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Mebantiza

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Everything posted by Mebantiza

  1. Sure, my general comment should be understood as a broad, and fairly accurate, if someone what tongue-in-cheek characterization of this group. They are really are a butt-monkey, red-shirt faction. Modifying their gear so they are somewhat sensibly equipped and might even be able to hold their own in a fight, would not necessarily be a bad thing. But, we have to consider, maybe they are meant to be the way they are. Maybe they are poorly funded and backed, in addition to being amazingly inept when it comes to their stated goals. Its not as if every group in our world is capable, well-managed, and competently lead. Maybe the VoS are supposed to be a bit of joke, not to be taken very seriously. Lead by well-intentioned dumb asses, who generally lack the ability and resources to achieve their stated goals. IoW, they mean well, but, are just in over their heads, as events and their un-impressive performance in game clearly shows us over and over. But hey, vanquishing undead minions and ridding the land the evil etc, is drawing card for sure, that likely why explains why they have any recruits at all. Maybe they should just remain as they are, an under-funded, and under-skilled faction whose job it is to get their butts handed to them in all but the easiest of fights.
  2. Maybe there is a mod in this, give them set, fixed and consistent (and effective gear,) like chain mail or battle-mail from one of the various mods, enhanced silver weapons, stuff like that. Might make them a little less of a Red-Shirt, butt-monkey Army? Hard to say if that would help any. They will still be dumb as bricks, but, they might actually last in a fight and even start doing a little damage. Something to think about.
  3. I was thinking about these guys today as I encountered one of their patrols, and as I watched them getting their butts kicked (again), it occurred to me, what complete butt monkeys these guys are. I mean, have you ever seen them actually win a fight, ever? Most of their order are low-level casters who, I am guessing where not skilled enough to do anything better? Their gear, is sub-par, no armor, and typically wield Iron maces. Why not...silver at least, if they undead hunters,, on paper anyhow, but, no. All they can afford is the cheapest, and least effective undead\Deadra slaying weapon there is. Better than sharp sticks I suppose. Even the Forsworn have better gear and would be more effective fighting the VoS opponents than the group dedicated to wiping them out. Which is funny when you think about it, because the only ones getting wiped out, are the Vigilantes themselves. I cannot think of any group in Skyrim, or possibly all of Tamriel ,with a record of failure as extensive and complete as these guys. Now, I could be wrong on this point, if you can think of bigger group of losers dedicated to getting beaten over and over again, let us know in replies. The only time I see them win, is when 3 of them corner a single low or middling level vampire, and even then, they still need help. Or, when the game scripts them winning. In those cases, I just have to assume someone more competent either wandered by, and rescued them from what probably would have been another defeat, or, they might just have gotten lucky. Either way, it occurs 'offscreen' so I tend to always assume they had outside help. And skeletons dont really count, since they in game terms, they are just a step above skeevers in terms of durability and combat efficiency. Garden variety skeletons, at least, do not appear to present the VoS fighters with too much difficulty, so they have that going for them :rolleyes: To summarize, the VoS get their asses kicked by, pretty much everyone in this game, including: -Vampires (Dawnguard) The bulk of their order gets pretty much wrecked. RIP VoS -Daedra (House of Horrors side quest) -Witches -Werewolves -Random Vampires, who kill them, steal their gear, and then masquerade as VoS, which by all accounts, is not all that hard to do. -They get charmed, and turned into mindless zombie slaves by an evil wizard, who uses them as expendable fodder and manual labor. And that charm, cannot be cured or reversed, so, they can only be, you guessed it, killed! However, thanks to my Opulents Outfits mod, they look good, and talk a good game and they even sound like they mean business. At least until they get killed and or...killed. :ohmy: Seriously, I have to wonder who would ever joined this group in the first place with a track record like theirs? It seems to be pretty much a death sentence, or if you are one of the lucky ones, you get turned into a charmed slave with no will of your own. Where do I sign up? The Hall of the Virgilants you say? You mean their burnt out ruins of their (former) headquarters, the place with all those dead Vigilants in the wreckage? Sounds good. :ermm:
  4. It is just as well they disabled those city attacks. They made no sense at all given the writing or story. The idea that there vampires were strong and numerous enough to stage random raids on major cities was never really explained, or even developed in the storyline. The overall story mostly works, but the whole vampires waging war on everyone in Tamriel? It never really gets off the ground and its implementation is weak to say the least.(it is mostly implied through dialogue, sorta lol.) Think of it as a much lazier and poorly fleshed out civil war plot line (kinda), but with vampires. Sure. At least Dragon attacks on cities can be rationalized.
