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ArtMurder

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Everything posted by ArtMurder

  1. 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
  2. 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.
  3. 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
  4. 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
  5. 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?
  6. 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
  7. 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:
  8. 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.
  9. 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.
  10. 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.
  11. 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!
  12. 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...
  13. I'm playin on survival mode, is there any way around the console commands being turned off... ?
  14. 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!
  15. Fixed one of my issues by switching to a mod that just simply removes killmoves altogether! Attempts to fix some of the other problems failed though sadly.
  16. Hi! So in my most recent install of skyrim, I've decided to bypass LOOT and manually decide my load order do to Requiems high level of pickiness. With less then 70 plugins though, it's a lot more practical then the typical 200+ I've used before... So far, I have found most bugs and worked them out, I get pretty stable proper gameplay, but I have a few persistent errors I can't seem to get rid of. I'll list those errors here in descending order of how much they annoy me, and would greatly adore it if anyone could help me with any of them. [1] Combat Music Rapidly Alternates - When I enter combat the game seems to get very indecisive, playing about 5 seconds of 5~6 different tracks before either going dead silent for the rest of the fight, or picking one of them and suddenly working properly. Weirdly, I had one music mod installed, Additional Music Project, when this error occurred, but uninstalling it and installing another only seemed to dramatically reduce how often this happens, not stopped it. I also had Immersive Music installed before this and swapped it out as well, but uninstalled it for taste reasons. I've used a core "test save" I've been doing plenty of effort to keep clean, I'm hoping it's not some goofy thing baked into my saved data! [2] Giant squares of grass seem to vanish from fields if I have been playing to long... exiting to desktop crashes the game(may be a separate issue), but relaunching usually fixes it. It's very aesthetically ugly though and would like to try and fix it. [3] Horse manes clip through their armor. I have no idea which one of the Requiem patches did this, but at some point rotating my load order I caused this bug to appear, but did not have it at first. I am working on messing with my load order to resolve it, but am basically taking blind guesses.To my understanding the core Requiem module is the only thing that should be modifying horses. [4] "raw meat" I get from most animals has zero magicka and stamina in it's effect instead of a proper number, and can't be cooked at Campfire's campfires. Messing with Load Order of the Campfire patch hasn't seemed to help. Many animals drop other kinds of meat that can still be consumed and eaten [5] Something seems to be changing the value of Skooma from 100 (Requiems base value) to 500, and then one time all the way to 2500!! 100 feels the most fair and balanced, but now it currently sits on 500, and has stuck there for a while. No mod I can think of mod Requiem's core module and iNeed should be effecting it, and I have turned iNeed's inebriation effects off. [6] When I take Skooma and get on a horse (lol) and the "drunken fall over" happens, I bug out when i stand back up, and my characters becomes totally unresponsive. Only occurred once, because I no longer jump on horses shortly after taking skooma. [7] Some of the small streams of water seem to have dried up? I can see the obvious areas where a stream is meant to be, but there is no water there. I've found 2~3 of these little streams in vast amounts of exploration, so they aren't common, but they make the slightly awkward pairing of Purity and Tamriel Reloaded HD look a little to ugly and noticeable.
  17. I'm looking for a mod I can use with Requiem and iNeed that will either remove food/drink from stuff like barrels around towns, or at least make it stealing? I know these sort of mods exist but can't seem to find them. I am trying to make playing begger from the start feel very brutal and hard, but one pass of looting crap from barrels around the city and I have food and water for a week..
  18. Yeah, I TOTALLY didn't notice that mine sitting in the only door way to the room I just walked into 2 minutes ago. You are right, I have been using TCL to fly under the world and reappear in random locations, and then TOTALLY forgetting I was doing that, and THAT'S why I've been walking into random mines!! *rolls eyes* What is even the point of posting in a thread saying "NUH UH THAT ISNT HAPPENIN" .... ?? A 2 second google search confirms that it most certainly is..... ???? Anyways, jet4571 and Maleficus04: To my understanding it is mine randomization system that was designed to prevent players from getting in 'death loops' where they die to the same mine over and over and over. Apparently they decided dying to totally random mines that weren't there a second ago was more realistic and fair... ??? Then just memorizing them and not stepping on them like a sane human being. It also leads to you just being able to save and reload to avoid every mine in the game... Because the one guy in their test group kept dying 500 times in a row to one mine registered way more deaths in their system, and now we get to deal with this shitty randomization system, cause that one guy was a total dumbass apparently?? I have not been able to 100% confirm that they do spawn on saving/loading, but most people seem to suspect that. I don't tend to save and load randomly while playing, so I wouldn't think I would encounter them that much if that was the case. I've had them spawn within minutes of me walking through the area. And these are small, closed in areas, no way possible I could have walked through WITHOUT noticing them... You know, them beeping loudly and EXPLODING kinda makes them hard to miss, and them not being there anymore kind makes them less of a threat....
