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Darkdemise13

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Everything posted by Darkdemise13

  1. I downloaded that extension over a year ago but the icon.png and manifest.json still show up as a problem. Or is it because a few mods are from Thunderstore that all of them are being triggered?
  2. That message never goes away when turning it to Valheim and I would like to get rid of it. It flags every mod enabled because all of them have the CHANGELOG.md, icon.png, and manifest.json files and Vortex thinks there's a problem. There isn't one and I want to tell it to shut up about those files or, failing that, never bring it up again. Can that be done?
  3. I've also been annoyed that the BepInEx Configuration Manager is forced, considering I use this one already So far I have not seen why it's needed and it's been causing nothing but problems on my end.
  4. While it's a nice problem to have it feels like it defeats a bunch of what makes Valheim fun; when I build or place something from building mode it doesn't cost any materials. So long as I have enough to make whatever it is I can make it and it won't spend any of what it needs. Looking at the console log I see this error come up whenever I build something: [Error : Unity Log] MissingMethodException: UnityEngine.GameObject[] EffectList.Create(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform,single) Stack trace: (wrapper dynamic-method) Player.DMD<Player::PlacePiece>(Player,Piece) (wrapper dynamic-method) Player.DMD<Player::UpdatePlacement>(Player,bool,single) (wrapper dynamic-method) Player.DMD<Player::Update>(Player) I do use mods but usually the console will say or give some idea what is causing it, I can't tell with this error. Would anyone have an idea what would cause this issue?
  5. No need to be snippy about it, I was simply asking if anyone had a general idea or encountered it before. Yes, used LOOT and went through it to see if anything; there was no red underlines or any other notifications. [spoiler]Fallout4.esm=1DLCRobot.esm=1DLCworkshop01.esm=1DLCCoast.esm=1DLCworkshop02.esm=1DLCworkshop03.esm=1DLCNukaWorld.esm=1Unofficial Fallout 4 Patch.esp=1TrueStormsFO4.esm=1Damage Threshold.esm=1ArmorKeywords.esm=1ZW's F4 Overhaul Master.esm=1SettlementKeywords.esm=1Homemaker.esm=1Armorsmith Extended.esp=1Armormsith All DLCs Patch.esp=1Better Locational Damage.esp=1CROSS_PlasRail.esp=1WBO.esp=1SuperMutantOverhaul.esp=1LevelersBunker.esp=1UniqueUniques.esp=1WET.esp=1Rangergearnew.esp=1Armorsmith Unoctium Extended.esp=1The Rebel.esp=1Armorsmith L0rdOfWar Extended.esp=1strong_PA.esp=1strong_PA - AWKCR.esp=1CheatTerminal.esp=1ReducedEnergyRecoil.esp=1Craftable Armor Size - Fix Material Requirements.esp=1Craftable Armor Size.esp=1WBO-BetterModDescriptions.esp=1ZW's F4 Overhaul - Power Armor.esp=1LegendaryModification.esp=1LegendaryModification2LM.esp=1LegendaryModification2LMAKPatch.esp=1LegendaryModification Enhanced.esp=1DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1Crafting Workbench.esp=1Crafting Workbenches - Ammo.esp=1Crafting Workbenches - Ammo Special.esp=1Crafting Workbenches - Automatron DLC.esp=1Crafting Workbenches - Faction and Quest Requirements.esp=1Crafting Workbenches - Power Armor.esp=1Crafting Workbenches - Pre War and Manufactured.esp=1DD_Power_armor_option.esp=1TrueStormsFO4-FarHarbor.esp=1TrueStormsFO4-EarlierSunsets.esp=1TrueStormsFO4-EarlierSunsetsFH.esp=1BeastWhisperer.esp=1EveryonesBestFriend.esp=1Better Locational Damage - DLC_Automatron.esp=1LegendaryModification - DLC Far Harbor.esp=1LegendaryModification - DLC Far Harbor (2LM).esp=1Better Locational Damage - DLC_Far_Harbor.esp=1Better Locational Damage - DLC_Nuka_World.esp=1Better Locational Damage - DLC_WWorkshop.esp=1Stab and Break.esp=1Binary Speech Checks V.4.esp=1CarryWeight25Strength.esp=1Balanced Fusion Core Drain.esp=1Impervious Power Armour.esp=1ZW's F4 Overhaul - Power Armor - Automatron Patch.esp=1Impervious Power Armour - Automatron.esp=1No Aggro Impact Landing.esp=1NoAffinityCooldown.esp=1Realistic Death Physics - ALL DLC.esp=1dD-Action Ragdoll Force.esp=1PreWarSafes.esp=1Brotherhood of Steel Kit.esp=1chem redux.esp=1th1nkEyebot.esp=1th1nkEyeBot-FarHarbor.esp=1th1nkEyeBot-NukaWorld.esp=1th1nkEyeBot-DLC03DLC04Addon.esp=1dD-Enhanced Blood.esp=1SettlersRename.esp=1ModdableRobotSettlers.esp=1LuckyYouPerk.esp=1Working Pacify.esp=1RicochetRefresh.esp=1GhoulishOverhaul.esp=1DV-No Levelled Vertibirds.esp=1DV-Very Durable