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About ArtMurder
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I don't play games I CONSUME them.
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Find the Saltine
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I'm after a weirdly specific thing, and I have no idea if what I am after exists. I want to find a mod that makes dragon's necks less elastic, and / or their breath attacks no track so aggressively Something about my specific load order makes dragons occasionally go into "terminator mode" where if you barely pop out from behind cover their necks snap violently around and blast you with fire instantly, from any angle. I like the way the combat plays out overall, but this pretty much kills the fun of it when it kicks in. What's odd is, a lot of the time the dragons don't behave like this. It's like a magic switch in their head, that once it gets flipped, if I barely look at the dragon my camera is filled with fire. If it just couldn't spin it's neck backwards out it's own ass so fast I litterally can't barely perceive it happening, it'd be fine! EDIT: This sort of works, but it only works with vanilla dragons. https://www.nexusmods.com/skyrimspecialedition/mods/33089
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Oblivion Reloaded and ENB
ArtMurder replied to Blamethegods's topic in Oblivion's Mod troubleshooting
Hi! I have been using ENB and OR together on steam just fine. (as well as with OBSE) I use the steam overlay and the big picture overlay. (for controller use) I recently swapped to using it with ENBoost instead, and that works as well. It's possible OR's default settings interfere with it at some point, as I used the OR ini from the Bevilex mod list that toggles off a number of it's options as a starting point for tweaking OR myself. Also, I use the typically suggested version of ENB (I am pretty sure it's the wrapper?) I also installed OR (and all my mods) manually, using Wrye Bash or the bashed patch and general organization. It is also worth noting, that operating systems seem to really trip Oblivion out. Form what I can gather, windows 10 default edition annoys it. I think windows 10 pro allows additional permissions to games, as I never have to jump through hoops other windows 10 users seem to to get games or mods working. Because of this, it could come down to some sort of windows permission, or anti-virus interfering with one of the programs. This would be my personal bet, if it's not some ini edit in OR you need to make. EDIT: The comment beneath me has a point as well, the version of the ENB I used with OR said it was made for OR.- 8 replies
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- oblivion reloaded
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SweetFX = Opaque Water? (w/ ENBoost & OR)
ArtMurder posted a topic in Oblivion's Mod troubleshooting
I'm trying to use Oblivion Reloaded, SweetFX (1.5), and ENBoost. The effects all work together, it's just when I enable proxy libraries in Enboost, even if SweetFX is applying no effect whatsoever, it makes my water completely opaque! Reflections still work, but the water looks like an odd undulating metal floor I partially clip through. For the record, I seem to have to rename the SweetFX d3d9 dll to "dxgi" to get it to run sweetfx without crashing on launch. Also, while I'm here, if anyone notices anything amiss in my setup in general please let me know. I've been trying to get a really good "vanilla but like new" feel going, but I've not modded oblivion for ten years, and it's possible I've made some silly mistake. I know one weird unrelated little bug I am having is, if I use the "controller" function to scroll up and down menus I can only toggle between the top and bottom selection in the items menu. I can scroll the spell menu just fine. I've solved this by just using the mouse cursor, but it's really awkward for any yes / no prompts. I am playing on the steam GotY version with all the DLC included. I play on a laptop, plugged into a monitor extending the displays, using the monitor as "primary" so the game runs through it. I also use a Playstation 4 controller and a steam preset for it, because of this I run Steam overlay and big picture mode overlay while in game. (Though I do no run big picture mode itself) No other unnecessary programs run while I play games, such as FPS display programs. (I do sometimes run those during individual tests) System Specs: Oblivion Reloaded ini Oblivion ini Load Order MOO ini If I've missed any information you need, please let me know. I feel like I got it all! :U -
So I am trying to get Fallout 4 working on my GPD Win! Actually coming along better then you'd expect. (the trick is repacking files to replace the default ones) This might not be the best place for this, the fix for this might involve a mod, but I have ruled out a mod causing this! I know this isn't exactly a... "vanilla" issue. One issue has plagued me this entire time. No other GPD Win FO4 player I've seen has it! I can't describe it to Google at all, and it's the most frustrating thing evuuuuur!!! Useful Info: - The "Objects" are usually static, but sometimes wave like flags. - You can walk through them, but the clusters can block my path sometimes and crash the game if I try to force my way into them. - Entering and interior cell (The small bunker in Sanctuary) will sometimes make them all vanish. HOWEVER walking far enough away will cause them to come back in force, but ONLY in the new areas I visit. (This kicked in around red rocket) The further you go, the more aggressive it gets, I crashed out right at the water tower do to