but in my bethesda game experience, mods like these gets defeated by the cell respawn system. I know the cell respawn was there for quest and stuffs but i wouldnt have asked this if i dont know how to circumvent the risk itself but how do i stop cells, interior or exterior from respawning??? It shouldnt be with mod cuz ps4 have a very strick mod policy so it should also work on vanilla
  3. so i was watching some more clannad just to spite myself and because of the feels and i kinda got the urge to have a clannad feel for my stardew valley. and because i dont have the necessary skill to yknow, make it happen, im just gonna request it here. can some one please make me a clannad replacer of all of the batchelor and batchelorette to the clannad cast. and some npc too. it shoud look like this. Sam: Tomoya Shane: Youhei Pierre: Akio Caroline: Sanae Abigail: Nagisa Jas: Mei Penny: Kotomi Haley: Ryou Emily: Kyou Maru: fuko Robin: Kouko Demetrius: Yusuke Harvey: Kazuto Vincent: Yu Alex: Katsuki thanks :D
  4. seems like my even more crazy load order also suffers from constant crashes in the Rift. but the way my rift crashes just so happens at random when ive entered an interior or change location. as i type this i cant get out of dayspring(dawnguard dlc) because i have previously massacred the entire riften guard for fun and isran and the gang wants my head. so i outta get myself jailed but when i go out of dayspring my game crashes. the only solution i come up with any of this kind of crash was to either coc riverwood and go to an interior and do a PCB(not a kind of drugs) or use one of my castles warp spells(i have a bunch of Lazz castle mods with teleport spells) and do the pcb there. after experiencing lots of crashes in the rift, i opt-off buying dragonfall castle in that regard.
  5. 2. im not making my own mesh as i dont have the needed tools to do so but what im talking about moving walls was the same thing mick and ralph has on their secret armoury.
  6. so ive been making these here house mod that im gonna post on the mod page but im on a literal road block now. what i wanna know to do is 1) how do i make an item(like nuka-cola, shell casings, foods) not pickable by anyone(even NPC) 2) create a moving wall that acts like a hidden door 3) creating my own activatable switches that is linked to those hidden door 4) creating the warps from the main world to my interior. thank you for answering in advanced
  7. can someone make me a mod of that? i kinda want to meme-fy my game and that will hit the spot. thanks guys. i dont know how to model.
  8. thank you dubiousintent for those info but as a semi-adept in both using the console commands and geck scripting, i know those functions. its a shame that there isnt a way to accurately detect damage dealt by combatants like i was expecting. just to devulge more info on what mod im working on so anyone can tell me if this mod already exsist. so here is the basics, in this mod, the player will have 3 HP nows, the current HP, the new Soft maxHP and Hard maxHP. the new Soft maxHP slowly decreases by damage circumstances and determines how much current HP your character can have. say your character has 100 Hard maxHP, it would look like 100/100/100. when you take damage from a bullet, say from a 9mm Pistol and you took 20 damage, it would look like 80/100/100, but with this new system, 30% of that 20 damage will be transfered to the Soft maxHP, resulting in 80/94/100. meaning, when you use a stimpak, it would heal you until your current HP reaches 94, not 100, or in other words, 94/94/100. this is called Grievious Damage, a damage so painful it causes physical shock. and it also serve as a wounding system, and to that sense, will introduce a new way of treating your damage as treating wounds instead. this idea has been used in the game Haven and Hearth and the rule is almost to the tee. and just a short addition, damage that would otherwise reduce your current HP to 0 will not kill the player, but instead, they will go on unconcious state, and after 20 seconds, the player will heal 1 HP and maybe hope for the best to be able to leave to tell the tale of being able to escape death itself. as long as the Soft maxHP isnt 0, the player wont die. to heal your Soft maxHP, as i said, you need to treat wounds that caused the Grievious damage.