  19. I may be the weirdest in the bunch, but I would love to see the "real time" vats mods work stable (from what I've read they seem glitchy and it scares me) I never liked vats, and usually use it to either find an enemy hiding in the dark, or to make sure I hit a certain enemy and not my follower, OR because the enemy is tiny. It still feels "cheaty" fro me, since I tend to use very high accuracy guns, even without any vats perks. I feel I would PERSONALLY use the feature more if it felt like a real time overlay on what's happening, like a combat aid. I also find myself going in and back out of it instantly a lot because of the slight delay on the slow down effect! >.< Either the old way or real time should fix that!
  20. I can't wait to see a mod that resized all the smaller ones... I was genuinely most sad when I realized I couldn't upgrade the size of smaller bases to that of bigger ones. I feel some, like the ones in the cities in alleyways make since to be small... but if there is open space all around me, it feels so weird to have to cram stuff right up next to my base... x.x
  21. This is something I haven't seen yet but really want too.... I have been trying to re-balance this game to be more about avoiding damage and smart tactics, instead of just out sponging your opponent, which awkwardly makes you feel weaker and weaker the higher level you get as godly sponge kings rain down from the sky every few minutes. I have found mods to re-balance guns, mods to make damage more reasonable for both you and enemies, mods for making limb damage more brutal, mods for making explosions way bigger, mods for making ammo and gear rarer, and lots of other fun stuff I want to try... but can't because I will just be way, way to frustrated every time I encounter an enemy with a grenade. I just can't seem to get over the issue that enemies who have ONE grenade or rocket will just sit there and infinity spam it. I mean, it's one thing for them to have infinite bullets so they don't become sitting ducks because their AI is dumb and dumped all the ammo, but they seem to STRONGLY use their infinite ammo to their advantage with rockets and such, spam attacking me every time they see me instead of using any sort of timing or luck, it's just a matter of one time they will eventually hit me, because they have infinite rockets, and I do not have infinite health. In my current play-through I have resorted to not even using guns against basically all human enemies, since just rushing them and meleeing them leads to me dying way, way less often, simply because the only way to make them stop throwing grenade or shooting rockets every 4~6 seconds is to be super close to them... That one kind of enemy basically invalidates 9/10ths of the weapons in this game.... good job bethesda... I can deal with it in the current game, but with my planned mod set up every single one of these endless grenade guys will basically be godly enemies... Anyways, please look into this if you have modding skills! I will be your happiest download and upvote!
  22. The character I am RPing as isn't stealthy, and randomly stepping on mines is actually something I would find amusing and fitting for him, but it's just them appearing where they weren't a minute ago in an area I've already cleared that is the problem... I'll just have to cross my fingers and wait someone with more modding skill has the same complaint I do soon! lol
  23. So, I am to the point I officially have to post something about this. This has got to be one of my least favorite bugs ever. I say bug, because no developer could be stupid enough to intentionally program mines to spawn right next to players in cleared areas you just walked through a few seconds ago. After dying again, and losing a lot of progress just walking around and looting a cleared area (Yeah, cause THATS what i want to spend 30 minutes doing AGAIN) to a mine that just spawned in a totally cleared area I've walked through a dozen times. Whats worse, is that are either sadistically programmed to keep spawning on top of you once they start, or always programmed to have another mine the exact safety distance away from the first one, but I ALWAYS seem to hit a second mine when I mange to jump off the first. It's just starting to get really, really old and annoying. It feels like every once and a while the gameplay comes to a screeching halt just because the games RNG decided I was having to much fun with the actual gameplay. I go from enjoying the game to being extremely frustrated, and there is literally NOTHING you can do to prevent these deaths cause the mines practically spawn on top of you. It's just so a cheap and pointless of a death, and it happens to often... Might as well program in spontaneous combustion and just skip the magical teleporting mines altogether. I don't have any idea if this is possible yet, but this is become the only serious issue in the game I feel needs a fix before I can keep playing the game... the last being the idiot savant sound effect making me singlehandedly want to to playing the game just to stop hearing that damn laughing sound effect. But mods for that popped up pretty quickly. I enjoy the added challenge watching out for mines adds, but in the context of reality and reasonability. I shouldn't have to walk around at a snails pace staring at the floor in front of me when I am making my 4th pass through an area to make sure I didn't miss anything I really need because the game just MIGHT spawn 2~4 mines all around me all of a sudden. And I try my best to save every chance I get, but it honestly feels like the mines KNOW when I haven't, they always seem to hit when I haven't managed to save in 20~30 minutes. Anyways, thanks for your time, I really hope one of you knows enough about modding to figure this out before the modding program comes out next year...
  24. I think the only way payed modding could ever work is with official bethesda approved mods, where the user has to be approached by bethesda. I would gladly pay for a mod if bethesda put their stamp on it and the modder. But they've already kinda screwed that idea.
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