Vertibirds.esp=1DarkerNights.esp=1DarkerNightsDetection.esp=1Fr4nssonsLightTweaks.esp=1WET Clearer.esp=1Skibs223Pistol.esp=1CutWeaponModsRestored-NukaWorld.esp=1CutWeaponModsRestored.esp=1CutWeaponModsRestored-Automatron.esp=1CutWeaponModsRestored-FarHarbor.esp=1CWMR-Patch-AWKCR.esp=1ClassicSniper.esp=1DOOMLK05.esp=1WBO-Automatron.esp=1WBO-CMWR.esp=1WBO-LegendaryMod2LM.esp=1ZW's F4 Overhaul - Power Armor - Contraptions Patch.esp=1ZW's F4 Overhaul - Power Amor Impervious Patch.esp=1Homemaker - Streetlights Use Passive Power SKE.esp=1Homemaker - Unlocked Institute Objects SKE.esp=1BTInteriors_Project.esp=1BTInteriors_Project_Sorting.esp=1BetterModDescriptions.esp=1BetterModDescriptions223P.esp=1BetterModDescriptionsAE.esp=1BetterModDescriptionsCAS.esp=1BetterModDescriptionsCWMR.esp=1BetterModDescriptionsLM2LMVeryEasy.esp=1BetterModDescriptionsLME.esp=1BetterModDescriptionsLMVeryEasy.esp=1BetterModDescriptionsZWF4OPA.esp=1BBS000-F04-Ultimate-DEF_UI.esp=1BBS900-COM-AEX-Ultimate-DEF_UI.esp=1[/spoiler]So spoilers doesn't work, that nice.
  6. So I recently got back into playing Fallout 4 and after going through my mods, running BethINI, and updating to the latest patch I started a new game. However none of the NPCs or myself have audio nor do they move their mouths. I've been looking and none of the fixes (Change your audio range and look at the Fallout4.ini to see if it's on another language.) have worked. Admittedly it could be a mod acting up, I didn't look very closely, but I'd like to know if anyone has had this or knows how to fix it.
  7. I'm also having this issue as of a few playthroughs. I thought that maybe I needed to update to the latest nVidia update but I'm still getting it. Has anyone had any fixes to this?
  8. That could be something as well. I was thinking because of the way it was made that it was special but considering you now have the knowledge of how to make one that idea could also be used. Maybe find more of the materials, bring a power armor part, and go back to the location and you could do so.
  9. Basically the topic question. I found out that what you get when you do the quest is level dependent, it could be a T-45 to a T-51. I'm thinking either be able to upgrade the part via a high Science level or somehow doing the quest again but being able to choose a part.
  10. I do roughly the same thing. I just kept on playing because I assumed that it would go away after some time.
  11. For reloading a save...that would be something like 10-20 hours back. I might as well start a new game. When I uninstalled DCO I did a new batched patch and used the save game cleaner. I got rid of scripts but the frost explosions were still there.
  12. I do not know how to get rid of this. All I know is that a dragon attacked the College and this was one of it's attacks. I used Deadly Dragons and Dragon Combat Overhaul at the time. The spell is a frost explosion deal, the kind that have the large icicles pop up and a white frost explosion. Instead of happening just once however this goes off rapid fire in the same place and will not end. I'm italicizing that because it's important. Here's a link to show what I mean: http://steamcommunit...s/?id=472803672 I can get as close as I can, use the console and select the effect, and use the disable button; it'll put it down but the instant I exit out of the console it comes right back. In a fit of irritation I clicked on whatever was around, below, and above it and hit disable in a hope that it would stop. What happened was that it stopped on the College tower, mostly because I disabled the thing. Now however it dropped straight down all the way to the ground and continued to explode indefinitely. Here's a picture of that, it's the misty explosion between the college lights: http://steamcommunit...s/?id=472803726 Oddly enough if I brought up the wait menu and waited any amount of time it would stop...for a split second before resuming again. I thought that it might've been DCOs fault since that's what seems to be it's thing, however I uninstalled the mod and ran the script cleaner and the effect still kept going. One thing that I noticed is when bringing it up in the console the spell effect number tended to be "xx0028xx", the later xx being different numbers. The first xx was what showed up in the console so I don't know what it could've come from. Does anyone have any kind of clue as to how to fix this or just what caused this? I'm at a loss and the spell it just constant, irritating, and loud.