  9. can someone help me on a mod im working on. i need the following variables so i can detect changes in them current HP current maxHP maxHP without any perks/trait or magic effects damage dealt by target type of damage dealt by target. for those of you whose gonna ask what i need these variables for, im making a mod relating to wounds and lasting physical trauma that must be healed properly otherwise, you will suffer various degree of detrimental effects.
  10. its been a while since ive visited my own post and im surprised more people posted stuff and its quite intruiging. just to add up, im also suffering from low framerate issue to well, a couple of things, primarily, modding and obsidian butchering gamebryo, a buggy engine already, and thats the result. yes i have both the 4gb patch and stutter remover but my pc is only 4gb so that doesnt help. it does to an extent, it can keep my game running at ranges of 10~30fps tops. at worst, it goes to 1~5fps. and thats the main reason im having a hard time playing FNV, i have to deal with stutters from too crowded places and npc side-steps. now in my defense, ive seen this phenomena in skyrim and fo3 as well, and ive dealt with it much MUCH more gracefully. see even at 200 mods(about 10 of them merged to save space), both fo3 and skyrim doesnt lag at all. imagine that. my fo3 and skyrim, running at at a steady 60fps(i dont know if its a smooth 30 or just good 60fps) and not a single lag. when i see a bandit sid-step my attack, i know i messed up somehow, i got seen or i just missed. but in FNV, i cant even fight back at low 10fps during firefights. and i did some test, 20 raiders spawned inside super-duper mart, my fps ranges from 30~50fps(just 10fps drop). i did the same at fnv, 20 powder gangers inside the bison steves. it goes to pot, like 5~20fps and about 2~3 crashes and 1 out-of-memory. :(
  11. So i was just doing some blind research after my FNV crashed and decided to tweak one of my mods to my specifications and just remembered, CaliberX ammos doesnt get their full uses and most weapon modders doesnt conform to the CaliberX standards, as such, we only see weapons using vanilla ammunition types and not the diverse ammo introduced in CaliberX. so i did my research and on my first searched ammunition type, the .22-250, i discovered that Remington 700 series can be rechambered to lots of different ammunitions, and it only needs its barrel changed so it hit me. why not make a mod that A) Introduces various guns that uses CaliberX similar to the 20th Century Weapon packs. B) Introduce a new way of using the workbench, the Gun Craft, which will allow you to sort of customize your weapon the way Fallout 4 does, but instead of modding it, we leave the modding to either the WMX/WME but just change how the guns works like rechambering it. Case in point, the Remington 700 series can be rechambered to use either .22-250, 300 Win Mag, ETC. as such, its stats will change depending on what configuration you did. C) Rechamber some vanilla/modded weapons to have the appropriate rounds. im just posting this here because i dont know if the 20th Century Weapon has been ported and i love me some guns, even if i dont use them all in a single playthrough, i still love hoarding them. im also pitching this idea because i dont have the necessary skills to do models and textures(got no artistic skills so yeah), but on the side of coding GECK, yeah im your guy. im learning yeah but GECK is easier then SCK and papyrus for that matter.
  12. oh thank you maam for the posting info. honestly i dont know where to put it. but if thats the case then imma just grin and bear the bullcrap but oh well. its difficulty for you.
  13. so ive been doing some searches on Google and im getting nothing but bullshit like TV Tropes clikcbaits and Gamefaqs nonsense in the matter but why the crap the NPC in any Bethesda game ranges from stupid, to very stupid, to outright bullshit. just a couple minutes ago, im fighting a pack of jetted out raiders and how the f*#@ can they dodge my attack from an M60 with just a sidestep? i dont have that kind of luxury so why can they? also how can they instakill me at level 5? was that fair? and the worst part is, at times you get massacred by a bunch of them in one sitting. how can i play a legit cheat free game when the enemies varies that much that you dont know what can kill you because of bullshit and what you can kill because the AI maybe bugged out? can someone answer this please im tired of filtering bullshit in Google Search.
