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Posts
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Everything posted by HeyYou
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Wait, what? You mean things change over time?????? Oh, say it ain't so.......
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[Request] Starfield Feature Wishlist for Bethesda
HeyYou replied to melvinius's topic in Starfield's Discussion
We can climb ladders in Starfield...... Granted, the only ladders I have seen though, have been in ships..... I would expect they would work pretty much the same way in any other environment though. -
How many folks here actually use Mac O/S though? I am sure some do, but, they are likely a tiny minority. I could see MS attempting to implement something along these lines, but, I suspect that the sheer number of corporate customers they have, and the incredibly wide variety of software that is used, makes it rather unlikely that they can/will.
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I find it highly amusing the TVD posted in his own ban thread. I also note the link to the user that was actually banned goes nowhere.......
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Never underestimate the potential for stupidity in your fellow man.
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Ain't that the truth......
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Any of the Bethesda games. Fallout 3,4, and New Vegas, Morrowind, (though its VERY old) Oblivion, (not quite as old) Various iterations of Skyrim, and, of course, Starfield. Just depends on what setting you are into.
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mod request [Request] Observation habs
HeyYou replied to blackcat124gt's topic in Starfield's Discussion
The ship builder does have windows..... I have seen ships with 1x1 habs, with windows on three sides. Makes for a pretty nice view. -
What mods are you running?
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Because of the way planets work, we 'can't' fly in the atmosphere. It's a game limitation. Considering this is several hundred years into the future, the thought that it could be an automated process, is not far out of the realm of possibility.
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The logic isn't there though. You are coming in from orbit, so, mapping the landing area is likely a matter of course, and may even be completely automated.... I.E. It just 'happens' every time you land.
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Disarm??? Good luck with that here in the US...... The 'armed' population outnumbers the military.
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That's putting it politely.
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DING DING DING!!!!! WE HAVE A WINNAH!!!! So long as humans are around, there will not be peace.
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I think the mods you are referring to were made by beth in the first place. Wouldn't be the first time they did something like that. Skyrim got that treatment as well. But, in that case, I do not think it will be as easy as 'deactivating' them..... I suspect they are incorporated into the update, thus, not separate entities.... Mores the pity..... Usually, their QA is at least halfway decent though.... If you are running other mods as well, you may just be running into a conflict. Question becomes, does the game run/work correctly in vanilla form?
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Fallout 4 missing plugins espexplorerf04.esp
HeyYou replied to bullymodder's topic in Mod Troubleshooting
I see two possible versions of that. Search FO4 mods for ESPExplorer, two different flavors will show up, no idea which one you actually need though.... -
Attached mods??? What is that all about? If you download a 'paid mod' from a verified creator, is beth also forcing other mods on you as well? That seems like a rather odd policy..... I would think a good mod manager would be able to disable any 'extras' that got pushed down the pipe as well??? That said, nothing you describe there is any different than using unpaid mods. There is always the potential for issues. The fact that beth did away with their mod comments capability I see as the biggest problem with their site, and the primary reason I won't use it. In all reality, I was flat out stunned at how inept the site design was for bethesda.... Here we have a multi-million dollar company, making every rookie hosting site mistake in the book..... then they make things WORSE by eliminating comments.... Three teenagers with a zero dollar budget could do (and HAVE done) a better job......
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Why not just reinstall SKSE??? I tend to install the script extenders manually, as the mod managers don't always put them in the right place.....
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Place Doors Yourself and Creation Kit builds?
HeyYou replied to RoccatScientist's topic in Starfield's Discussion
Actually, they aren't even scripts, they are SWF files. Adobe flash applets, basically. They override the stock menues, and aren't dependent on SFSE. That said, I am NOT seeing the method to start the CK with SFSE enabled..... Not on the description page, and not in the readme....... Probably need to post on the Mod's page, to see if/how you can get it goin'. -
It's probably one of your combat/survival mods that is changing the difficulty level. Probably scripted. However, it should offer some variety of in-game configuration menu, just need to figure out how to open it. If it's the creations mod though.... there *might* be something in the description about it on beths site.
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Place Doors Yourself and Creation Kit builds?
HeyYou replied to RoccatScientist's topic in Starfield's Discussion
In previous version, you would rename the SFSE_loader.exe file, to something else, so that it would know it was loading the CK.... (don't remember exactly what it was, that was from back in my oblivion days....) It's possible that MO2 ISN'T loading SFSE, as it simply doesn't know how with the CK. I would be tempted to copy/rename the SFSE_loader, to whatever the documentation says, and firing THAT off, instead of via MO2, and see if things work properly. -
And again, HOW??????