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0rigamiPhoenix

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Everything posted by 0rigamiPhoenix

  1. When looking for mods that change another, Nexus has this neat little feature in the "Requirements" dropdown menu on mod description pages listing "Mods requiring this file." There you'll find patches and such. (So long as they listed their requirements properly.) Though, there doesn't seem to be a patch like what you're looking for. You can do this yourself with FNVEdit: Load up at least the mod's esp. Find the Creature you want to modify. Sometimes creatures have multiple tiers and/or versions. If they're a modification of a creature TPLT - Template, you may have to change that one instead. Right-click, and "Copy as override into..." a <new file>.esp (NOT an .esm) that you will name - Use this .esp for all further changes. Scroll down to DATA. Here you'll find Health, Damage, and Attributes (SPECIAL). This is where it gets complicated, and it may require testing on your part to tweak things to satisfaction. Health is actually just the base before Endurance and Level are calculated. Increasing the base health can have little to no impact depending how much Endurance they already have, and how high their level scaling goes, but is the easiest method. Otherwise you increase their Endurance, or their Calc Max or Level found above in ACBS - Configuration. Damage only takes affect if the creature doesn't have a LNAM - Melee Weapon List. Bonus from Strength might also apply, I actually don't know and can't seem to find the answer. LNAM - Melee Weapon List, despite its name, is where you'll find the weapon (or formlist of weapons) that a creature is allowed to use. Look for the FormID or Editor ID through the searchbar. Increase the Damage of such a weapon(s).
  2. Thanks. I think "it's a bug" sufficiently explains things. Have a good one.
  3. Thanks for the ideas, though I feel like you've forgotten that usable camp grills is a mod. Not that I'm against it - I use the mod myself - but I can't neglect campfires in favor of grills just because the mod exists.
  4. First off, the "My Mods" entry in the avatar drop-down is not gone for good. It was not removed. But if you happen to run into it missing again, you can just as well click the "Mods" drop-down on the top and then the "My Mods >" link, which will lead you to exactly the same place. I have to be honest: this is singularly unhelpful. I would appreciate a better explanation for the missing shortcut and a closer reading of my post.
  5. The "My Mods" shortcut is gone from the avatar dropdown-menu. This gave me a good scare where I couldn't find my Unpublished (i.e. yet-to-be-published) file because accessing "My Nexus Account" can seemingly only be done through clicking "Site preferences" through the avatar dropdown-menu or "My Mods" through the Mods dropdown-menu. Solutions to this, in order of arguable optimality: Making the My Nexus Account page the default when clicking "My profile" through the avatar dropdown-menu. You can already access your public-facing user page and forum profile from there, so it's only more convenient. The return of the "My Mods" shortcut. A way to access the "My Files" tab in My Nexus Account page from "User Files" in my user page.
  6. I got sick of fast-traveling just to use a campfire, so I'm making a mod to add workbenches, reloading benches, hotplates, and especially campfires to more convenient and lore-friendly locations. E.G.: Goodsprings's nearest campfire is below Goodsprings Source. I add a campfire in front of the Prospector Saloon.Novac's nearest campfire is past the water tower inside Gibson's Shack. I add a campfire besides the Gas Station where that power pole fell.Old Mormon Fort has nothing. I put a workbench and reloading bench inside the tent where there are boxes and barrels. I put a campfire in the center of the open plaza/square "behind" the flagpole.Mojave Outpost has nothing. I put a workbench and reloading bench not only under the ramp to Ghost, but also inside the scrap room of the Headquarters. I put campfires besides the bedrolls that are inside the fence-pens.I'm also putting minimal accompanying idle markers, furniture, fires, etc. so they look used in the right contexts. Are there any other locations you can think of that need more accessible crafting stations? Thank you for reading and any responses.
  7. Looking at how the Flashbang does its thing, try this: Script for the grenade. Script Type: Effect Magic Effect for the grenade (Game Effects > Base Effect) Effect Archetype: Script Assoc. Item: [Your Grenade Script] Flags: Self, Touch, Target, No Magnitude Enchantment for the grenade (Game Effects > Object Effect) Type: Weapon Effects: [Your Grenade Effect], etc. Explosion for the grenade (Special Effects > Explosion) Ideally open an explosion you want to use as a template, and change the EditorID to copy it. Enchantment: [Your Grenade Enchantment] Projectile for the grenade (Special Effects > Projectile) Ideally open a projectile you want to use as a template, and change the EditorID to copy it. Type: [Your Grenade Explosion] Weapon that is your grenade (Items > Weapon) Ideally open a weapon you want to use as a template, and change the EditorID to copy it. Art and Sound > Projectile: [Your Grenade Projectile] You might already have some of these steps completed, such as the script. If you want to display the effect, set the weapon's Object Effect to a dummy Enchantment with a dummy Base Effect that has the Display Only flag. It's a lot of confusing steps to figure out on your own, hope this helps.