  14. So i just made a new game using alternate start and i somehow ended up near the fort and with my skills in scaling the mountains, i happen to get inside the fort without getting to the guards but i was set on playing an NCR soldier so i just wonder, would it be possible to do a legion doublecrosser playstyle? what i mean was do 2~3 quest for the legion then turn around them joining the NCR instead. because i dont know if any of the legion quest would get me a villified status in NCR. i kinda want to take the hit on my legion reputation than my NCR reputation but i kinda wanna see how Legion playthrough works. can anyone tell me what quest should i start betraying the Legion for the NCR? for the record, i havent done any legion or ncr quest just yet.
  15. will this be necropost? if it is please dont flay me inside out. just gonna ask anyways. in the barter option how does it effect the actual sell and buy %. can you tell me the base on each difficulty because the vanilla calculation was Sell: 45% + [bARTER * 0.45%] + Mod Buy: 155% - [bARTER * 0.45%] + Mod
  16. so i finally figure out how to open up the hudmenu swf using swf decompiler and im determined to make my own health, magicka, stamina bars. and the thing is, the sprites(the actual file that draws the bars) consist of some sort of animated sets of images. so here is my question. how do i edit it and is it possible to somehow change how it is structured, i mean can i just use about 20~30 frames instead of having up to 200 frames? also i was planning on making crazy designs like diablo styled life/mana bar or kingdom hearts styled bars. is it even possible?
  17. Well actually to clear more things. Im an IT student myself so i have some knowledge in doing code stuff so those if else thing you just said is pretty much basic for me. Now here is the kicker. As ive said, i dont have some sort of hate with fose scripting, but hwo can i compete with the likes of say, jazzisparis and his jip selective fire. That thing was amazing. And i cant even scratch my head as to how its scripted. I was hoping i can make as mindblowingly awesome as that. But to cut to the chase, i know the basics of scripting. What i want to know is how fose ticks and how i can use it to my advantages. Because if would say so myself, fose aint java. And java aint ruby. As ruby aint c++. You get the idea. And so, yes, i want to learn fose.
  18. well to explain some stuff, no i dont have an aversion with fose itself. im just that new to what fose can do with geck. and to my meager understanding, some of the mod you see on the nexus arent standard fose mod. i mean take for example fallout wasteland edition or FOOK, which are gameplay enhancers. those kinda thing im pretty sure i cant do. but some minor scripts maybe i can. so i was asking if some things in geck can be done without fose. because as i said, cool stuff can only be done by a better coder.
  19. so i was getting bored playing my fallout 3 that im thinking of making my own quest that everyone can also enjoy. i got the means and the know how to some degree(but none of that fancy fose stuff tho), but i still have some question regarding some stuff that i kinda wanna "innovate" in the world of FO3 modding, particularly, quest modding, and what are those is as follow. 1) is it possible to make a scene where the actor got unconsious because he/she is an essential actor and can still do a dialogue before actually dying. im not that good of a writer by any means but from what i can learn from those cheezy filipino action movies is that before the main protagonist dies or goes to the hospital, it can still talk for like 10 more lines or more. thats the basic jist of this question. is it possible to do that in geck even without fose's help? 2) i know this would be stretching it but is it possible to make a "crumbling" ground or objects with or without fose? 3) what is the maximum size and height of a single worldspace. also would an ocean of water, as deep as tenpenny tower from the bottom-up be possible to create? i mean i kinda want to create a very deep ocean where the surface of the ocean is at the level of tenpenny tower balcony. 4) can a fake turret be made using base game asset? i was planning on making some sort of indestructible traps and ordnace, something akin to Doom or other similar games with traps that can be interacted with. 5) i havent learned this yet but how do i make a 'scripted' battle? i mean a pre-determined result battle where its always the same who will win. then if you do something along the quest, you can intangibly affect the reasult of the battle. what im thinking is like a variable that dictates how it is affected.