the "cluster" problem mentioned above. - Using default ini doesn't stop the problem. It in fact, makes it worse. - Tested with no esps active and no modded files active whatsoever. (except for resealed ultra low res textures mentioned above) - Tested with multiple (3) different texture packs. Even from separate sources. Persists. Lower res textures cause them less. - When in an area where they don't load, the game runs and acts perfectly fine. I even get a relatively stable FPS, around 20. This can persist seemingly indefinitely as long as I stay in the area. Tested combat, dialogue, settlement building, all worked 100% fine without causing any significant or persistent problems - Interior cells act as if the walls aren't loaded.. ? They show the "nether space" of the trippy tracer effect that is hidden behind all walls in interior cells. (could be unrelated? Not enough testing) - Saving when I managed to make them go away and reloading that save (under all circumstances tested) result in them reappearing. - Testing the EXACT same install (copied, file for file, including all .inis and .txts and everything) on my main desktop RIG will not reproduce this effect at all, regardless of anything I try. GPD Win System Specs: Operating system: Windows 10 - Home 64 bit (Gutted) CPU 64-bit x86 1.60GHz multi-core processor Intel Atom Z8700 Memory: 4GB LPDDR3 RAM Storage: 64 GB ROM (eMMC 4.51) Display 5.5" 1280x720, 720p 16:9 Capacitive display, multi-touch support Graphics: Intel HD 405 Graphics 200MHz
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OH MY GOD! HOLY CRAP! HELP! CTHULHU EATS EVERYTHING!
ArtMurder replied to ArtMurder's topic in Fallout 4's Discussion
So any actual help? '>.> -
OH MY GOD! HOLY CRAP! HELP! CTHULHU EATS EVERYTHING!
ArtMurder replied to ArtMurder's topic in Fallout 4's Discussion
I don't know, how else am I suppose to describe amorphous eternal fields of black nothingness that seep through every fabric of existence and haunt my dreams? -
So I am trying to get Fallout 4 working on my GPD Win! Actually coming along better then you'd expect. (the trick is repacking files to replace the default ones) This might not be the best place for this, it might not even be a mod causing this, but it's most likely a mod I need to fix it, and this isn't exactly a... "vanilla" issue. One issue has plagued me this entire time. No other GPD Win FO4 player I've seen has it! I can't describe it to Google at all, and it's the most frustrating thing evuuuuur!!! Useful Info: - The "Objects" are usually static, but sometimes wave like flags. - You can walk through them, but the clusters can block my path sometimes and crash the game if I try to force my way into them. - Entering and interior cell (The small bunker in Sanctuary) will sometimes make them all vanish. HOWEVER walking far enough away will cause them to come back in fore, but ONLY in the new areas I visit. (This kicked in around red rocket) The further you go, the more aggressive it gets, I crashed out right at the water tower do to the "cluster" problem mentioned above. - Using default ini doesn't stop the problem. It in fact, makes it worse. - Tested with no esps active and no modded files active whatsoever. (except for resealed ultra low res textures mentioned above) - Tested with multiple (3) different texture packs. Even from separate sources. Persists. Lower res textures cause them less. - When in an area where they don't load, the game runs and acts perfectly fine. I even get a relatively stable FPS, around 20. This can persist seemingly indefinitely as long as I stay in the area. Tested combat, dialogue, settlement building, all worked 100% fine without causing any significant or persistent lag problems (nor cause the Cthulhu mass to return) - Interior cells act as if the walls aren't loaded.. ? They show the "nether space" of the trippy tracer effect that is hidden behind all walls in interior cells. (could be unrelated? Not enough testing) - Saving when I managed to make them go away and reloading that save (under all circumstances tested) result in them reappearing. - Testing the EXACT same install (copied, file for file, including all .inis and .txts and everything) on my main desktop RIG will not reproduce this effect at all, regardless of anything I try. GPD Win System Specs: Operating system: Windows 10 - Home 64 bit (Gutted) CPU 64-bit x86 1.60GHz multi-core processor Intel Atom Z8700 Memory: 4GB LPDDR3 RAM Storage: 64 GB ROM (eMMC 4.51) Display 5.5" 1280x720, 720p 16:9 Capacitive display, multi-touch support Graphics: Intel HD 405 Graphics 200MHz Oh also it's my birthday, and it's sucked so far! =D ...So please help, thanks! <3
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Hello! I am testing a mod set up and came across a particularly odd bug. As far as I know, I have not modded the Dessicated/Desiccated Corpse item in any way. Yet, for some odd reason, when rolled around to certain positions they shine this weird beam of blackness! I dug through my loose texture mesh and effect files and I can't find anything that remotely seems like it relates to these particular corpse models! I've checked 3~4 game locations, every single one of these spider-web-wrapped corpses has this effect. I am pretty sure it's in the same spot on all of these same type of corpses. Weirdly enough, they flicker invisible when I flip them so the beam is totally upside down! I tried toggling all post processing effects, they aren't the cause of it! (though they likely wouldn't be) So um... What's going on guys? Image File: Active Mod Files:
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MGSO 3.0 + MEN Combat = Infinite Magicka? Fix?
