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Everything posted by UlfricsRevenge
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A problem exists with this combination, as described here: https://reshade.me/forum/troubleshooting/9313-reshade-message-screen-keeps-appearing-on-some-screens-in-starfield#47223 One user wrote: "I guess we need a mod for Starfield specifically to not disable Frame Gen in menu's. Thanks for the clarification." Is such a thing even possible, and if so, might a kind modder give it a shot?
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Happily I'm seeing the modding community beginning to address the problem of space travel and how there's no real need for it. In the comments under the new "Better Space Exploration" mod, Gogogo123 put it beautifully: "Without the ability to actually fly to other planets, like you can in the X series or the old Freelancer and Wingcommander games, there is just no need to be on your ship outside of the occasional space combat. Unfortunately, ships are only a very pretty, customizable location from which you can access special loading screens - that's it. Obviously, you do whatever floats your boat, but more or longer unskippable travel animations are not what I would call conducive to the whole space exploration thing." It was quickly noted that traveling from planet to planet is possible, but I'd like to suggest another way that space travel can become more meaningful. Two things are necessary, in my opinion. 1) A mod was released earlier which forces the player to fly closer to the target before they can dock. I believe this needs to be expanded upon. Imagine if we also needed to fly closer to a planet before we could land, and imagine if we needed to get further away from a planet before we could engage our grav drives. In the former, it could be that we need to get closer to the planet to achieve orbit, while in the later, it could be that we need to escape the planet's gravitational pull before the grav drives can be safely used. These changes would have the effect of forcing us to actually fly our ships for a period of time, adding to the illusion that they're actually vehicles instead of props. 2) I could be wrong, but it appears to me that the only time we have actual encounters in space is when we first enter a cell. Whether it's a pirate, or grandma inviting us over for stew, or someone needing repairs, these encounters are always waiting for us at the very beginning of our entry into a system. Once that encounter is over, no matter how long we fly around, that cell will remain devoid of encounters forever (fast traveling away and then back to it will of course reset this). Yet we know (or at least I assume?) the game engine allows for ships warping into a cell after the player is already in it because we see this happening in the space around busy ports like New Atlantis. So it appears to me that if someone could make it so that there's a chance for new ships---either hostile or friendly---to warp into any system at random intervals after the player is already in the cell, it would make actually traveling through the system more meaningful. If you're a pirate looking for prey, or if you're a hunter looking for pirates, rather than having a zero chance for such encounters the longer you fly through space, the chances of such encounters would increase. I hope I've explained this right. These are both very small changes or tweaks from a game-play perspective, though they may or may not be massive endeavors for a modder trying to script all of it and get around any game engine limitations. But in the end, the need to fly in space for a period of time before landing or warping out, and the possibility of encountering other ships along the way, seems to me like the most simple and elegant solution to the present pointlessness of space travel. EDIT: I also assume such a mod would require the editor and possibly SFSE. But if anyone believes these changes are worth making, it would probably also make sense to offer different versions of #1 so that players could decide how long they want to travel before being able to land/warp away. Some players would want to be forced to just fly for 30 seconds, while other more masochistic players would want to have to fly for 15 minutes, etc. Choice here would be crucial. EDIT 2: It feels like the direction modders are going with this problem is to make the game more like No Man's Sky with planet-to-planet travel. And while this would be great, I guess what I'm advocating for is to go the route of most other space sims which divide their systems through gates of some kind. In games like Freelancer and the X series, travel is necessary within a system to reach these gates and along the way, encounters are also possible. Of course Starfield has no gates, per se. But the changes I've suggested in #1 would create a kind of de facto gate system. Even though the player isn't traveling to a specific point in space (i.e. the gate), travel for a period of time is still necessary.
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When the editor comes out, could someone with some scripting knowledge please make a mod to ensure that whenever we land, we do so INSIDE our ship, ensuring that we're never auto-dumped onto the planet's surface? Not only will this keep us from accidentally emerging onto a toxic/hostile atmosphere wearing our regular clothes, but it also makes sense that before we disembark we should always have a chance to gather what we need for the mission, etc. I haven't quite figured out what prompts the auto-disemnarking. It seems when I'm landing for a mission or landing in a settlement it's an auto-disembark, but at other times my ship lands properly and I have a chance to leave by my own accord (AND put on my damned spacesuit). It seems that the game just decides for you, and nothing I do while in space seems to make a difference.
