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Posts
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Everything posted by tazmeister
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Ok found out some more. Most of the AI issues were involving spell casting creatures and well found a log error that mentioned a mod by name. I could not remove the mod because it broke my saves to do so. The mod is "ArcanistTweaks" BUT just disabling the level based spell range feature lets things work again normally. I posted to an issue on the github site about this too including the log message. But overall my game seems to be working now.
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Ok I don't know what I did other than upgrade 2 mods and remove a few mods too and added a couple of mods too. But it seems to be working now. Or at least it is tracking spells cast. Not sure about the AI yet and won't until I get to some of the content with the right monsters. The AI stuff is still a problem. For example the first monster that I encounter that is broken are 3 dretch in the moze. They just stand there and do nothing at all. Here is the new mod list in case it helps someone else if they have this issues I removed the "class level unlocker" but replaced it to see if it broke the game, and it did NOT do so. I removed the BuyMaterialComponents mod as well as QuickCast which I Just was not using. I updated ToyBox and PrestigePlus. I added RandomEnemies and Level 1 Companions too. 0ToyBox-1.6.10 ApoccHotkeys ArcanistTweaks ArmorPlus.zip-188-1-0-6-b-1634823165 ArmyTeleport BetterBackgrounds BolsterFix BubbleBuffs BubbleTweaks ChampionFeatsAnew-1.0.16.zip-384-1-0-16-1720664608 CombatRelief CompanionRespec-309-0-0-8-1727727000 Data Viewer for WotR-9-1-0-7-1683058670 ExpandedContent-377-v0-10-10-1721596545 FastTravel FeatsProgressionOnePerLevel Fix Alignment Shifts-104-1-0-1-1678831166 Level 1 Companions-679-1-1-0-1721361298 LevelableAivu ModMenu MorePartySlots-694-1-0-1-1721486720 MorePartyViewSlots-692-1-0-4-1720932648 MythicSpellbookTweaks NoFilmGrainWrath NoTeleportationCircleRestrictions ParadoxDeparadoxified Prestige Plus-552-3-6-1-1724221645 RandomEnemies_new Scaling Cantrips (for 2.4.0z)-64-1-6-0-1726508511 SpellbookMerge-209-1-7-1-1678295278 SpellMetamagicOptionsFix-161-1-3-2-1633886301 TabletopTweaks-Base TabletopTweaks-Core WeaponFocusPlus
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I'm hoping someone might have a clue that could help but if not, no big deal I guess. The issue is playing modded Wrath of the Righteous... First, some mod or combination of mods is breaking the monster AI for some monsters. This appears in 3 ways 1) some mobs just don't do anything. They just stand there and get hit and die. 2) in the crusade battles sometimes units do nothing and the game has to wait for that unit's turn to time out before the battle moves on. This is intermittent for some units, all the time for others and never a problem for the rest. 3) some monsters and even your companions will pick a spell (or have it picked by the player for companions) and then they will rapidly spam cast that spell over and over and over ignoring cast time sometimes even. So it means if they cast a buff they're essentially easy targets, but if they cast a highly damaging they can wipe the party out in seconds. Second, it breaks tracking of used spells. So you can cast anything an unlimited number of times. Unfortunately I have tried removing the mods that seem like the most likely candidates. And it didn't change anything. The mods that I thought might do it are these, which I tested by starting a new game without them and it did not fix the issue, so they're save Toybox Tabletop Tweaks Base and Core Bubble Tweaks Combat Relief Expanded Content FastTravel Arcanist Tweaks Here's my mod list ToyBox v1.6.9 ApoccHotkeys ArcanistTweaks ArmorPlus ArmyTeleport BetterBackgrounds BolsterFix BubbleBuffs BubbleTweaks BuyMaterialComponents ChampionFeatsAnew CombatRelief CompanionRespec Data Viewer for WotR ExpandedContent FastTravel FeatsProgressionOnePerLevel Fix Alignment Shifts LevelableAivu ModMenu MorePartySlots MorePartyViewSlots - might not need this one MythicSpellbookTweaks NoFilmGrainWrath NoTeleportationCircleRestrictions ParadoxDeparadoxified PFWOTR_CLUNLOCKER PrestigePlus QuickCast Scaling Cantrips SpellbookMerge SpellMetamagicOptionsFix TabletopTweaks-Base TabletopTweaks-Core WeaponFocusPlus The player.log doesn't seem to have any real smoking gun entries. And I was going to say that means no errors. But I see a gamelog.txt and gamelogfull.txt files now too which has a lot of errors. If anyone has some experience insight on this it would be appreciated.
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Ok the problem I had was the same as Aerynage First some files got corrupted Second I had some mod files there were "Select only one" But I had all of them so deleting all but one of those choices in addition to reverifying fixed things One problem with Vortex is that it doesn't handle mods where a ton of mutually exclusive mods are included in one file.