  13. So I'm curious, is it possible to modfiy research items with this? I have too many research items due to using a trainer and when I try to turn them in at the table my game crashes. The can't be destroyed or sold so I can't think of any other way to get rid of them.
  14. After loading up my recent save today I noticed that the game started fine; no FPS, ran smoothly and all that. After a minute or so it starts to lag, then shortly lag heavily and then finally freezing. There's still sound going on but the game is dead, if I manage to enter an interior in the lagging phase then the game gives me a black screen with the sound going. Does anyone have an idea of what's going on?
  15. So I made myself a modded Elite Riot Gear armor and helmet and I wanted to give it Project Nevada's visor look, basically the same as the Elite Riot Gear helmet. However even after following Gribbleshnibit's Modder's Guide I can't get it to work. After some fooling around I found out that the Batched Patch didn't do it's job and add my mod to itself I started up FNVEdit and moved my mod into it. However now I have an issue where I get the visor and the scan ability but not the night, heat, and EM vision. I have no clue why it's not working, I even disabled the Batched Patch to see if it was screwing me over again but no, same problem. I've brought up other patches (ADAM's PN patch for example.) to compare and I can't see why that one works and mine doesn't. I've checked the load order and my patch is near the very bottom and none of the others interfere with what mine does besides the Batched Patch. Has anyone had experience doing this and knows what I'm doing wrong? I've been at this for at least 2 hours and I have no clue how to make this work.
  16. I had this idea a while ago, I'm crap with the CK or anything so I have no clue how to implement it however. My idea was something like the separate Dragon Priest masks had their own Holds, that using the DPM in the dungeon/Hold where you found it would make the Draugr from there non-hostile/friendly. Using a different one would maybe have something like where you couldn't get too close before they deem you trespassing, showing it by that sword pointing animation they do or something. Having Konahrik however would make all Draugr friendly; I imagined it as you being Konahrik, the Warlord, would be the commander of the Dragon Priest's or some such.
  17. No, I'm not asking how to decrease the time between Shouts, I got enough of that from Google. What I'm asking is if there's a way to speed up how fast a Shout like Fire Breath or Unrelenting Force moves across the game. Unrelenting Force seems more like a somewhat fast bubble rather than reality being told to fling your ass 20ft that-a-way. Is there a way to ramp up how fast the Shout moves?
  18. So I've gotten back into Skyrim after playing Fallout: New Vegas and I am honestly surprised on how badly unstable my modded Skyrim is compared to my modded Fallout: New Vegas. I can play F:NV for a few relative hours without me worrying too much about something doing wrong, but with Skyrim I'm constantly on edge with every single thing that happens and I seem to be unable to play for more than an hour (The record so far.) without something going wrong. I will admit that Skyrim has roughly 2 and 1/2 times the mods, 191 for Skyrim and 79 for F:NV; I understand that there's a lot more chances of conflicts with that many things going on. But to be honest, I have little idea what and every time I try to use TES5Edit I always feel like I'm going to ruin it even further. I know it might be asking for too much but could any of you guys take a look at my load order and tell me if anything is fighting with each other? I would really appreciate it, Skyrim has become practically unplayable after weeks of getting back into it. Ignore Ice Spear Toss, I tried to apply the Unrelenting Force effect into Ice Spears, namely the power to throw 3 foot spears of ice into people and send them flying. Oddly enough I got it to work...months/at least a year ago, but I accidentally deleted it and forgot how to do it again. I've got Deadly Spell Impacts added as well, but I deleted the .esp for it because I was having frequent freezes whenever spells (Namely lightning.) where cast. For a lighting mod I use RCRN. I've also used Ordenador's Optmizing Textures to make this easier on my computer as well as using HiAlgoBoost. Here's my computer's specs: CPU: Intel i5 3570k 3.4 Ghz RAM: 8 GB Video Card: Nvidia Geforce 660 Ti OS: Win7 Pro 64bit
  19. Specifically I always seems to stop right after the credits talk about the Powder Gangers. The game doesn't freeze or crash, it just doesn't continue with the rest of the ending after that part. I can hit the Esc key and the menu will come up, so it's not a freeze, crash, or anything like that. I think the game is getting mixed up with what happened, I completed I Fought the Law and betrayed Eddie to the NCR and killed him and everyone else. However the ending has it that I completed Eureka! for the NCR and didn't kill Eddie while I killed Eddie and went Independent with Yes-Man. Anyone know how this mix-up happened and how I can fix it? Here's the endings I'm talking about if anyone wants to see. It's Slide 23: Powder Gangers - NCRCF: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_endings
  20. So I assumed Malborn died on the way to Windhelm after Diplomatic Immuntity as he doesn't show up in the New Gnisis Cornerclub. So I tried using prid and his Refid to move him there and/or resurrect him and do that. The problem is that his refid and baseid don't work. I've tried all both the refid and baseid from both wikia and uesp wiki's on him and neither work. I even used the Creation Kit to make sure I was getting it right and no matter what everytime I try to prid him it comes up as invalid or whatever it is. Does anyone know what the Hell is going on? Edit: Going to a previous save where I can click on him let's me get his id, but when I use it after when I assume he's dead in my latest save it says it's invaild or whatnot.
