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swk3000

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  1. I did. I even ran the game using the normal launcher to make sure the settings took. Using the normal launcher, the game is fine, but when I launch SKSE via MO2 afterwards, the game window is so large that I can only see the upper-left corner of the window. I even tried Windowed Borderless, and it's still not working properly. I have MO2 running FO4, and I can run that normally; only SSE is having this issue. EDIT: Solved it. Uninstalled SSE, re-downloaded it, then reinstalled SKSE. It worked properly this time.
  2. Recently built a new computer, and lost everything on my SKSE (which is fine; i knew it was going to happen). I am putting together my mod-list again, but when I launch SKSE with MO2, all I see is the top left quadrant of the game. I have not yet downloaded any mods other than SKSE. I was trying to fire up the game, get my Creation Club content so I could throw it into a blank mod, then close it down to start getting mods, but when I fire up the game, I can only see the upper left quadrant of the screen, which means I see part of the Bethesda Logo and the Imperial Dragon. I have the "bFullscreen=1" line in my skyrimprefs.ini, so it should be fitting the window to my screen, and the rest of the computer shows up on the screen no problem, but when I fire up SKSE, it's too big.
  3. Thank you so much! That's what I needed to know. I just added the Ballistic Weave to the item I wanted by copying all the info from another mod, and it worked like a charm. Thank you so much for your help. I understood that editing the Master was a no-no, but figured that there had to be a way to make changes that would be saved in a new file, and figured that it would start at the Master entry of the item I wanted to edit. Turns out I was right, but was missing that one last little step that would allow me to do what I wanted. Thank you again.
  4. I apologize for the double post, but I think I figured out what I need to do. I found the mod 'Ballistic Weave Everything', which does what I want, but not to the item I want. I downloaded it, and am looking at the file in FO4Edit. I see a bunch of stuff I would need to add: an entry under the KWDA section, which contains keywords, a section under APPR Keywords, and a bunch of stuff under Unknown. Seems like a pretty simple copy and paste, except for the fact that FO4Edit won't let me actually change anything in the entry for the item I actually want to edit. I highlight something in the area I want to edit, then right-click. Unfortunately, the only options I have are 'Hide No Conflict Rows' and 'Column Width'. There's no option to actually edit anything. I suppose that's because it won't let me actually alter the master file, but without something already editing the entry I want to edit, I don't seem to be able to make any changes. So I'm at a point where I know the changes I want to make, but can't make them because nothing changes the stuff I want to change. But if I had a mod that changed the stuff I want to change, then I wouldn't need to mess with FO4Edit in the first place. I know it can be done, because other mods do it, but the other mods add a bunch of stuff I don't want. I could try removing changes from mods that do what I want to only get what I want, but since I only want to change one item, it's far easier to make a new mod that makes that one change than it is to undo everything other mods have. But I can't even do that, because I can't edit something that isn't being modified by a mod. It's maddening to be so close to getting what I want, but I don't know how to make changes to the Master that get saved in an ESP.
  5. The outfit I wear uses basic armor, and none of the other stuff I use can get Ballistic Weave. I went to the Nexus to find a mod that would allow me to add Ballistic Weave to my under-armor, but all the mods add misc or lining mods, which I'm not interested in. I would therefore like to create my own mod that adds Ballistic Weave to my under-armor. The only problem is that I don't know how. Oh, looking at it in FO4Edit seems pretty straightforward, but there's a mod on the Nexus that adds Ballistic Weave to the Clean Black Suit, and the description of that mod says that there are 3 keywords that an item needs in order to take Ballistic Weave. Unfortunately, in FO4Edit, I only see one. How would I go about adding the ability to add Ballistic Weave to an item?
