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Posts
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Everything posted by Zurath
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"the core gameplay loop seems like it will hold people's attention for a very long time" LMAO This game is a walking dead. Just look at the downloads numbers for even the most popular mods. I honestly can't name a single reason to play this game on a regular basis and I consider myself a fan of the series. Even made a few mods for Fallout games including this one. Don't shill in such an obvious way at least. XD
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So is there any real guide that's actually possible to comprehend?
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Make gas masks use power armor speech?
Zurath replied to mellophonist's topic in Fallout 4's Discussion
Adding a dn_PowerArmor_Helmet keyword has no effect on a voice whatsoever. -
The reason why no one made it till now is that it's a S4!Tload of work animating everything, including shooting in both 1st and 3rd person. I think scripting is the least of the problems here as there are pretty talanted scripters out there, making all corts of even more complex stuff.
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Hello. I'm currently trying to edit an outfit in 3DS Max. My goal is simple. Import -> Delete part of the body mesh that is covered by outfit -> Export it back to NIF. Import and editing goes without problem, but after exporting it back to NIF it becomes unskinned and ofc doesn't work. I'm not a 3DS Max expert obviously and it looks like I'm missing something. I guess models must be skinned somehow before export, but I'm honestly have no idea how. Googling did not help so far. Any tip would be appreciated. Regards.
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Username change is a feature that could be implemented in 5 min without signle problem. If you just don't want users to change their names, just say so. This "complicated" thing is just a pure BS.
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Same problem here, except my game will randomly refuse to load savegames giving me CTD even though it was fine when I was making them. If memory patch is disabled, game works pretty solid. Well, at least I can load my savegames without CTD. Something was definetly changed at memory allocation for this game. When this patch was introduced, there was different setting in SKSE.ini (GiveFirstBornToSheson=1) and SKSE memory log plugin was showing that only the first block is used. Now I can see that both block are used at the same time no matter what size they have. And even if the first block size is more than enough, the second block is still used. I'm not stating that this patch doesn't work for everyone, but it definetly doesn't work for some people including myself and even more, it makes things much worse, causing random CTD. Because using old SKSE doesn't change this behavior, I can only presume that memory allocation was changed in the game itself to remedy CTD, but instead Bethesda made things even worse. All I can say for certain is that anything above 256 in one block cause random CTD for me.
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I can confirm. Immersive armors mod is the one that gives that problem.
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New mod author comment moderation features and updated terms of servic
Zurath replied to Dark0ne's topic in Site Updates
This site became better and better... -
White, wet and shiny-looking, lighting issue on character's tail?
Zurath replied to Zarago's topic in Skyrim's Skyrim LE
That's definitely cased by dripping effect. The only workaround I found so far is disable dripping effect in both "Wet and Cold" and "Frostfall". It's really annoying and immersion breaking effect from the mods that supposed to increase immersion. -
LE Steel Horned Helmet without Top Spike
Zurath replied to okamikemono's topic in Skyrim's Mod Ideas
No one can remove the spike? Anyone? Please? -
I've made such mod. You can find it here: Legendary Staffs
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http://www.creationkit.com/Data_file#Removing_Master_File_Dependencies_From_Plugins
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Dirty edits has NOTHING to do with crashes. And after no positive effect by cleaning save from scripts I believe problem could be even deeper, not in saves but in game core itself.
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Doesn't help. Still CTD randomly along with freezing image and running sound. This game is so f...k-up from the start and mods push this ancient and bugged engine to it's limits, making crashes happen more often. But I believe game's core is a source of trouble. Bethesda just never was good when things come to engine.
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Site design update, file backgrounds and hot file cropping
Zurath replied to Dark0ne's topic in Site Updates
Very nice indeed. -
NMM version 0.44 released, new file servers and site updates
Zurath replied to Dark0ne's topic in Site Updates
My mod list was completely ruined. A tonn of mods was duplicated and this damn thing offer me to update mods that don't need to be updated. After cleaning cache duplicates gone, but still stupid update offers and now NMM don't want to install/unistall mods on enter key. WTF? This new version is nothing but trouble. P.S. Who need this readme feature at all? No one reads them! :D -
Anyone knows hoe to import this face morph back. For instance I want to start a new fresh game with the same face, but I can't reproduce it, still I love the way my character looks right now. Anyone?
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Never heard more stupid advice on 2gb problem than yours. Also there is nothing you can do. Skyrim exe is already flagged to use more than 2gb, but engine is just too crappy to do so as well as it's too crappy to at least use 2gb effectively. It wasn't designed for neither of above. What else you can expect from fully scripted engine. Bethesda programmers are morons.
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I've made cleaning of Update.esm, Dawnguard.esm, Hearthfires.esm and Dragonborg.esm. Still CTD's at exactly the same conditions.
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Have the same problem here with constant CTDs like every few minutes on open air. Also I must say that this seems to be happens only near big routes, where many NPCs travel. So this must be NPCs related. Also I've noticed records related to Dragon Cultist ambush in the logs just before almost every CTD. Can't even imagine what to do. I'm definitely don't want to start a new game. I've passed so many crap to build my character not to blow everything I got right now. There must be a way out of this s#*!. At this point I hate Bethesda. Really. Here is example of logs before crash: [02/12/2013 - 04:24:31AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:00AM] Error: (000839C3): cannot enable an object with an enable state parent.stack: [ (000839C3)].lvlpredatorscript.Enable() - "<native>" Line ? [ (000839C3)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line 26[02/12/2013 - 04:25:10AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:16AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:18AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:21AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:24AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:29AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:37AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:40AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:42AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:45AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:25:59AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:01AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:02AM] [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()[Location < (00019260)>][02/12/2013 - 04:26:07AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:10AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:10AM] [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()None[02/12/2013 - 04:26:23AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:26AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:33AM] [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()[Location < (00018A46)>][02/12/2013 - 04:26:34AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:36AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:26:44AM] [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()[Location < (00020006)>][02/12/2013 - 04:27:01AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()[02/12/2013 - 04:27:03AM] [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()None
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Well weapon is just reverted by "Has Backpack" flag in this particular armor (my simple mod to resolve clipping issue). So don't take this into account.
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Hello. This is very cool. But how about pistol/revolver+rifle/shotgun? I'd like to use Mysterious Magnum along with La Longue Carabine for instance. Of course Magnum will be on my hip and the carbine on my back. Something like that: http://g.mluppov.com/ScreenShot.jpg (this is Photoshop :)) Could you do this? This would be awesome! :) P.S. Sorry is I've made some spelling mistakes. English is not my native.
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Any news on that? Anyone at least working on this or no one plays NV anymore?
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Just open console and type changesex.