  21. To be specific I'm trying to add the "send the flying" part to Icy Spear. I managed to do it several months ago but when I did a clean install of Skyrim I forgot to copy it over and now I forgot how to do it again. I added Unrelenting Force Strong to Icy Spear's effects but instead of (As far as I can tell anyway.) sending them across the room increased the damage of the spell. By alot. Like it now does 2039 or something in damage. So I can't tell if it works because everything drops dead, literally. Anyone know what I'm doing wrong here?
  22. I already know they exist in Gyldenhul Barrow in Dragonborn and everywhere in the game respectivly, but the idea that I had was as a resourse for other modders or however. My idea is that, let's say you have a home/castle/hideout and you want to store your loot and at the same time show off. You could have a room to add gold/gems/trinkets and have them laying about the place. How much gold you put in determines how big the size of the pile. I suppose you could picture of it as the one treasure room in Fable 3. It's not a room or the like, it's just being able to use and show off your wealth by having a huge pile of money to just sit there. I mean I've been putting near 250k on just gold alone in each house just because I have little to spend it on and money practically rains from the sky to me. I think that this would be one more cool thing to add to Skyrim.
  23. I got bored since I had to waste some time waiting on a quest, so out of curiosity I checked out Fort Dawnguard way after I sided with the vampires and wiped them out. After finding their corpses still there oddly enough (It's been at least weeks if not months in-game.) I wandered around to see if anything changed. After going to the "tower" I looked around and though 'Besides the guys in the camp outside there's no one here.'. And I wondered that since the Dawnguard was finished there really wasn't anyone who really knew about this place. And then I thought that if the vampires didn't put any of their people in there then you could at least spruce it up and make it your own. If you need people to clean it or bring things in you could invite the people outside the fort in as long they cleaned it up or such. Put in some money to add proper bedrooms and furniture. Make yourself Lord of the castle, I mean if you sided with the vampires you're most likely a Vampire LORD so live up to that title. And wouldn't that be funny, to take up residence at Fort Dawnguard as a vampire. There's plenty of space outside the castle, maybe invite some people to set up shop or something. Or a hunter followed game here and would like to set up a camp. The remenants of the Dawnguard could do sporadic assaults on the castle to take it back, so maybe hire some guards or the like. I think it would be a really great idea. At the same time I can see quite a bit (At least) of work, even more if you wanted voice actors for it. As it is Fort Dawnguard just sits there, it seems like a waste to me.
  24. Besides being able to level again there's little reason to go Legendary on skills. So I was thinking that when you make a skill Legendary people would seek you out on that skill. If you make One-Handed Legendary maybe a swordsman has heard about your skill and wants to challenge you or someone comes up to ask for advice/help on how to handle a blade. Someone heard of your skill with Restoration and needs help with healing, a alchemist wants advice/help with certain ingredients, a person heard of your Legendary Speech skill and would like help with wooing a person they like or how to broker a deal with a merchant, ect.. I think it would make making a skill Legendary more a part of the world instead of a leveling thing. Also, kinda unrelated, but maybe if you do make a skill Legendary the skills that you get do more of it's affects or something. Just something I thought of when I was typing this down.
  25. Inspired by this topic on Gamefaqs here: http://www.gamefaqs.com/boards/615805-the-elder-scrolls-v-skyrim/65569718 I think it would be damn cool to add the float ability to the player. I know there are mods that add levitation or outright flying but in this case I think specifically just the Vampire Lord/Flame Atronach floating would be interesting. Would it be possible to add the Vampire Lord animation to the player model? Would adding that also let you use spells and the like or would it be limited to the Vampire Lord's or Flame Atronach's style of magic or something?
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