  5. To export facegens, two things need to be happen 1), you need to highlight the actors formID from within the actors tree, not 'All'. 2) Even more important, be sure IS CHARGEN FACE PRESET is UNCHECKED. If that box is checked, the CK will not generate or export any facegen data.
  6. I dont know if this qualifies, but I literally, today, encountered the random, Vampire Wizard aka 'Traveler' npc, in Solitude. Those are still occurring, at least in my game and I have no specific vampire mods. Despite being a fairly difficult npc, he was not hard to beat down thankfully (Im L67 currently), but, had he been left alone and gotten his hooks into any of the squishy city npcs, I am sure he could easily killed a few of them. Run for your lives might work, but, despite its presence, npcs can still get caught and killed I am finding, it seems to depend on where they are, and when the attack occurs. One thing the game could have done, was , if the game just had to have a town vampire attack, create an event to summon a few throwaway npc 'victims' for the blood-suckers, and prevent them killing npcs that actually matter and that the game cant replace, IE smiths. in my current game, I am down 2 city smiths already (neither to vampires), and the game of course, has no mechanism to replace them. Of course, disabling them works too. I dont have any problem with npcs dieing to random events, but i DO have an issue, if the npcs kind of matter and no mechanism to replace them is provided.
  7. [Minor Spoliers] Old, and minor problem, not serious but would nice to see fixed, during A Blade in the Dark, if you fast-travel to Kynesgrove, 3 dead Stormcloks just drop out of...somewhere, and plop down dead right by the Inn. Presumably, these are guards that Alduin? kills while they are trying defend Kynesgrove? The details are kind of fuzzy on this part, as Iddra runs around, but when asked if the dragon is attacking, she says, she doesn't really know. (Alduin does not actually attack Kynsgrove.), though you can hear and see him from that location. It has been doing this for as long as I can recall. Usually, I fast-travel to that spot, but this time, I tried a different approach and walked in from Windhelm. Soon as I hit that trigger near the Inn, same thing, 3 dead Stormcloaks teleport in. It is both jarring and unnecessary. If the idea is convey how serious the situation is, it definitely falls flat. Clearly the game has no idea, what to do with these three, so, some Dev? just threw their hands up created a trigger box to summon 3 dead soldiers. Never mind how awkward this looks, it does not really make much sense given the events either. Game is so broken......
  8. If this is a reproducible bug, why not just submit it to USSEP? Rather than try to fix it yourself. I haven't verified this myself, too busy fiddling and tweaking mods, but, Ill check it out when I get a chance.
  9. Couple things Alg, ballowscreenshot, does not work, if it did, I wouldn't have brought it up. In fact, it was one of the earlier ini edits I tried to make when SSE came out. Nothing has changed in the last 2 years. Second, what version of Beth ini do you use? Because neither mine, OR any of the images on the Beth ini page, show any such command to disable SS as a checkable option.
  10. I am trying to disable IN-game screenhost (printscreen key), from working. But is bAllowScreenshot=0 even working in SSE? Ive added this line to my ini, and, no effect.
  11. Thank you. I am not conversent in scripting, but I think I can manage the hidden nif method. This can be done in nifskope I imagine?