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Watching the Manchester derby and wondering if a talented face sculptor might make a RaceMenu preset of Erling Haaland? I want to make him a Nord dovahkiin. Thanks for reading!
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I asked a question on the discussion page of this mod but the question was deleted. I PMed him the question instead, noting that perhaps it would be best afterall not to clutter a public discussion page with these questions. Not receiving an answer for 24 hours, I finally returned to the PM and saw he had left the discussion without answering it. I'm uncertain why the author of this mod so adamantly refuses to answer questions which arise from his own mod. So I will ask it here instead. The description page says: "This mod replaces pre-vis in certain cells. If you get pre-culling issues in those cells (white see-through or invisible walls), then you have a load order conflict and need to load UWBF after any mod that edits the same cells." I noted in my original deleted question that this fix indeed solved my problem in one cell (Vault 111), but I had concerns about it in the greater game. He wrote that this is a "load order conflict." To me (and I could be wrong) that means Mod A and Mod B are both trying to touch the same things. If Mod A (in this case UWBF) loses the conflict, it makes all the walls disappear. So you simply load it after Mod B. But how do I know that somewhere else, another mod conflicting with UWBF and losing the conflict, won't be the one causing the walls to disappear? Thank you in advance to anyone willing to explain this in just a little more detail than that mod's description page. To anyone who might say "Why don't you research it for yourself," I would say yes, you're probably right. But aside from the fact that I don't think I'd know where to start, it seems to me that when someone releases a mod that makes changes capable of such destruction to the game world, they owe more than a simple "load my mod last" warning along with the deletion of any posts inquiring further.
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Wow thank you so much. I must have looked at that tab ten times and didn't notice. Probably because I was getting frustrated and not looking closely. Thank you again.
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Hi. I don't know if this is the right forum. I probably should seek out a Nifskope forum but anyway. I had to reinstall WIndows last night. I've reinstalled Skyrim, my mods and modding tools. Now I'm in Nifskope and the textures aren't being displayed. I know there was always a setting allowing me to set the texture path for viewing. One tutorial says it's located under the Render drop down. I'm using Nifskope 2.0 Dev 7 and no such option exists under Render. As for Options > Settings that doesn't have it either. You guys know what I'm looking for, right? It has a button that says auto-detect texture path? I can't find it anywhere and all my meshes are untextured (though they do point to the proper directories in Data > Textures). I especially like to add the desktop as one of the possible file paths so when I download mods I can just drop their meshes and texture folders on the desktop and quickly see what the item looks like in 3D. But I can't find any option to set these paths. Could someone please help?
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While in first person, the default speed is running. If you're walking in third person and then switch in stride to first, you'll continue to walk. But the moment you stop, you run again. This keeps me from playing in first person. But I really want to play that way. Does anyone think it would be hard to make a mod that makes walking the default first person speed?
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Be a Bard + travelling Merchant are a nice way to role play.
UlfricsRevenge replied to goranpaa's topic in Skyrim's Skyrim SE
Even better: https://www.nexusmods.com/skyrimspecialedition/mods/15814 -
SSE Backpack Penalties
UlfricsRevenge replied to UlfricsRevenge's topic in Skyrim's Creation Kit and Modders
Ahhh, I see someone else thinks like I do: https://www.nexusmods.com/skyrimspecialedition/mods/20207?tab=description -
I love wearing backpacks in the game. They look cool. Especially the Campfire backpack which changes depending on what items / tools you have in your inventory. The trouble is, I find myself wearing them constantly because of course you usually get a carry weight bonus with them. Especially in Survival Mode with its reduced carry weight, they come in handy. But I'm a role-player at heart. Nobody walks around perpetually wearing backpacks. I'd like to find a way to add a penalty as well as the carry weight benefit; a give and take. Specifically I want to make it so when I'm wearing a backpack I take a 15% penalty to movement speed. I'm already using a mod that lets me walk faster so a small penalty like that wouldn't be too punitive and probably still be faster than vanilla values. I just want something to actually give me a game-mechanic related reason to un-equip the backpack from time to time! The trouble is, I couldn't find any enchantment effects related to speed. Have I missed any, and if so, does anyone know what they're called? And if there are none, is there a non-scripting way I can create a custom effect like this which I could then apply to all backpacks? Thanks.
