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KamSolastor

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Everything posted by KamSolastor

  1. This looks really interesting - too bad about it not working with NMM though :D I keep hoping Bethesda may in the future remove the darn 256 plugin limit with the switch to x64 now instead of x32... but we'll see.
  2. Could just make a plugin that'd add a recipe to turn Sim Settlements coal into PEACE charcoal, and vice versa. Balancing issues notwithstanding, it'd be a lightweight addon that'd allow functionality between the two without really breaking anything.
  3. Did you check your Tes5edit for any mod conflicts that might be interfering or overwriting vanilla bonuses?
  4. So why all of a sudden did this come about?
  5. What if it was based off of tags for the mod (i.e. a house mod in solitude that you use hearthfire for might have tags 'solitude' 'player home' 'build' 'DLC Hearthfire') - and show mods that have similar tags to the current mod (say, two or three, and higher of the same tags). For selecting tags you could have a pre-built 'pool' to choose from for mod authors to 'assign' to their page - though that 'pool' of tags would likely need to be upgraded several times to get a high enough amount for good results overall of the 'similar to / related' search. Also, a search function (or even built-in thesarus?) for mod authors to use (i.e. they type in 'dlc' into a bar, and it would show the DLC tags - Dawnguard, Hearthfire, ect). The thesarus aspect - which I'm not even show how that could be done - would just be to assist mod authors in getting the right tag for their mod (i.e. they want to add 'house' as a tag, and it shows them 'player home' as the correct tag for that). I'm not sure if this has already been thought up, or if it's not fleshed out enough to work - just my thoughts on a possible solution.
  6. Though the idea of being able to donate to a mod author is cool, I don't think paying for mods is the way to go. Valve will just be riding on their work (at a nice 75% cut) - and as other have said, modding for RPGs is a whole lot different than making a hat or a skin, or anything else simple. If Bethesda really wants to make money, announce Fallout 4 :P
  7. So, if you've gotten to the Canyon of Titan, you know Angela Death is, out of the blue, taken away from your squad and, even after the mission (supposedly, after you return from the Demona mission she'll be back at the Citadel) - but she'll remain non-recruitable from that point on. I find this not only very jarring, but utterly retarded - is she just going to lie back instead of traveling with your squad again, when she's become friends with you guys and a de-facto member of Echo One? I think not. Therefore (at least unless/until the dev's put out a patch allowing her to rejoin you once they realize how stupid that decision was), I'd like people to see if they're able to add her back as a follower after the Demona mission (so, ensure she will be back at the Citadel - some people have said they haven't seen her back there even after) - and have recruitable dialogue, and act as a standard follower from then on.
  8. Well, as many of you probably know from the chat, I am a HUGE player of Fallout 3 and New Vegas - and I'm always experiencing crashes, freezes, and other issues - generally because I mod the living daylights out of my game - usually over 100 mods, and that includes NVEC, which in itself is probably another 100 mods. Utalizing this guide, however, I have actually been able to walk around Goodsprings without cringing every time I walk out of the Prospector Saloon, or out of Chet's store, because I'm not worried Goodsprings will instantly crash like it always used to. Follow the guide, and pay close attention to the Wrye Bash instructions, and it will at least help.