  12. I have an item in a mod I am working on, that is stacking with all other tier versions of the same item, and with items from other mods entirely that have the same effect. It is a weight enhancing bag, and there are 6 tiers of it. In game, you can equip all 6 at once, allowing every carry weight effect to become additive. The player can end up with 600-700 carry weight or so if all them end up being crafted. The item , a bag, has no bi-ped slot assigned to it, it was set up to be invisible* The items model, is a ground bag, and was not set up to be visible on the character. The AA slot it was assigned to was, 36, I changed this this to 47, but it still stacks with the same items AND it also stacks with another carry weight backpack from another mod entirely. I dont have a problem with the bag being an invisible accessory, but I dont want 6 being equipped at once either. There are some other 'invisible' type items from the mod assigned to use the same AA as the bag. This leads to the user being able to stack a lot of invisible items, as they are all using the same slot, but, the engine is allowing this. There is also a set of 'Gem's (invisible again), the mod adds, that will also use the same AA as the bag is, so again, these gems, weight bags all end up stacking. Would I would much prefer, is the player only able equip one weight bag, or one Gem of XXXX, and not all of them at the same time. What do I need to change, enable, set, so, these weight bags will only allow the player to equip one at a time?
  13. I can not load my game without crashing. I started a new game, and as long as I play, I am fine. Soon as I try to load a save, crash. All my content I use, has been updated for 1.5.62, afaik. Validated and cleaned the ESPs with latest xedit. Frustrating. My 'old' save, is not loading either. I assumed it was corrupt, but, maybe that is not the case. Added: There is a new F4SE now, ver 15. Installing that, resolved my save game load issues.
  14. I am looking to make modifications to the leveled lists so that raiders stop dropping combat armor, and only drop well...raider gear. But, for the life of me, I cannot seem to find the leveled list that governs this. I though it would be a simple matter to locate this, but I cant seem to find the specific forms that govern this. Any help be appreciated. Thanks.
  15. I hope at some point, someone does a Tina makeover, that fixes her permanent scowl. Even after she achieves here lifelong goal of getting out of the vault, she still looks perpetually pissed off. And that expression, never, ever changes. A makeover that at least, gives her a more neutral expression would be nice. The character design itself, is fine, but all that anger..... And it is less fitting when you consider she is set as a level 4 merchant, which, requires a bare minimum of human warmth. Which, if you go by her current scowl, she would have trouble as a level 1 merchant, let alone a 4.... Tina makes Trashcan Carla, seem downright charming and pleasant by comparison.....
  16. I have started preliminary work on a file to re-tune this problem in the lower-tier armors since there is not much in the way of general overhauls to armor. Plenty of mods that overhaul, say, Power Armor, but not much for vanilla armor. Less of an over-haul, but it will fix this problem. Leather and raider energy resists, will get a nerf, and metal will get a slight buff, along with a few other minor tweaks. I feel most of the high-tech armors are more of less ok as they are, its the just lower and mid-tier my file will look at. The engine is more than flexible enough to more accurately model various materials properties than some of what we see now. At least in cases where they deviate strongly from, well, reality.