  6. I use the Underwater Hideout, and the sorters in the Armory are giving me issues. Specific things I've noticed: 1. Picked up a Battle Rifle, and used the weapon sorter. Weapon ended up in Custom Weapons, and did not show up on the GRA wall. 2. Had Nails and Rockets in my inventory, and used the Ammo sorter. Instead of ending up in the indicated containers, they ended up in the Misc Ammo container and wouldn't stock to the shelves. Manually putting them into the correct containers solved the problem. It's rather annoying that one of the features of this mod that I actually like is giving me issues, and I'm wondering how I would go about fixing it. If it makes any difference, this is my load order. I've run it through LOOT, and it's told me that no order update is needed, but I'm wondering if my load order is giving me problems, because I'm sure that the sorters worked fine before. GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 UWHNV-Core.esm=1 Project Nevada - Core.esm=1 Project Nevada - Cyberware.esp=1 NevadaSkies.esm=1 oHUD.esm=1 Project Nevada - Extra Options.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 Project Nevada - Dead Money.esp=1 Project Nevada - Cyberware Additions.esp=1 Project Nevada - Gun Runners' Arsenal.esp=1 Project Nevada - Honest Hearts.esp=1 outsidebets.esp=1 jsawyer.esp=1 Project Nevada - Rebalance Complete.esp=0 WeaponModsExpanded.esp=1 WMX-DLCMerged.esp=1 Project Nevada - All DLC.esp=0 Project Nevada - Lonesome Road.esp=1 Project Nevada - Old World Blues.esp=1 PNxEO MCMScriptFixes.esp=0 avangraffscorned.esp=1 UWHNV-Addon-FollowerHome.esp=0 UWHNV-Addon-DLC.esp=1 UWHNV-SortingOverhaul.esp=1 UWHNV-Addon-GRA.esp=1 UWHNV-Addon-NoCompanionsRoom.esp=1 UWHNV-Addon-Time for Bed NV.esp=0 CASM.esp=0 MercStart.esp=0 rotfacetoriches.esp=1 MercStartv2.esp=1 The Mod Configuration Menu.esp=1 ScavSight.esp=1 CASM with MCM.esp=1 The Weapon Mod Menu.esp=1 DYNAVISION 3.esp=0 WMX-FOOKNV-DLCMerged CP.esp=0 WMX-FOOKNV CP.esp=0 WMX-FOOKNV-DLCs CP.esp=0 WMX-Arwen_NV_Realism.esp=0 WMX-EnergyWeaponsNoTrueIronSightsFix.esp=0 WMX-ShotgunCommando.esp=0 Project Nevada - WMX.esp=0 WMX-POPMerged.esp=1 PN_Cyborg_Trait.esp=1 PN_Cyborg_OWB.esp=1 DarNifiedUINV.esp=1 JIP Companions Command & Control.esp=1 My Merge Patch.esp=1 NevadaSkies - TTW Edition.esp=0 NevadaSkies - Ultimate DLC Edition.esp=1 NevadaSkies - Basic Edition.esp=0
  7. By default, the GECK can only load one Master at a time. To load more, you need to find GECKCustom.ini. For me, this is in [user Name] -> My Documents -> My Games -> falloutnv. Open up GECKCustom.ini, hit CTRL+F, and type in ballow. The first result should be a line that says 'bAllowMultipleMasterLoads=0'. Change the 0 to a 1, save, and close the file, and your GECK will be able to load multiple master files. This will allow you to load both FalloutNV and Honest Hearts. slydog999 pretty much said this, but I figured it would help to offer more in-depth instructions on what you need to do. As for getting it to use all the .45 ammo types, you need to look at the 'Ammunition' entry for the weapon. Instead of setting it to a single type of .45 ammo, look for an entry called 'NVDLC02AmmoList45Auto'. This is a form list that contains all the .45 Auto ammo types, so the weapon would be able to use any ammo on that list instead of just the .45 Auto +P that you've currently got it using. That should solve your problem, unless there's more to the problem that isn't mentioned in your first post.
  8. So, I started NV up using the standard NVSE launcher, and found that my DarnUI was broken there, as well. Since I knew it had worked before, I looked into getting it fixed there, and found that the .ini tweak had been undone. Quickly redid the tweak, then loaded the game in the 4gb launcher, and everything works fine.
  9. I've been using the basic NVSE launcher, but it has been mentioned in another recent thread that it's a good idea to use the 4gb launcher, as some mods require it. While I don't have any, I do think it's a good idea to have it installed in case a mod I want later needs it, so I went ahead and did so. Unfortunately, this seems to have broken DarnUI, and I can't seem to find a fix. Is DarnUI not compatible with the 4gb launcher? If it is, how do I get DarnUI working properly again? The only thing I found when doing a Google search that has the same issue I do has no responses, so there's no information to help me out, it seems.