  9. Hi all - as with a lot of other people, modded my skyrim game, made sure I had all the patches and such for my mods, used LOOT to help get it in the right order, made sure things weren't doubled up anywhere, cleaned the files LOOT wanted me to in Tes5edit, made merged patch, ect, played for awhile, everything was going good.. got like 92 hours into this character, and steadily increasing, I'm crashing when doing things like, sometimes when I hit 'q' to use my favorites menu (but not all the time), sometimes when loading new areas, sometimes when looting various enemies (no pattern I could detect in certain areas or enemies, or even types of equipment that seem to be a focus for the crashing). Heck, even sometimes I'll just be riding around or walking somewhere and BAM, CTD out of nowhere. Very scattered about, very random, very annoying. Any ideas to help (besides the 'get rid of your mods and start a new game - yes, I realize the mods are the reason why it's crashing, but I'm trying to focus on getting them to work together - if a specific one is causing all of this, yeah, I'd likely remove it, but I don't want to abandon my character just yet.) Specs: 8Gb RAM, Nvidia GeForce GT 650m graphics card with 3.6Gb of RAM, Intel Core i7-3630QM CPU processor. Load Order: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Falskaar.esm Wyrmstooth.esp moonpath.esm Omegared99-Compilation.esm ApachiiHair.esm JSwords.esm ClimatesOfTamriel.esm ETaC - RESOURCES.esm FM - HaafingarHall.esm LB_MuchAdoSnowElves.esm ABT - Faster Bolts Improved +10%.esp Chesko_WearableLantern.esp ClimatesOfTamriel-Dungeons-Hazardous.esp ETaC - Complete.esp ImmersiveWater3.esp ClimatesOfTamriel-Sound.esp ClimatesOfTamriel-Interiors-Warm.esp ToL_Core_by_Brevi.esp RaceMenuPlugin.esp ClimatesOfTamriel-Dawnguard-Patch.esp Chesko_LoreBasedLoadingScreens.esp ClimatesOfTamriel-Dragonborn-Patch.esp ClimatesOfTamriel-Nights-Level-2.esp more plants all extra.esp ABT - Recover +10% Arrows and Bolts.esp Omegared99-WeaponSets.esp Realistic werewolf speed.esp Convenient Horses.esp Convenient Horses - Unique Frost.esp DarkNemesis.esp DarkStandalone.esp DK_Armor_By_Hothtrooper44.esp SkyUI.esp Dual Sheath Redux.esp AchieveThat.esp ETaC - Dragon Bridge South.esp 3DNPC.esp HearthfireMultiKid.esp HearthfireMultiKid_LastName.esp Complete Crafting Overhaul_Remade.esp Crafting300.esp DragonBoneEbonsteel.esp Delphine Makeover.esp torches for RL (happy medium).esp FollowerCompatibility.esp Hothtrooper44_Armor_Ecksstra.esp Lakeview_Extended_BackRoom.esp Supreme Fog - CoT.esp When Vampires Attack.esp ORM-Arvak.esp RaceMenu.esp SilverDragonArmor.esp Skyrim Immersive Creatures.esp Helgen Reborn.esp Lakeview_Extended.esp Breezehome_Fully_Upgradable.esp Cloaks - Dawnguard.esp BetterDarkBrotherhood.esp Guard Dialogue Overhaul.esp Civil War Overhaul.esp Immersive Weapons.esp Skyrim Immersive Creatures - DLC2.esp Cloaks.esp ACE Archery.esp ABT - Faster Arrows Improved +10%.esp Lakeview_Extended_Basement.esp ESFAela.esp CCO_SIC_Patch.esp Merged Patch old.esp ABT - Progressive Damage (BS and CCO).esp Hothtrooper44_ArmorCompilation.esp EMCompViljaSkyrim.esp ACE Enchanting.esp EMViljaInSolstheimAddOn.esp UFO - Ultimate Follower Overhaul.esp ETaC - Complete 3DNPC Patch.esp Immersive Patrols Merged All.esp LB_MuchAdoSnowElves_Quest.esp TrissArmorRetextured.esp Dragon Soul Relinquishment.esp moonpath_questdata.esp CerwidenCompanion.esp DeadlyDragons.esp Crossbows_Basic_Collection_EN_LL.esp UFO - Dragonborn AddOn.esp SMIM-DragonbornTernFix.esp SMIM-DungeonsCliffsIceSkirts.esp SMIM-FarmhouseFlickeringFix.esp SMIM-FurnitureChestSnowFix.esp SMIM-ShackRoofFixes.esp ACE Melee.esp Chesko_Frostfall.esp CCO_Frostfall_Patch.esp FM - HHall Exterior.esp ACE Smithing.esp CompanionArissa.esp FM - UNP Merchants.esp ETaC - Smelters.esp ACE Armor.esp SMIM-ShackRoofFixesDragonborn.esp Sneak Tools.esp BlackSacramentDBReplacer.esp nightshade_armor.esp The Dance of Death - Ultimate Edition.esp The Paarthurnax Dilemma.esp ACE Speech.esp Run For Your Lives.esp MineMarkers.esp BlackSacramentArmor.esp Apocalypse - The Spell Package.esp LB_MuchAdoSnowElves_ACE_Patch_Long.esp Knight Of Thorns Armor.esp Evil MasterMind Armor.esp ACE Synergy.esp R18Pn - Eisen Platte Armor.esp ACE BYOG.esp ACE Magic.esp ACE Realistic Fighting.esp UNP Jewelry Variants V3.esp Alternate Start - Live Another Life.esp Dual Sheath Redux Patch.esp Any ideas what might make my game less crash happy? (again, besides the 'remove all the mods' idea, - also, I've tried the 'deactivate all mods, enable 5 at a time' strategy - I didnt encounter the problem playing about 5-10 minutes with each batch of 5 mods, so that would argue for a more subtle problem than just <x> conflicts with <y>).
