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Posts
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Nexus Mods Profile
About Sn4rk
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Country
Slovakia
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Currently Playing
Mostly New Vegas
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Favourite Game
Fallout: New Vegas
Sn4rk's Achievements
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Could anyone with the right modding skills please make a mod for Signalis that would disable enemy respawn straight from the beginning?
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Ambient Music sounds repeating/overlapping
Sn4rk replied to Chompy93's topic in Fallout New Vegas's Mod Troubleshooting
I can't believe this still hasn't been fixed/no one else than us has this problem EDIT: After a whole night of testing, I found out it's JIP... when I delete jip_nvse.dll the ambient violins and sounds don't repeat anymore. I tried fiddling with jip_nvse.ini to see if it isn't caused by some setting but to no luck, no matter what I tried to enable/disable the sounds still repeat, only deleting jip_nvse.dll helps, but that sucks because many mods require it -
Could you please change the model of the regular backpack that you can wear to a duffle bag?
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Ambient Music sounds repeating/overlapping
Sn4rk replied to Chompy93's topic in Fallout New Vegas's Mod Troubleshooting
I have the same exact problem, I managed to "fix" it by using this mod https://www.nexusmods.com/newvegas/mods/55227 but that's a temporary solution and I'd prefer to somehow fix it. -
Could someone please make a mod that disables the spawn of Enclave camps after The Waters of Life quest? Also the Vertibirds and everything else. So that only the Enclave around Project Purity/Jefferson Memorial spawn with the walls and all stuff and get destroyed during Take it Back! quest. Everything else (Vault 87, Raven Rock, Broken Steel) should work as normal, I just don't want the Enclave spawns in the Wasteland, including the camps (constructions, turrets, mind-controlled deathclaws, vertibird reinforcements, etc)
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Could someone please make a mod that completely disables zombie respawns? Once you kill them, they stay dead and no new zombies spawn.
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Could anyone please make a mod that replaces the ambient music of 76 with ambient music from Fallout 3?
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[Mod Request] Make pots more immersive
Sn4rk replied to Sn4rk's topic in Kingdom Come: Deliverance's Discussion
Thanks! It isn't exactly what I was looking for (remove the option to eat from them) but this should do. -
Hello, I played the game without any DLCs years ago. I'm not interested in replaying the main story. I heard it has no impact on Hearts of Stone, but the character that visits you in the end of Blood and Wine is based on your story decisions in the main game. I want Triss to visit me, but every save I could find on the Nexus has romance with Yennefer. So I ask for a save from the main game where I can begin Blood and Wine and get the ending where Triss visits me, please.
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I don't have any experience with mod creation, so I'm trying to ask someone for making one. Nothing huge (or at least I hope so) What I want to achieve is the removal of quest objectives on your screen, without the need to unfollow them. For example: the quest marker shows on your compass and in the world when you're close, but the quest name and objectives won't show in the upper right corner of the screen. If you could somehow make this possible I'd be so thankful.
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I have a problem with ME: Catalyst too. When I want to launch the game through Frosty Mod Manager, it says: "Mod data path does not exist. Creating this path requires admin access (To create links between original and modified data). You will only be prompted to do this the first time." And when I press OK, it says: Method not found: !!0[] System.Array.Empty(). at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass17_0.<Run>b__0() at System.Threading.Tasks.Task.Execute()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.ModSupport.FrostyModExecutor.<Run>d__17.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult() at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext()--- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
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Just remove the weapon from the game, please? or from the NPCs.