  20. ive tested save cleaner before and honestly, i couldnt get it to work. i scares me to do anything with my saves. color me crazy but no, im not lazy to backup my save. im just afraid that the save cleaner may have a virus of sort when you use it. also doing a script delete might break the save even more so nope. but ima test it anyways. im installing familiar faces(a bit of script heavy that one) and when my save got borked i will save clean it to test if it really works.
  21. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. not even one second i will twiddle with my ini ever again. ini editing breaks your game.
  22. on the topic of loot, yes i know what it is. im not gonna take that as an off-hand comment about anything but i have my fair-share of experience with loot. honestly i dont like how it sort the mods. its always unreliable and sometimes break something that shouldnt be. i once used loot on a particular load order that deals with breakable bottles and RND, and with loot re-ordering, the alchohols becomes vanilla instead of RND, same goes to potato and carrots. not just on that instance, it kinda breaks perkus maximus too, so i wont be using loot anyday now. also about the script lag. you might be unfamiliar to what im talking about. i had about 10 saves already broken because of script lag. and most of them arises from different sources. one instance was caused by too much message that was popping-up on my hud. the other instance was because i mined ore too much and for some reason caused the lag. yeah i know my A4 isnt that cutting-edge by your standard but its better than my old intel dual-core. so i asked those question in hopes to finding a way to sort of flush scripts that backed up and maybe start the process over without doing a new save. also on the topic of convenient horse, i was asking if there is an alternative to that because the armor looks so good and it works so well on aeonbarr, the only problem is it causes massive script lag.
  23. so ive been a mod addict of skyrim for quite a while now and been doing tweaks on gameplay on my own but suddenly, when my last save got jacked by some sort of lag issue and my save got corrupted with an infinite loading issue, i came to conclusion that maybe my current modding style is wrong on so many level so ive decided to post this. what this thread would do is ask questions to everyone, modders, players, admins, whoever can answer the questions im gonna ask, any answer will be welcomed, not just for me, but for everyone having the same issue as i have. and now for the questions. keep in mind guys that im playing on my skyrim on a relatively powerful machine, an amd a4 6300, 4gig ram, 2 gig radeon HD 6570. i know its not much but its better than my old intel dual core. so legs get roooooooooooooooooooooooooooooooooooought into the questions. 1) Load Order wise, would it be wise if i place the core mods(mods that changes the skyrim's basic premise, like frostfall) on the top, followed by equipment mods(mods that adds new weapon and armors), followed by follower mods, then new houses mod and lastly, patches(those included in the mod, made by skyproc, and the such). 2) If papyrus script lag is an issue, is there an alternative for the mod "Convenient Horses" which also introduces Horse armor that can work with Aeonbarr. Because as it stand, Convenient Horses mod kinda breaks papyrus with its follower horse detection and slows the script, potentially breaking save games. 3) Back on my old dual core, having a mod of greather than 150(inclusive) starts to slows down my game even on low Graphic Settings. Now on my A4, at 210 mods(inclusive) at high graphic settings(no FXAA because it loogs blindingly ugly) i have a consistent 60 fps anytime. but the question that should be asked is how much mod can i jam into my game to remain stable, and fast? 4) What causes more script lag on the long run, Frostfall, Realistic Needs and Diseases, Hunterborn right now this is all im gonna ask. but i will ask more when something arises.
  24. as awesome as endereal to look at, im not gonna harp about it. im a mod addict myself but trutj be told, i dont like effin big mods. my net just cant download such awesomness. and thats the reason. my net cant download things bigger than a hundred megabyte. not knocking on the authors but as i said, the thing is awesome but im not gonna play it because of limitation. good job to the authors though.
  25. i dont know how you would think about this question guys but im quite confused with the matter. ive run with some game that has modding capabilities but the various mod authors of that game decided to somehow lock it on a basis of "legitimate copy only" terms. but here is the question about that, isnt modding suppose to be done to modify a game? and modifying something means you would most likely void any warranty you have for your game. i dont know where im going with this but why such mods exsist? anyway last question would be just a simple, "where is some of the mod or mod authors these days?"
×
×
  • Create New...