  10. The biggest things I've seen that might be an issue are some navmeshes that are trying to override each-other for a few mods, but beyond that, the biggest conflicts I've seen in Fo3edit between mods are one mod wanting to add a perk to a creature, then, say, Marts Mutant Mod doesn't want that perk, or one mod wanting the dialogue topic 'greetings' to have a priority of '65.000' and another sets it as '55.000' - things that would seem, at least to myself, to not be a huge, game-crashing reason.
  11. Well, I'm pretty sure I've completely borked my game with my load order, despite everything I've done to try and smooth things over. I've made a merged patch, looked at direct conflicts in Fo3edit and manually smoothed things over as best as I can, and where I had to choose one or the other, I chose the mod that would most likely need precedence - such as overriding an item with the default values Fallout3.esm has with different values, as it would be overridden anyways by the other mod. Still, I've been getting a resounding amount of problems - About an hour in, trying to load new areas other than where I am currently at, results in a crash or freeze (never-ending load screens too). I believe this is a sign of a corrupt save, yet I do not use autosaves at all, use CASM, and dont see how in only a little amount of time a save can completely be screwed up like that - especially since the intro scene, up until I get outside of Vault 101 runs completely fine with no issues whatsoever. I've started a new game a few times, with various results - usually just a difference of where I am when my game decides to not load new areas anymore. On my latest new game attempt, trying to go further than about 300 meters away from the exit (so, about 3/4 of the way to megaton, or just into Springville) causes a freeze or crash. I've tried going through my load order disabling mods and trying again to see if disabling one or another would cause the problem to go away, and trace it down to a specific mod, but it had no effect - still crashes about the same distance away from the door. I have no idea what to do at this point - maybe it's multiple incompatible mods or something? If someone would like to look at my load order and see if there's anything that's definitely a 'Do not use <X> with <Y> OR ELSE', that'd be great. I really don't know what else to do except toss Fallout 3 down in despair. Note about load order - I do have a few smaller mods merged together in various plugins - it never made much sense to have separate patches for each DLC when you can have them all combined, or a mod that adds a single item on it's own just adding to the plugin list size, so anything with <x+y> or <blah - Combined> is a merged file. I did check them over for errors between themselves before I merged them, though. Load order: GameMode=Fallout3 Fallout3.esm=1 Anchorage.esm=1 ThePitt.esm=1 BrokenSteel.esm=1 PointLookout.esm=1 Zeta.esm=1 Lings.esm=1 Unofficial Fallout 3 Patch.esm=1 LingsDLC.esm=1 CRAFT.esm=1 CALIBR.esm=1 xCALIBR.esm=1 [DC RANGER ARSENAL v3 MASTER].esm=1 Ammo Bench.esm=1 ArefuExpandedByAzar.esm=1 AWorldOfPainFO3.esm=1 TheInstitute.esm=1 Vault 101 Revisited.esm=1 Mothership Crew.esm=1 TSC Air Support.esm=1 Advanced Recon Tech.esm=1 Alton, IL.esm=1 EVE.esm=1 FO3 Wanderers Edition - Main File.esm=1 FWE - Combat Overhaul_Core.esm=1 Mart's Mutant Mod.esm=1 LingsFinerThings.esm=1 RHKBrisaAlmodovar.esm=1 EnclaveCommander-OA-Pitt-Steel.esm=1 CrossModData.esm=1 