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kriegerseele

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Posts posted by kriegerseele

  1. Hey there, i have a really annoying issue going on with TTW, which makes it impossible for me to play FO3/FONV. On the TTW forums they don´t have a solution for this either, so i try it one last time on the nexus forums, before i finally uninstall TTW.

     

    The problem i´m experiencing seems to be like some kind of weird cell loading problem, where big parts of the world, like roads, water surfaces and/or mountains just aren´t properly loaded.
    Mostly this occurs, when i enter a new worldspace (say for instance leaving Megaton) or when i´m
    fast travelling...it´s not always happening, but it´s easy reproduceable. If i switch between locations too often, there will definitely be this strange bug without a doubt. But before it occurs, everything works like it should. I´ve never had an issue like this before with my system configuration on both games, which where always heavily modded. This just doesn´t make any sence...

     

    No mods are installed, neither do i think that the loadorder is the culprit. I´ve got the latest JIP LN plugin and NVSE is also uptodate. Steam overlay is off, no ENB installed...Could use some serious help here...

    Mostly i use NMM or FOMM to work with, but for testing purposes, i´ve tried Mod Organizer 2, which is recommended by the TTW team, but switching to MO2 and following their instructions for TTW does not make any difference at all.

     

    Does anyone has experienced this as well and/ or know a possible solution for this?

     

    Thanks in advance

  2. Title says it all. Thought that this mod would complement my mod project very well just to find out that it won´t work- no matter what i do.

    I tried several methods like making a new esp which contains the corresponding game setting values used by the shell rain mod..nothing. Shells disappear in 5 seconds. Disable and reenable the plugin via mod manager and ingame mod menu- nothing. Create a batch file and let the game autoload it on game start- nothing...although the console shows me, that it has indeed loaded the batch file. Nothing works, except of manually typing in the commands via console- it´s so strange and it drives me insane, as we talk about a simple change of values in the game settings...Anyone else has this problem and/or a solution for this?

     

    Thanks in advance

     

     

  3. So, ok, lets see..i shot this test raider into the stomach, he runs away until the effect ends (20 seconds). When i shoot him again and again and again and so on..well, nothing happens anymore- the effect simply stopps working. And yes, i have the getrandompercent condition set in the magic effect, not in the enchantment...and as i said, it prevents the fear effect from being applied completely. I tried it even with 100 percent chance- no difference. Most fear based mods uses 50 magnitude, so i´ve started with this value- what happened was, when my test raiders level was set above the magnitude value, i was getting the message " BlaBlaBla is too strong for BlaBlaBla effect"...feels like a dead end...

  4. Hey there,

    i want to make an magic effect, that causes npcs to flee, when they´re getting hit by a bullet- but at a random chance.

    I found out, that when a certain npc has a much higher level than the player, the effect does not apply and you get a message.

    It works, if i delete the getrandompercent condition in the effect, but then the effect is always applied (if magnitude is as high as the enemy level) - and i don´t want that.

    What i want is a 25-35 percent chance that an enemy will flee when getting shot, regardless of his level or the level of the player...

     

    Any ideas on how to make it?

     

    Thanks in advance

  5. Hey there,
    love this mod from the very beginning, now i want to use it as a base for a personal mod project and add some new ammo types/projectiles to the system.
    Problem is, there are no script sources to add BLD effects to new projectiles. I´ve added the new projectiles to the respective Formlists but i guess, that isn´t enough. Any chance to get my new projectiles to work the same way the vanilla ones do? I think the key to this is the BLDApplyeffect Magic effect, which uses the BLD System script, which in turn contains the used projectiles...i just want my new projectiles to use this script as well, but how would i do that?

    Thanks in advance
  6. I recently installed the amazing Pip Pad mod by alex scorpion and i have a very big problem with it. The Pip Pad works just fine in 1st person, but in 3rd person, it is still on the characters wrist, no matter what i do- just like in vanilla.
    Looks extremely dumb and makes a handheld pipboy mod like this very much obsolete- doesn´t matter if it´s a damn cool mod, or not. Same thing with the Pipboy 2000...1st person functions perfectly, 3rd person does not.

    And yes, i definitely have F4SE properly installed, so...seems like a very uncommon problem, but it´s a big one.
    Someone has a solution for this?

  7. Hey, i´ve tested it out, but i´m afraid to tell you, that it does not work for me. The cripple effects are working, but they´re always occur 100 percent, although i changed the value to 75. Also, knockdown doesnt work at all (changed the value to 35). A few times a target went down when shot to the arm or leg, but overall no knockdown...

  8. Yeah, this works very well, thanks. The same thing for crippling limbs and it would be perfect- any idea which script to use?

    If using a script isn´t the right way for that task, i found a perk called ModChanceCripple which enhances the chance of crippling a limb...but how could i

    use the perks mechanics to attach it to an magic effect, which then can be used by an enchantment?

  9. Hey there,

     

    i want to add a few effects to the firearms in the game to make them more realistic- but i don´t know how.

    All effects should be directly apply to an object mod for a specific weapon and should be calculated in chances.

     

    So, i want to add a knockdown and crippling chance to an object mod, but i cant find the right way to do it.

    What i want to see in game, is a 90 percent crippling chance per shot and a caliber specific knockdown chance for any firearm in the game-

    sounds easy to create? Good, then please tell me how to do it......

     

    Thanks

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