  8. Effect Shaders like fxSpotterShader and fxCateye have a huge range of options. How do I preview these shaders to see what they look like in real time?
  9. Thanks. I saw your January post in my hunt, but there was no followup in the thread itself. Good to see it worked out for you.
  10. Perks only have the ability to add Damage Threshold as an Entry Point, which is kinda-sorta baffling since Fallout 3 has perks that do this, and Damage Resistance still exists in FNV. (If F3 doesn't use Entry Points for this effect, I wouldn't know.) Cirosan's Classic Overhaul jury-rigs it for the Dermal Impact perk by using an Ability in the Perk Entry, referencing a custom SPEL that grants "Increased Damage Resistance" at Magnitude 3, Area 0, Duration 0, Range Self, Cost 0. I can't seem to find any modder's resource for this. If the method exists over at TTW, I can't find it because they don't have a search function in their forums and Google isn't cutting it. Is this even possible? Is Cirosan's custom SPEL a valid method?
  11. Does Dynamic Third Person Camera suffice? Edit: Nevermind. I thought it had the ability to switch between first and third, but it does not.
  12. So, I've got a mod made. But I want a another version for the sake of compatibility with another mod. The easiest way is to make a copy, change the name, and proceed to make the few changes I need. What's the best way to go about making a copy? Can't really seem to find an answer for this online.
  13. You probably already tried this, but did you check other instances of your radio that are on by default in the game-world? I think there's one by the 'second' Goodsprings water source.
  14. Merged Patch -> Bashed -> Dual Sheath -> FNIS. Do the patches in that order and make sure they are loaded in that order. Dance of Death has been replaced by VioLens. Better Quest Objectives has been replaced by Even Better Quest Objectives. I would extensively go through TES5Edit right after making the patches to make sure that all of your conflicts are fixed. Surprise, surprise, it takes a lot of time to make sure every conflict and change is implemented properly.
  15. Usually this is caused by another mod changing the tint-map to low-res, or any number of issues that occur with the skse.ini. This was a post in the mod;s forum thread discussing the issue. They apparently solved the problem by "fixing the folder structure". I don't know anything beyond this. (BTW, nice editing skills. Just looking at it makes me laugh.)
  16. Ok, I'm bumping this for good measure. It's not related to shadow settings (even though people constantly mention fShadowDistance). Some people clear it away by messing with fog, but it always comes right back. Vanilla players have experienced the issue, even on console, so it can't be a mod that causes it. I found two videos that exemplify it: One and Two. The best guess as to its cause is Dragonborn, as everyone mentions Raven Rock when discussing this bug, but it can anytime, anywhere, and it occurs throughout all saves with any character. I'm honestly at a loss for how a problem like this goes unsolved.
  17. Do that. Uninstall NMM completely, reinstall it, and start a fresh vanilla game to see if it's still there. If it's not, install the enb. If the enb is the cause, you may very well have to use a different preset if you can't find a fix through either google or the author. If it's not the enb, enable mods one by one until you find the culprit. Sorry I couldn't be of more help.
  18. I'm using SkyRealism's vibrant enb preset. I'm enjoying it so far, but the depth of field has been bothering me. I can't focus on the distant landscape at all, and if I try to look at myself in third person, the nature of the camera won't let me focus on my character. (I had to turn off the enb the whole time I was in character creation) I'm looking for ways to modify the DoF to my liking, so can anyone give me the (layman's) rundown on how to change the settings? I know to look in the enbeffectprepass.fx, but I don't really understand what most of the values do, what they will accomplish at either extreme of their range, and how much they could sacrifice performance for visual impact.
  19. I'm going to assume you configured your enb correctly, but it would help if you could use pastebin to share it with us. Also, are you using any texture mods?
  20. It's like some sort of cloud is constantly overhead my character, making everything immediately around me darker. It's very odd, especially since I'm still early in the game and little has happened. My best google-fu couldn't find many cases of this, but it's not exclusive to modded versions as it even happens on console, and I can't find a fix that wasn't the good ol' "remove spell effects with console commands".
  21. Yeah, that's the thing, my load order resulted in important changes from SkyRe and such to be overwritten, leading to the merged patch ignoring most of its changes. Clothing and clutter fixes was the biggest culprit in this, but I fixed whatever I could find.
  22. Ok, after using the save script cleaner, my game worked just fine. I should also thank the gods that I was forced to prowl through TES5Edit again, because I found a lot of conflicts that resulted in mod changes being ignored. Sucks I can't listen to birdsong anymore, but at least my game should be stable now. Thank you!
  23. Well, thanks for the dangerous mods list. I'll delete SkyBirds, and replace Birds and Flocks with the updated version. I'll come back after updating everything and trying again.
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