Animy_prostitution.esm=1 DCInteriors_ComboEdition.esm=1 SeducingWomen.esm=1 MyDog - Globals (keep this active).esm=1 MyDog.esm=1 Point Lookout Reborn by Jcro25.esm=1 BelthansQuoVagis.esm=1 FO3 Wanderers Edition - Alternate Travel.esp=0 DarNifiedUIF3.esp=1 YearlingsGlasses.esp=1 CASM.esp=1 CRAFT - Clutter Conversions.esp=1 Overhead3PCamera.esp=1 ArefuExpandedByAzar-Radio.esp=1 UPP - Combined.esp=1 HeirApparent.esp=1 NotSoFast.esp=1 BlackWolf Backpack.esp=1 BlackWolf Backpack - Blank's Container Patch.esp=1 merc2+HiVE+Underground Hideout.esp=1 MiniHideout.esp=1 Classic Fallout Weapons BETA.esp=1 R18BodyPack.esp=1 Megaton House and Theme Overhaul.esp=1 FO3 Wanderers Edition - Main File.esp=1 FO3 Wanderers Edition - DLC Broken Steel.esp=1 DLM_FWE Medic PA FWE+Zeta required.esp=1 FWE - Combat Overhaul_Equipment.esp=1 FWE weapons pack.esp=1 HZ_M92SE.esp=1 [DC RANGER ARSENAL v3] - DLC GEAR.esp=1 3EFdrg.esp=1 Advanced Recon Armor.esp=1 DIM TYPE3 Conversion + clothes.esp=1 Dragonskin Tactical Outfit.esp=1 DragonskinBonusPack.esp=1 Echo_UseBothGloves.esp=1 Lings Finer Things.esp=1 LingsPrettyThings.esp=1 LingsPrettyThings-BrokenSteel.esp=1 Mart's Mutant Mod.esp=1 Mart's Mutant Mod - Master Menu Module.esp=1 MMM - FWE_Combat Overhaul Master Release.esp=1 RHKBrisaAlmodovar - Custom - Lings.esp=1 JessiCompanion.esp=1 SeducedDLC03.esp=1 Sydney Follower.esp=1 TSC Air Support.esp=1 Fellout-Full.esp=1 xCALIBRammo_FWE.esp=1 Fellout - DLCs.esp=1 FO3 Wanderers Edition - DLC Combined + Trasers + Followers (BS).esp=1 BlackWolf - Merged + SMG - No container patch.esp=1 RHKBrisaAlmadovar DLC + FWE.esp=1 Caliber Schematics + Ammo bench + tincan + PipboyPDA.esp=1 Advanced Recon Gear+Tech+Stealth.esp=1 MMM - DLC + FWE Patch.esp=1 Swim + Trade + bz + Dogt+sungl+Ghos+Mantis+Holster+Chem+Dan.esp=0 Swim + Trade + bz + Dogt+Sungl+Ghos+Mantis+Holster+Chem+Dan+HelmChinStelth.esp=1 Helmetless Camouflage Stealth Suits.esp=1 Colossus Combined.esp=1 FWE-COL-Enclave Compatibility Patch Merged.esp=1 UH-FWE Weapons and Workbench patch.esp=1 Advanced Recon Tech FWE.esp=1 MyDog - Anchorage.esp=1 Mothership Crew Clothing addon.esp=1 BQV2DLC.esp=1 AltonAddon.esp=1 DSG1 Sniper + Red eye + T.Y.R..esp=1 Sydney Follower Fixes + Update.esp=1 Zan_AutoPurge_SmartAgro.esp=1 merged patch 1.esp=1
  12. Huh. My bad, thought I remember in the posts the author allowing someone to try a conversion if they wanted to, but he did not. My apologies.
  13. Use the steam interface to open a browser window, open pandora. Beyond this, there's no chance of getting a mod to sync with a website ingame to control it with your pip-boy. That's Bethesda-level programming, because you'd have to hard-wire the game to look for a server (pandora), and then run an interface from there to the game menus. That would require professional level programming.
  14. There's actually a mod called 'Skunkwater Gulch' that has a few masks (like 3-5) like that in it. Can't remember if they had head-straps though.
  15. The title is pretty self-explanatory of what I'd love to see. The Skinnywear shop has some excellant items, but unfortunately, I, and I believe a lot of other people, prefer the type3 body overall rather than the type6 skinny body (to me it makes females look anorexic). I am hoping someone would take on the rather long and tedius task of converting the outfits from the mod to the type3 body. I believe the author has already given permission for it to be converted, just the author does not want to do so himself.
