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Tabris999

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  1. In response to post #81916563. #81983618, #81987858, #81991703, #82015728, #82059653, #82072108, #82097373, #82107173 are all replies on the same post. Wait... Did I miss anything about Vortex including paid modpack support or something? As far as i know that would be as illegal as charging for the mods themselves. Regardless, i'm also really looking forward to Modpacks. It's the reason I bought lifetime premium and might be the reason I stop using MO2 and start using Vortex. The possibilities of what we can accomplish by cooperatively building modpacks is enormous and a step in the direction of a more inclusive, cooperative and open modding community. That being said, i'm all for contributing to mod pack creator's patreons, as i used to do for Ultimate Skyrim in the past before they started paywalling updates (Not sure if they still do that).
  2. In response to post #60913897. I feel this could end up making some authors priorize requests by donors over other users. It could also make some people think authors owe they something for being large donors.
  3. Thanks! It's not perfect it gives even more info than i was looking for.
  4. Loving the Thranduil armor. I'm planning on make an armor pack using the best armors available on the Nexus (the ones i can get permission to use, of course) and if you agree with it it would be pretty cool to include that armor when it's finished. Of course credit would be provided as with all mod authors.
  5. I always liked how some show by default in New Vegas and more specialized info can be found using other mods. Would be amazing if it could be made to show on the normal inventory screen like it was always part of the game but if it's not possible maybe it could be done with a hotkey that open a pop-up with the info.
  6. I just want to add something i had not experienced at the time of the survey. Please add a way for us to follow our reports on mods since currently i have no idea if the report i made about a mod was checked or not.
  7. I've been adding more and more mods to my Fallout New Vegas and merging them to be below the 140 esp limit. This does include some mods that are at least partially incompatible and i've been using FNVEdit to make them kind of work together. Below you can see the load order, i used the Fear & Loathing in New Vegas guide as a base but kept adding mods to it. Mods with ++ in front of the esp are merged into the Bashed Patch and mods between brackets are merged into the ESP directly above it. I used LOOT to sort them all. NVSE Plug-ins i have. I'm able to launch the game with no problems, had no problem on Doc Mitchell's house and character creation or walking around Goodsprings. First and second time i entered the Prospector's Saloon it crashed but after that it worked fine, had to make a small fix so the Varmint Rifle would use .22 ammo (that is what Jury-Rigged Fixes.esp is) but when going to the third Gecko-infested water source with Sunny the game always crashes on the same place. Is there any easy way to find out which mods change that specific cell and how they do it? Could anything else be causing those kinds of crashes? Anybody has been succeful with that FOOK+PN+NVEC setup? PS: I know a setup like that will never be fully stable, i just want ot get it to be as stable as possible. PPS: iHUD seems not to be working. Maybe it's because i merged Darnified HUD with other mods? PPPS: Would removing Cars, Real Time Settler and/or Wasteland Defense help with stability? PPPPS: I like PSs
  8. Thanks, but those are Oblivion mods, this is the Skyrim subforum :pinch:
  9. Hi. I'm starting a new playthough as a Khajiit Thief/Assassin. I'm already using a plethora of mods, including SkyRe (just the basic module), Morrowloot, Duel, some components of ERSO and others. I was already recommended Sneak Tools and i'm considering if i want to use it or just the part that was integrated on SkyRe. I'm going to travel around with the Gypsy Caravans but my haracter wants to accumulate wealth and have a luxurious lifestyle. So, i specially wanted mods that add new places to steal, quests geared towards thieves and other challenges and rewards for my thief but i also wants mods that add stuff for him to spend money on, like new houses (or expansions to the vanilla ones) and other things that would fit the luxurious lifestyle he wants.
  10. This is a weird bug i've been having, the scripting system and everything that depends on it seems to freeze but the rest of the game works normally. The first time i noticed this was when i was doing the quest where i have to bring Mammoth's Tusk for Ysolda. I brought them but the dialogue would not end and was stuck on the last line, the quest would not finish and i would not get the speechcraft points that you get as a reward. Later i rebooted the game and i was in a completely different place when i gained tons of speechcraft points and the quest finished, like it was "unstuck" by reloading. I kept playing and the problem didn't happen again for some time. Now i notice it happens from time to time and reloading fixes it but it's becoming more and more frequent and thereby annoying. All scripts stop to work with some examples of effects listed below: - NPCs will not iniciate a brawl even if i repeatily ask them to brawl with me - Frostfall temperature will not update itself and i can run naked on the middle of the snow with no problems - RND stats wil not decrease with time and eating will also not increase them. Here is my load order: http://pastebin.com/jQYLh0T4 I've cleaned my save game of old scripts from uinstalled mods multiple times but it didn't change much this problem.
  11. So... I went back to a save game before i got the quest. I noticed that talking to Mathies didn't give the quest in my journal but the quest stage did change. I them proceeded to talk to Singing again. I waited for the full animation of his espace to play and them waited some more. I then tried to use the player.moveto command to move to him and again he was in his cell but invisible and impossible to interact. Is this correct? Will he be teleported to Gloated Man's Grotto later on the quest or is this a bug with one of my mods?
  12. You mentioned you tried teleporting him to the Grotto but it didn't work... maybe just moving him out of the jail cell like mentioned in the above quote might do the trick. :smile: I hope this helps. I saw this on the wiki before and tried it but it didn't work. Forgot to say it on my post. Also, this might somehow be related to me using the coc console command earlier on this save? I was having that bug where you get an unwanted visual effect (i had the Flame Atronach trail of fire following me) and learned i could use the shrines the Unnoficial Patch adds at the Temple of Kynareth in Whiterun to fix it so i used coc to teleport there and them back to where i was.
  13. I'm playing a heavily modded playthrough and i've gotten the quest "Ill Met by Moonlight", everything was working fine until upon entering Bloated Man's Grotto Sinding was not there. The quest marker pointed to the Falkreath Jail and when i got there he was at the spot he was before i got the quest (but in werewolf form) but would not approach, i tried using tcl to get to him and he spoke his line from the quest but it didn't do much besides that. I tried going back to an earlier save, before i entered Bloated Man's Grotto but it didn't help much too. I tried using console commands and found he is still in his cell, but invisible. I tried using the commands to teleport him to the Grotto but that didn't help either. Anybody has any idea about how i could fix this? Load Order: http://pastebin.com/WqSvv6BD
  14. I always get the lastest version. What i was talking about is that i didn't do the TES5Edit fixes listed on Skyrim Revisited and that i should try but some of them are probably irrelevant because the mods have been updated since i might already include them.
  15. The base of my install was a mix between this guide and standard STEP, altought i didn't do most fixes to the esps, maybe i should try that, altought i'm sure some of those plug-ins have been updated since (The guide was last updated 31 July)
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