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Zombra

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  1. Rank 3 and 4 are supposed to work in combat according to the skill descriptions. :)
  2. In combat regeneration doesn't work. I know there is a console workaround but there are reasons not to use this. Thank you.
  3. I finally did a full reinstall of Starfield and stopped Managing Starfield in Vortex, then reattached Starfield to Vortex and downloaded all my mods all over again. This has fixed some of them soooo good enough for now. :D
  4. Good luck amigo, this could be related to the issues I reported over here but I don't seem to be getting any traction on a fix. Part of my issue did include "invalid primary tool" i.e. Vortex unhooking itself from the game exe.
  5. Hi, this morning ALL mods in Vortex stopped appearing in game (Starfield) after a month of working fine. I played some last night and didn't notice anything broken but today - pffft! Also, I am getting a message in Vortex that StarUI 2.3 is redundant with Starfield Script Extender SFSE 0.1.3 which ... it did not do before. Lastly, Vortex is reporting "invalid primary tool", i.e. the button at upper left that allows me to start the game from Vortex. I verified that C:\Users\[username]\Documents\My Games\Starfield\StarfieldCustom.ini exists and contains [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= I verified that Vortex/Settings/Mods/Deployment Method is set to Hardlink Deployment. I tried uninstalling and reinstalling Vortex to no effect. I tried disabling all mods except StarUI, Cleanfield, and SFSE and they still don't work. I reviewed the Common Solutions Megathread and none of the problems listed seem to match mine. I checked that Gamebryo Plugin Management is enabled (but I still do not see a Plugins section in the dashboard. I have never used this so I have no idea if it was ever there.) I am not sure if there are other basic troubleshooting steps I can take. My search-fu is apparently not that great so any suggestions would be appreciated. Thanks in advance for any help.
  6. Opening the scanner interface, targeting an enemy, tapping E to bring up a menu, picking the skill you want, then tapping E again to attempt to use it is really horrible, especially when you're being shot at. What I'd really like is to be able to equip each social skill like a weapon, using the same hotkey slots, and then "fire" them at targets with the fire button.
  7. Thanks, not sure if this will solve my issue. Does this turn off combat mode altogether? I don't want that either :) Also I don't really want to have to open the console all the time, real talk I'm just not going to do that during gameplay. But thank you again for the suggestion.
  8. I'm sick of my companions running in to fight the entire dungeon when I want to fall back and heal, manage inventory, or sneak. I'd love a hotkey or something to make them disengage from combat mode.
  9. NEVER MIND. I just realized that you can "show all targets" in the mission screen, which puts white markers on the map for every open mission.
  10. Most missions don't tell you WHERE you have to go to complete them. Activities are particularly guilty of this. I'm sick of flying back and forth between a million planets when there are 5 different things I could be doing right here. And no, going through a dozen keypresses to check the galaxy map for all 30 missions (and having to remember them all because it still doesn't put the location on the list) is not good enough. I thought about requesting a location listed (ie planet/system name) for each mission entry, but realized it would be even better to simply show how far away it is. Maybe even be able to sort missions by distance.
  11. I like to play with "floating markers" turned off, but the compass doesn't support this in any level with verticality. I'm here, now where is the objective? I guess I'll try to find some stairs and go up or down. I end up running in circles a lot and it's like, did whoever made this compass forget that space is 3D? Would be nice for the compass to let me know when I'm on the completely wrong floor.
  12. I like that creative spirit, but I think it's better to have to sneak past multiple enemies. Otherwise you're encouraging folks to post up behind one crate and leave their keyboard for an hour. Those time/distance scales look cool though :)
  13. I don't like that sneak attacks are the only way to get better at remaining undetected. Some of us like to use stealth to "ghost" through an area, in and out without a trace. A pile of dead bodies is not a clean job. I'd like to see stealth skill ranks unlock from remaining undetected, something like "move past 20 different enemies without going into Danger" or "go from Cautious to Hidden against 20 different enemies", something like this, I don't know exactly what and I'm open to suggestions. Bottom line, pressing the attack button shouldn't be a fundamental requirement of stealthy people.
  14. Companions entering combat isn't really the issue. The issue is that once they're in combat, they stay in combat basically forever. The important part of my request is this: If I don't attack for 3 seconds, they leave combat mode even if they see enemies. You didn't really understand my suggestion. Maybe I should have given it a less confusing name. (EDIT I just renamed the thread to "Sneaky Mode" instead of "Stealth Mode".) "Stealth Mode" (aka "Sneaky Mode") in this context doesn't mean "Never attack ever ever". It means "Stay out of combat unless I have pressed the attack button recently." If you want to reenable combat mode for them, all you have to do is press the attack button. The dialogue events are intended to toggle this whole setting on and off, in case you want to reenable the vanilla "Running around like Rambo" behavior in between encounters.
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