  16. I dunno how many of you have used the Angel Park 2 mod, but it's pretty awesome in everything except story (there's notes scattered about, though I've never been able to make much from them except a few scattered tales). It adds a pretty huge area, seperate off the main FNV map, and has tons of npcs, weapons, a good amount of unique armors, and a ton of other goodies stuffed in there. Unfortunately, while it runs good, hardly ever crashes, and most of it is good, there's still a lot of room for improvement - specifically in the weapons. While most of these things seem to be pretty small, I know nothing of modding or editing in general, so I am asking for someone to help fix an already pretty awesome mod. First problem - though some unique ammo is added in AP2, the only guns that can use it are the AP2 guns - which means both the ammo can ONLY be used by those guns - AND those guns can ONLY use vanilla ammo, plus the AP2 ammo - so mods like CASE, XCaliber, ect will not effect them, sadly. Second, none of the weapons have any modifications available. Some of the rifles added have scopes already attached, others have silencers built on - it'd be nice to be able to actually mod them to do this rather than them just being there (also some of the silenced weapons use non-silenced sounds). (Okay, I realize this isn't a 'small fix', but it'd still be nice >_>) Third - multiple small graphical glitched - magazines not being removed when you reload, small parts of weapons not being textured in first person, such as magazines, buttstocks, ect. Also, some of the weapons do not have real iron sights. Fourth - There are a few general glitches - City Killer, a fully automatic shotgun, causes a short freeze on every shot most of the time. Sometimes it won't, though - very odd. Also, the 'Arm X < >' series of weapons are positioned great for vanilla animations, but not for the updated animations in the rifle/pistol animation replacer a lot of people use now. Tweaking of how they are positioned to accomodate this would be awesome. If you havn't already tried out the mod, I suggest you do, then come and help fix these small problems with it!
  17. It'd be cool if someone ported the 'better clover' mod (the one where she had the kimono-like outfit?) - better options than just porting a npc
  18. Sounds like a very nice idea. If this ever gets up and running, toss me a message - I'd love to do some voice acting for a Ranger character.
  19. It should have some options where it can automatically run around the battlefield a bit and heal you or companions of general health (kinda how the automatic stimpaks are, but MED-E will inject you when you or companios reach certian amounts of health, or certain percentages of health, ect [also you could toggle it so only you are affected by this, and companions are on their own]. Also it'd be great if MED-E also would apply antivenom, Co2 to put out fires (if you catch on fire he/she'd run over and 'spray' you, thereby stopping the fire effect). Beyond that, I can't think of anything else. Might be cool to have some kind of advanced health system put in where you could get infections, broken bones, ect - there was a mod that did something like this, but on a larger scale, but unfortunately it was horribly incompatible with mods such as NVEC and Project Nevada.
  20. Tbh, similar along this line of thought, I'd love to see some 'slings' or other web gear, along with changing the animations for holstering weapons on your back from being diagonal to being horizontal (i.e. instead of weapons slung from one shoulder to opposite hip, they would be slung from right shoulder to right hip, a bit off the center of your back) so that holstering your weapons looks a lot more natural when used with all the various backpack mods.
  21. I wish animations in Fallout were easier... then we could have it with animation ._.
  22. Wow, this idea sounds really cool. Can't wait to see how this develops.
  23. The mod 'Lucky 38 Suite Reloaded' is arguably one of the best Lucky 38 replacer/redos available. Yet, tragically, it is unfinished - furniture is scattered everywhere, the charger for drained fission batteries (for use in the teleporter device) doesn't work, the water in the bathtub and pool is irradiated, there's no space in the armory for DLC added weapons, armors, and gear, not to mention from other mods, and the sorting system has no way to 'tag' items to not be sorted, or sorted into special contianers so you aren't running all over everywhere to get your gear together when you leave after you sort it. There are some of the major problems with this mod, and I'm sure there are a few more - yet all of this might take a week for a experienced modder to fix. I am hoping someone will take a look at this mod and decide to finish what Kospy started and complete this awesome mod. Also, in terms of legal use of his mod, I quote from the Liscense/Legal section of his readme: "You are not able to dispatch redistribute this mod without my approval, but if you want to improve this suite, feel free to develop mods based on this one." Please, someone take pity and finish this!
  24. I know, right? This sounds easy (though I have enough experience on the user side, and just troubleshooting various things that things that sound 'easy' are often very, very hard). I just hope it actually will be relatively easy, and someone will pick it up :laugh:
  25. I've always been a bit put off when using all of the awesome backpack mods out there, not the least of which are Blackwolf Backpackes and Niveas various packs in her Spice of Life mod. It always feels odd when I pull my weapon off my back, and I pull it straight through my backpack as I ready it. My idea is twofold: Firstly, where you holster all 'large weapons' (i.e. everything other than one-handed weapons that go on your leg) would change from being on an angle across your back to being more or less straight up and down and to the side a bit - as if you had strapped, or slung, your weapon next to a backpack, for instance. Here are some examples of what I mean: Best example, another example, bottom middle picture in this. The second part would be changing the animations for putting away your weapon to match with this so when holstering your weapon or unholstering, it looks smooth.
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