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someone did create an extension for WOTR eventually which is great. But I'm not sure it really works. I decided to give vortex another try (each time I've tried it unfortunately has been a huge disappointment) and it doesn't seem like it works really. First none of the mods are set to allow download via vortex so I have to DL them manually. Second after dragging and dropping all the mods into Vortex it doesn't seem like it probably configured them in UMM. ok after some testing, I can see that the extension doesn't work very well Part of the problem is it doesn't recognize the info.json as an important file. Also if a mod zip file doesn't have the files in it in its own subdirectory the extension just dumps the files right in the mods dir this leads to all the various info.json files conflicting with each other. From what I can tell the unity mod manager needs a unique info.json per mod. But the extension sees 2 copies and decide nothing is wrong with letting things overwrite this file via vortex "rules" So the end result is all the mods that don't live in a subdir in their zip get mashed together and seen a just 1 mod rather how ever many mods you have.
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This is mostly focused on having the Epic Loot mod already since I guess mobs don't drop much without it or some other mods. But for me, especially in the later game, I go on long exploration and slaughter runs through the plains and end up with tons of loot to disenchant. It gets old clicking "Sacrifice" over and over going through a bag+backpack full of items. Is there anyone who would be willing to make a chest where you could put items into and after you "close" it would cycle through the items put into it and disenchant/sacrifice them using the normal recipe for that? I guess to avoid confusion really the mod would have to have 2 containers - an input and an output container. Otherwise it would have to be able to tell what you put into it vs what it put into it If you want to be lore friendly-ish call it an altar rather than a chest. But again with a sort of input area or container and a results or output container. I was thinking about the post, and I'm not fixated on the mechanics... lore friendly or not is fine with me, as long the end result is something where you put items in somewhere and sooner or later you get the sacrificed or maybe recycled components out somewhere. It doesn't matter to me if it is 2 chests with a lever, or some sort altar or if it isn't instantaneous either. The main point is to not have to stand there clicking sacrifice over and over and over and over and over after an exploration or raiding run. Well if anyone does build this, thank you very much in advance and at least thank you too if you read it all.
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Anytime I access a terminal a CTD occurs. Hacking works, but a soon as I either access an unlocked terminal or I succeed in hacking it, the game crashes. I've only tried this on 3 different terminals so far. I'd try it on more, but it's getting a little "old" restarting the game for each test. One was an "easy to unlock" terminal, another "very easy" another unlocked. All caused a CTD when the game tried to actually access the "content" after unlocking. Any ideas on what to look for in a mod that might cause this? One option is to start disabling various mods and until I find the right one, or group of mods that's at fault, but this also will take a lot of time. What I'd rather be able to do is look at how the game handles accessing terminals and track down the problem that way, but finding someone who happens to read this who knows this and will explain it might not happen. However any suggestions are welcomed. I've got a lot of mods, including NVEC, AWOP, CFW, MMUE, WMX, PN, FOOK and then a few standalone quests and various armors ect.
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Trying to loot more than a few books at a time is incredibly annoying. Is there anyway to loot the books without having to read them? And anyway to remove or speed up the stupid (my own opinion at least) animation of a book slowly rotating into view and opening? I like the fact that BS makes these games, but I really wish they would update their generic RPG formula to fix or remove all the annoyances they keep putting in to all their games. (long intro/tutorial/character creation that can't be skipped) (FUGLY faces) (inability to add the calculations to make the 3rd person cursor accurately target) (crashes, crashes, crashes) .... feel free to add to the list and thanks in advance to anyone that comes up with something to do about the books
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Can someone change url listed in the site error message in to an actual hyperlink so that when we get the site error page for a valid page/mod, we can just click on the link to try to go to that page again? Below is a copy of an example site error message. The text "www.skyrimnexus.com/downloads/file.php?id=5700" should be a hyperlink to that URL Site error The site has run in to a problem, please look at the error message below... No file exists for this ID. Reporting this error If you believe this error is due to a bug on the site then please use the contact form to let us know. When reporting this error please include this page URL with your report: www.skyrimnexus.com/downloads/file.php?id=5700.
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A question about "Fallout: New Vegas - Ultimate Edition"
tazmeister replied to t317's topic in Fallout New Vegas's Discussion
Why would Obsidian make an Elder Scrolls Game? they are better with fallout and that's what they should stick with. The same people that made fallout 1 and 2 also made Baldur's Gate 1 and 2 plus Planescape Torment. They're actually quite good a fantasy games settings as well. (quite good being a bit of an understatement) -
I was trying to figure out a different way to identify possibly good mods other than purely by number of dls or endorsements. The one problem with these 2 stats is that the a mediocre but really old mod could easily have more dls and endorsements than a relatively new but good mod. Any mod that is really well liked will be most likely have a higher percentage of people remembering to endorse it.