  17. Fallout 4 is full of things that are either wrong, make no sense, or are just plain stupid. Sometimes, this is intentional and is meant to fit into the lore. Like, it being 200 years after the Great War, but buildings, skeletons, and artifacts that would have been long looted or decayed, look like the War happened 20 years ago, at most. The load screen with the message: Leather Armor offers additional protection against energy damage. flashed by for me and this one has long bugged me. Well didn't flash by as load times are ridiculous in this game even after you try and optimize it. Anyhow. Leather and Energy weapons. Im not sure where DEV got this one from, but this is not a property of leather. Leather is...a cloth, cured animal hide basically. It would provide some modest protect v energy weapons, compared to say, a T-shirt or bare skin, but that is not saying much. Any laser would burn through leather w/o much difficulty. There is no technical or scientific basis for this notion at all, so why it was made a feature of the armor, is another head-scratcher. Metal is much more effective in this regard than leather, but, of course, you'd pay an increased weight penalty. In this game? Metal offers DECREASED protection v energy. In reality, an energy weapon would require far more energy to burn through metal than cured animal hide, but in F4, it it the exact opposite. Go figure. Here is what leather and cloth even, IF properly constructed and augmented, would be good at: Physical Damage. Leather\Cloth Armors would provide surprisingly good protection against PHYSICAL attacks, ie knives, swords, clubs, even arrows, if made properly. The key word being , properly-made. I am not talking about Leather Jackets and pants you can buy in stores today. Not so good. Kinetic weapons, ie bullets. Would have to be pretty heavy\layered etc, to slow down a bullet, YMMV. Not at all Energy weapons. Would basically burn through leather. IoW, leather is not the first thing anyone thinks of when it comes to laser-ablative material. Unless you work at Bethesda as a dev. Given the state of the Fallout 4 world, Leather should be very commonplace and possibly offer slightly better protection than default, to reflect societies experience in improvising effective cloth-type armors, but it really does need its energy resistance nerfed, a lot. Maybe someone has made a mod....
  18. This is an old, but kind of situational problem that comes up in game play from time-to-time, is annoying, and Ive often wondered if it has a solution. Traps, mainly, swinging blades, overhead, or ground does not really matter, can, 'push' an NPC through a wall, and out of bounds. It commonly occurs when an NPC runs through a swinging trap. Now it, seldom effects hostile NPCs as they usually, are quickly killed and ususally dont live long enough for it to matter. BUT, folllowers, often being protected or essential even, don't. They get caught in the blades, and (can) get pushed right into and through the walls, defying collision, and ending up out of bounds. Yes, you can just zone and they reappear at your side, but is there any kind of 'fix' for this problem that we can implement so it simply cannot occur? Been watching this happen for years now, with no 'solution' I can find.
  19. The games ramdom, world encounter-type events. They way they come across can be rather, well, stupid at times depending on which one you encounter, and where, and the circumstances. Example. The Vitorio Vicci wedding 'guests' you can encounter on the roads. These guys, can appear almost anywhere, and in many cases, are nowhere near Solitude, or even headed in the right general direction. The other day I encountered a group of them on the Dawnstar-Morthal road. Where were they walking? Towards Dawnstar of course. A harmless encounter, but kind of funny that if they happen to be actually heading in the right direction to Solitude, consider it an accident, or a fluke. The Random Mercenary (Radiant) These enouncters almost seem like Cutting Room Floor material, that actually made it into the game. These encounters never really worked properly, or lead to much of anything, unless you want to pick a fight with these guys for the XP, or their gear, the 'trouble' they are heading for, is impossible to determine and nothing ever really comes of it. The Redguards hassling women in the middle of nowhere. Literally, I realize this the games way of nagging you to get In my time of Need done, but, I encounter these guys, again, in the middle of nowhere, hassling women whose purpose for standing in a middle of dense forest tundra etc, far from any town, village, or camp even, is unclear. At least, if you encountered them solely in cities, towns, or villages, and relatively close to the quest locations, this would make some sort of sense. As it is now, you can run into these guys in some pretty out-of-the way spots that depending, can leave you thinking, wth? Those are just three example, Im sure there are other examples of radiant, random silliness in these encounters we could think of. I dont how 'fixable' some of these would be to clean up so they make a little more sense, but, it would be nice. A lot of these things are filler or background content true, but it would nice if they made a bit more sense in the context.