ArtMurder replied to ArtMurder's topic in Morrowind's Troubleshooting
As I said, I was trying to keep my mod install list beyond MGSO to an absolute minimum! I am not sure if that is the version of MEN I have, I downloaded it after Sept 2016 for certain, but it has been a while and I can't remember exactly. (I let the files just sit on my computer for a while before installing) It's more then likely the most up-to-date version though! Those two files were generated alongside the other! I haven't tested specifically disabling them, I'll give it a shot and let you know what the result is. -
MGSO 3.0 + MEN Combat = Infinite Magicka? Fix?
ArtMurder replied to ArtMurder's topic in Morrowind's Troubleshooting
I am honestly an overwhelmingly patient person, I didn't expect a response quick at all in the first place. I suppose I can't argue that having my load order would be more helpful though. I picked through each of them, and basically all of them seem to be visual. I figured it had something to do with MGSO itself, based on the one thread I found when researching the issue online. -
MGSO 3.0 + MEN Combat = Infinite Magicka? Fix?
ArtMurder replied to ArtMurder's topic in Morrowind's Troubleshooting
I've picked through the individual mods, and none of them seem to be causing it. I've seen at least one other thread mention the issue as if it's a known one. It's only useless information to you, not to everyone else, including the people that might can actually help me. =/ I already new of that thread's existence, too. Thanks though. -
So, I looked it up and encountered at least one thread on the internet that leads me to think this is just an incompatibility in these mods! I was told by a video on YouTube these were not only fine, but suggested to be used together, but it seems this video was quite stupid! Grrr! To describe the glitch in more detail, if I draw my weapon my magicka starts regenerating in huge chunks, about 1/3 my bar per half second!! I can spam any spell as fast I want and it never seems to go do down! I've tried toggling off things like Swift Casting and MEN Combat's Magicka Regen altogether, but nothing seems to make it anything but infinite free magicka! The only other mods I have installed are the Official Mods Compilation, UMOPP, and Delayed DB Attack. And of coarse, the script extender. Yes, I disabled the MGE internal script extender like MEN requests! MEN is the only combat system which seemed worthwhile! If I can't find a fix for this, I think I will just do it with the completely vanilla combat! I am really hoping there is a simple fix for this I just can't seem to find... Thanks in advance!
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Automatron - Essential Bots for arena fights!
ArtMurder replied to ArtMurder's topic in Fallout 4's Mod Ideas
No it doesn't. Just put a * next to the mod in the plugins.txt You can't just "disable" survival mode either as far as I know... -
Automatron - Essential Bots for arena fights!
ArtMurder replied to ArtMurder's topic in Fallout 4's Mod Ideas
I'm playin on survival mode, is there any way around the console commands being turned off... ? -
I recently built an arena using the Wasteland Workshop to fight my robots from Autrmatron! Woo DLC! As awesome as it was though, it was pretty anti climatic, as one died within 15 seconds... I can't seem to find this mod, despite it being simple enough in concept... I want the robots I build with automatron to be essential! The other robot companions I use are already essential, so it's not over powered. However, it would allow me to have MUCH more fun with the arena fight, instead of losing a ton of valuable resources and robot parts after a 15 second fight, I could just repair it with a robot repair kit, pat him on the back, and restart the fight within a few minutes. It also feels silly that it takes me like 10 times longer to set up these fights then they last... ! I don't have the resources yet to just throw dozens of robots into the fray! The settlers seemed disappointed it took them longer to walk over then the fight lasted!