  10. Alright. So I would attach the script to a perk that also causes limbs to regenerate. The script for that I might be able to pull off a Hydra. I'll take a look at it and see what I can figure out.
  11. So no one knows how the Rad Tolerance perk worked?
  12. I understand that Rad Regeneration is in New Vegas. However, I also want the perk to cancel the effects of Rad Poisoning and Advanced Rad Poisoning. Broken Steel had a perk called "Rad Tolerence" that caused you to suffer no ill effects from Rad Poisoning, and I'd like to know how it worked so I can work that into my Rad Regeration perk. Unfortunately, while Rad Regeneration is in New Vegas, Rad Tolerance isn't, so I can't look at it in the New Vegas GECK. Edit for clarification: I am interested in the Rad Regeneration perk, not the Rad Absorb perk. The one I'm looking at caused your limbs to regenerate condition if you had Advanced Rad Poisoning. You got it from the Radiation section of Chapter 1 of the Wasteland Survival Guide quest.
  13. I'm tossing around the idea of making the Rad Regeneration perk from FO3 into a Level Up perk in New Vegas. To me, the fact that your body heals at the lower radiation levels means that you shouldn't suffer ill effects from basic Rad Poisoning or Advanced Rad Poisoning, so I'd like to implement some way to negate the negative effects of those stages. I'd look at the Rad Tolerance perk from FO3, but I don't have it on PC, and Rad Tolerance was a Broken Steel perk, so it won't exist as Legacy Content in New Vegas' files. My question is how exactly this perk worked. Did it detect the game adding the Rad Poisoning effect to the player, then simply remove it (hence the reason it said that you were still notified of getting Rad Poisoning)? Or did it just have an 'Increase Endurance' effect that had a condition that caused it to only show up when the player had Rad Poisoning?
  14. Well, the problem seems to have fixed itself. I decided that, while annoying, the issue wasn't big enough to stop me playing the game, and loaded it up. I looked at the items in the box I'd been looking at, and remembered that I'd turned off the inventory sorter, so I turned it back on, then randomly decided to change cells. Went through a nearby door, then came back, and everything was sorted properly. It's strange that when I checked the issue by starting a new character and looking at the Chinese Army: Spec Ops Training Manual in Goodsprings, the name was still the same, but this fixed it. Still, it's working now, so I'm happy.
  15. I've just been adding a few mods (oHUD, DarnifiedUI, and UIO), and I've run into a bit of a problem: Project Nevada's built-in Inventory Sorter isn't altering the names of Skill Books. When I noticed the problem, only the Wasteland Survival Guide was marked as 'Book: Wasteland Survival Guide', but since I've tried to fix the issue, all my books have stopped sorting themselves. I've obviously screwed something up, but I have no idea what. My load order is as follows: GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 oHUD.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=0 Project Nevada - Rebalance.esp=0 Project Nevada - Cyberware.esp=1 Project Nevada - Extra Options.esm=1 UWHNV-Core.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 avangraffscorned.esp=1 Project Nevada - Dead Money.esp=1 DarNifiedUINV.esp=1 UWHNV-Addon-FollowerHome.esp=0 UWHNV-Addon-DLC.esp=1 UWHNV-SortingOverhaul.esp=1 outsidebets.esp=1 jsawyer.esp=1 MercStart.esp=0 rotfacetoriches.esp=1 MercStartv2.esp=1 The Mod Configuration Menu.esp=1 Project Nevada - Cyberware Additions.esp=1 Project Nevada - Gun Runners' Arsenal.esp=1 Project Nevada - Honest Hearts.esp=1 My Merged Patch.esp=1 Project Nevada - Rebalance Complete.esp=0 Project Nevada - All DLC.esp=0 Project Nevada - Old World Blues.esp=1 Project Nevada - Lonesome Road.esp=1 PNxEO MCMScriptFixes.esp=0 ScavSight.esp=1 UWHNV-Addon-GRA.esp=1 UWHNV-Addon-NoCompanionsRoom.esp=1 UWHNV-Addon-Time for Bed NV.esp=0 Have I screwed something up in my Load Order, or do I just need to uninstall and reinstall all my mods to get this working?
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