  20. Yes, this topic again. After much screwing around with a follower (orig classic), I was able to change her hairstyle. And surprisingly, the SSE CK actually did a decent job on her face as well. But this is only because her original facegen was only 256x256. At least now, its 512x512. Anyhow, here is the problem. While her face looks fine, CTRL-F4 ing the npc, results in a noticeable seam, which, generating the new facegens should, in theory, have fixed. What ended up happening, is, it made it worse. Its not terrible, like you can spot it from Solitude, but its there. Using her original assets, seam was pretty mild, but the face was not as good, now, I have an upgraded face, but a neck-body seam the CK does not seem able to fix on its own. I did not save, the ESP, only generated a new facegen set. This npc, also has the latest body meshes (UNP), including high poly hands and feet. All paths are set correctly to use her custom assets. No new textures, body-face-hands are in use, all original Is this some shortcoming in the way that CK64 handles facegens that is causing this? Or will I have to fix the seam manually...somehow? [Fixed] I was able to address the seam problem by completely replacing the orginal (2012 era) textures with new ones. It still leaves an open question, why the CK was unable to match the previous set of textures properly. With the new textures, I didnt even have to re-run the facegens, they just matched almost seamlessly.
  21. .......reallly? what manner of magika is this you speak of?! o_O
  22. Looking for updated meshes and or textures, for vanilla dragon priest masks. Just the basic mask, not hoods or anything like that. Any free to use resource would be helpful.
  23. Yes, I think I understand much better with that. The overwhelming majoirty of NM, definitely fall into the tangent. Ill go over my mods NM at some point, but, yes, I see what you meant by most mods being tangents. Im hard-pressed to think of any of my files that use Model space, but Im sure to come across some. What I don't doubt is, that I will find plenty of mods that use these settings incorrectly. Ive fixed dozens of pieces on the mod I am working on updating alone. For example, I pulled up another armor mod at random, and found 2 hats in it with facegen flags set. Many thanks. :thumbsup:
  24. Thank you, clarifies things a great deal. I might have trouble identifying tangent v space map at least until I get used to it. Looking at my current mods, I suspect a lof ot these flags are likely wrong, or in error in some way or another. If I follow what you are saying, it is pretty safe(in most cases) to leave Model space ON, for anything related to bodies, NPCs etc, and reasonably safe to go with OFF, for world objects armor weapons, landscapes etc? No spec seems to be a rarity, but I see it checked already in some mods, so, yet another thing to fix. I will likely end up reviewing all my mods TXT setting for these issues. Facegen > is that a blanket flag or anything related to head? I only ask not because I cant read, but I am seeing a lot of eye textures for example that dont have this set, so I wondering if there are exceptions there.
  25. Q: What are DNAM texture flags actually for, and what do they DO. The CK wiki, is great for listing things (in some cases), but is useless (in many cases), for explaining what the settings actually do, ie what they are FOR. No specular map is straight forward enough. Use this if there is no normal map available. It is not clear, what impact this will have if you dont flag this in the rare cases no NM is present. However, I do see this set from time to time with textures that clearly DO have normal maps aka specular maps. So again, it is not clear how this is meant to be used. FaceGen Textures. No idea what this does, the wiki does not even list this flag. Why, when and or where you would use this option. Q: I am rebuilding an old mod and I noticed one of its sets of armor, has flags all overt the place, including almost all pieces have this set. This makes no sense to me, but I am not 100% sure if there is some weird reason for it. Or it could just be a flat-out error from ages ago. Has Model Space Normal Map. Again, this one is unclear to me as mods are all over place on this one. Some mods have this set, some do not. I assume Has model space Normal Map, simply means, Has a Normal Map? What is the effect of this flag not being set in a mod? Will it ignore the Normal Map even IF the texture set has them set properly in slot 2? Or is this flag used by the game at all even??? :confused: Going by Skyrim.esm, it seems to use Facegen textures a lot, for NPCs skin, hands feet all of it. Oddly enough, all the Hold armor texture sets, use this flag as well. Again, what would be the reason for this? However, for the other 2 flags, they use these very sparingly. Again, there is no way to know if this is by design, or simply laziness on BSG part.
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