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For my own mod setup I've cherry picked weapon models from LeanWolf's, SBO and others. Links below: https://www.nexusmods.com/skyrimspecialedition/mods/2017/ https://www.nexusmods.com/skyrim/mods/8781/ Of course LeanWolf has a SSE conversion, so that was no problem. For weapons that didn't, I ran the meshes through SSE NIF Optimizer. I haven't had any problems. Only one small annoyance. The swords I took from SBO have tiny little menu items. Every other weapon and armor which either I've converted or downloaded from SSE Nexus has been fine, but these SBO swords have a menu problem. I opened the mesh and noticed some odd things. For the iron sword, the BSInvMarker had a lower zoom than the vanilla one. Okay, now I'm onto something, right? I make the zoom match the vanilla, but the menu item is still tiny. As for the steel sword, the zoom was the same as vanilla. Apparently BSInvMarker has no baring on any of this in SSE.... Or maybe I've overlooked something. As I said, it's just an annoyance. It sucks having all your inventory items normal sized but then this handful of swords are all much smaller. I thought about just using LeanWolf's for all my sword replacers, but I feel his iron sword is still a little too wide and I think the hilt on his steel sword is much too long. Any ideas what I can do, or just live with it? Thanks.
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The Dark Faces bug : How to fix it?
UlfricsRevenge replied to Alzender's topic in Skyrim's Skyrim SE
I have a personal mod where I changed hundreds of NPC faces, hair, gear, etc. When I ported it over to SSE, all of them had the black face bug. I didn't understand why, because from my reading it said all you have to do is load the plugin, make one small change and hit save. The CK, I understood, would properly export all these faces. I read there was no need to fo ctrl-f4 anymore because it was automated. I almost gave up on porting my own mod, but then in a hunch I went through each of the hundreds of NPCs I changed, highlighted them, then did the ctrl-f$ thing. Sure enough, the black faces were fixed. Since then I've gone into that plugin several times to make small adjustments (not to faces, which would require that I ctrl-f4 them again, but to outfits and weapons). Each time, the CK does it's thing, creating some sort of face files (I'm wondering if there's an option in CreationKit.ini to stop that?) but happily that doesn't mess up the faces in game. My one time ctrl-f4 function solved the problem. -
Hi. I use the Become a Bard mod: https://www.nexusmods.com/skyrim/mods/65636 As many of you know, the mod adds a special "Wanderer's Lute" which sits on the back and then comes off while being played. I also play with a custom skeleton.nif which I made that reduces the quiver size to 0. As much as I would like to have quivers, the limited space on the back, plus the positioning oddities and complications added by Dragonborn's crossbow bolts, simply causes too many problems. I've saved myself a ton of headaches by just removing those quivers. Unfortunately, the special lute from Become a Bard is connected to the quiver node. So it's invisible. My knowledge of Nifskope is pretty limited, but I'd like to know if there's a way for me to change this lute so that it attaches to another node. I've done a test to make sure it would work, replacing the lute models with a backpack. Sure enough the "lute backpack" appears on the player's back, comes off when he starts playing (turning into a lute), and then goes back onto the back as the backpack model. So this tells me there seems to be no specific reason why the lute has to take up the arrow slot. The problem is, I have no idea how to transform the lute so that it attaches a different way. The model itself says: BSFadeNode: Arrow [0] BSInvMarker: INV [1] NiStringExtraData: QUIVER [4] NiTriShape: Arrow:1 [5] Can anyone please help? If this can't be done without changing the mesh in Blender (I have no idea how to use that), then I'll just have to keep the invisible lute on back. Having a lute show on the back is, after all, a luxury.
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A mod to add immersion to NPCs who sent hired thugs
UlfricsRevenge replied to RoadKill47's topic in Skyrim's Skyrim LE
This is a great mod idea. I hate how I have to talk to those NPCs who tried to kill me as if everything is normal between us. -
Best mod for follower with story
UlfricsRevenge replied to Xenoxblades's topic in Skyrim's Skyrim LE
For me, Vilja is hands down the best in terms of features and attention to detail. -
She's a Stormcloak through and through. Loves Ulfric. Debates with me about the righteousness of their cause, etc. Sometimes I like to aggravate her by having Talsgar the Wanderer sing Age of Aggression and turning it up really loud. Last night I asked her, "Tell me, which one of the Eight Divines is your favorite?" She replied, "There are NINE Divines!" So funny.
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It's not what you think. It's not because his wife and daughter were murdered. It's because his mother made him wear footie pajamas until he was like 14. That sort of thing takes its toll.
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The voice acting is really out of hand. I had this idea to role-play a new kind of character. As you can probably guess, I exclusively play strong heroic types, charismatic and good with guns. But this time around I wanted to try a complete computer nerd type. I made him very thin, gave him very big ears, a dorky haircut, and 10 intelligence right off the bat. My goal was to put everything into science, hacking and robotics and then create world class robots that would act as my main line of defense in combat. But then he spoke. His voice was totally wrong for the character. Totally wrong. It ruined it for me. I went looking for a silent voice mod and found what I thought to be the most stable, but in order to use these you must also use the full dialogue overhaul mod. I noticed the mod page for that mod shows 54 bug reports, some of which include reports of crashing. That scares me. So I gave up on that idea and just stuck with the voiced dialogue. Every time he spoke I cringed. This voice simply did not match the highly intelligent, slightly socially awkward, scientific-minded nerd who I wanted to play. Not even close. Bethesda has literally pigeonholed us all into playing the exact same character with the same inflections, same attitude about things, same way of looking at things and ultimately the same experience. We can make our characters look different, but in the end we have no more control over their individuality than we do, for instance, watching the same Tom Cruise movie and trying to turn him into our own vision of what the hero should be. He's set in stone. We're merely observers.
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DesperateCan't change voice for new robots
UlfricsRevenge replied to UlfricsRevenge's topic in Fallout 4's Discussion
Verified Steam cache fixed it. -
DesperateCan't change voice for new robots
UlfricsRevenge replied to UlfricsRevenge's topic in Fallout 4's Discussion
I do everything manually. Never use NMM. When I install or uninstall mods, I actually remove the plugins and edit the plugin file in AppData / Local to reflect my changes. With scripted mods of course that information stays in the save file, but that sort of only applies to Skyrim at this point as (to my knowledge) there are no scripted mods for FO4 yet without the editor. In any case, I only disabled my entire mod list for the purposes of testing to see if there was a huge conflict. When that didn't help, I re-instated my previous load out. There are also loose files with no plugins in my game. For instance, I use a mod that stops followers from commenting about things you pick up. This is just edited sound files. I removed those with no luck. I went through everything with no luck. I must be cursed. Thanks for your reply. -
As well as being plagued by literally every bug reported so far for this DLC, I also have one that I can't find information about anywhere. This makes me think I'm the only one having this problem, which is kind of terrifying. Whenever I change the voice in the robot workbench for newly created robots, it remains the same default male voice. Tried several times with no luck. Disabled all mods, no luck. Note: I didn't have a character when this DLC came out and I was in a rush to try out the new content, so I used a mod that increased XP gain times 10. I then uninstalled the mod when I reached level 15 and then started the DLC quest. Could this somehow be the reason for my myriad of problems? I don't think so but just checking. Anyway, can anyone offer some ideas about why my robot voices don't change?
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ADA not moving forward (minor spoiler)
UlfricsRevenge replied to Crimsonhawk87's topic in Fallout 4's Discussion
Didn't fix it for me. -
About hardcore survival DLC
UlfricsRevenge replied to UlfricsRevenge's topic in Fallout 4's Discussion
I understand, and that's why I also provided the caveat that FO4 is very stable for me. I only crashed during one period in my first play through when Marcy Long was annoying me and I manually deleted her. After that, every time I fast traveled to Sanctuary I crashed. My fault, obviously, and not a statement about the game's stability. But then you had that one area where people were crashing when they were at a certain point of a certain quest (I didn't experience this but many did). It was fixed in a patch but who's to say a similar problem won't rise up with a later patch or DLC area? And then there was my example of buggy quests which could be avoided if one is able to save prior to speaking with the quest giver, etc. And let's face it, while there are those who brag about how easy the game is at the hardest difficulty, those mere mortals among us know of certain moments where it's hard enough on normal level---fighting a mirelurk queen, for instance, or assaulting the entire Brotherhood base and facing a tsunami of bullets and laser fire. Obviously we're going to want to sleep in a bed before those moments, but are there any beds nearby? If not, we're in big trouble because fast travel is disable in this mod too (something I actually like). We may very well have to walk a long distance from out starting point to the boss fight in question without being able to save at any point along the way. I'm sure some of you can see the problem with this. All in all, I can think of one good reason for saving on sleep only: it'll up the fear factor by about a hundred. But I can think of many many reasons why this would cause frustration and make the game not so fun.