-
Posts
55 -
Joined
-
Last visited
Everything posted by roldoi1911
-
https://www.nexusmods.com/mountandblade2bannerlord/mods/286?tab=files I got a new PC when the older one crapped out, and transferred everything over to the new one. Once I got Steam downloaded, I made sure to keep the same version as all of my mods are compatible with (1.1.5). I went though my mod oder, enabling mods a few at a time to make sure everything was alright, but it crashes whenever ATC is enabled. I have a playthough on 1.1.5 with it clearly enabled. I also made sure I unblocked the files as per instructions on its page. I don’t know what to do now.
-
I reinstalled my old data file to a new computer. Unfortunately, I forgot to uninstall this broke mod, that was in it. Iâm fairly long into this play though, and don't feel like starting again. Ada2human made it impossible to change Ada back into a robot and now I cant continue on the automation dlc. Ada is hardcoded into the questline, but I canât continue wdue to Ada no longer being recognized by the robot workbench. She is now invisible and bugged, even though I uninstalled the mod and removed the data. Is there anyway to reset this NPC?
-
Skyrim loadorder detecting issues? I think...
roldoi1911 replied to roldoi1911's topic in Skyrim's Skyrim LE
Yep i always try that first. One file was missing apparently, but it didn't help the issue. -
Skyrim loadorder detecting issues? I think...
roldoi1911 replied to roldoi1911's topic in Skyrim's Skyrim LE
I can't find anything in the guide provided that helps my issue in particular. NMM, LOOT and TES5Edit all have the same loadorder I've beens using. Just when I jump in game, it doesnt register my loadorder anymore. Stuff like SkyUI work, but virtually nothing else does. -
ASSISTANCE REQUIRED! WHISKY TANGO FOXTROT! I don't know why but Skyrim no longer recognizes my load order of active mods. Whenever I load a save, most don't activate (i.e I tried to search modded items in console command and they didn't appear). I've found that the loadorder.txt from C:\Users\*UserName*1962\AppData\Local\Skyrim has a bunch of mods i dont have active, and have activated in years. (This issue popped up last week.) The plugin.txt does correctly relfect on my active mod list. I've tried to look up what to do, but All results involved Mod organizer, which I don't have or other generic advice that doesnt help. Addition info. -Is a purchased official copy of the game -No new mods added in years. -No mods activated. -I think I merged 4 different files of TK Children mod into one esp to shorten the list (using TES5edit), but idk if that's relevant. Solutions tried -Restarting PC. -Verifying cache. -Uninstalling and reinstalling Nexus mod manager. -Made sure Skyrimprefs has bEnableFileSelection=1 is under [Launcher] -Launching the vanilla exe with no mods after deleting C:\Users\*UserName*\AppData\Local\Skyrim folder to rebuild. Any Ideas?
-
I've been scratching my head on what's going on with the mod's quest. For some reason why I do the "More Than Just a Classy Chassis" quest, I don't get the next objective. The one of talking to Sarah about her condition just blanks out, but I don't get the next quest stage, and I can't continue. I somehow progressed to buying the vault etc book, somehow, but it happened again. Any help is appreciated and thank you for taking the time to read.
-
So I've been thinking about how the nuke world DLC kinda gives the shaft to "good karma" playthoughs. Don't get me wrong, I know the vanilla game is lacking in the bad karma department, but I think that's more the issue of how Bethesda wrote the player character. But I digress, I don't really feel paying thirty bucks is worth just to genocide a sandbox, and I don't care to start another character just to enjoy one doctor and screw myself over for the base game content. There are mods that circumvent this, but they're only "change the background game mechanics" and don't do anything for the story. So I thought of posting a request here to share some ideas in hopes it might catch someone's interest. What if, as the Overboss, after you finish the quest line, gauge tells you to start raiding the commonwealth. Like in vanilla he directs you to Shank, and you tell him reading settlements is dumb and helping them in exchange for food, chems and equipment is far more lucrative. He disagrees, but you remind him, you're his overboss, and he gives you a quest to convince the two gangs that sided with you. You then convince each by... For the Pack -Charisma check (Mason lives) -Use cannibal perk to Script kill and eat Mason on the spot, convincing them you're the alpha -Challenge Mason to a fist fight for his position (once you win, you can choose for him to live or die) -Use animal friend perk to convince him that his pets would benefit more. For the operators... -again Charisma check -flash them ten thousand caps (cause we seriously need something to spend on) in your inventory, and tell them that's how wealthy you get form helping the settlements. You can get them to go along with it or dispose them. -use one of their Own persuasion grenades in a dialogue option. Again you can convince them or let them stay leaders. -duel Mags and choose to kill or spare her when it is over. For the Disiples - say it with me Charisma - challenge Nisha to a shank match (She dies unless you choose to spare her and possess a stimpack) - Use the sandman perk to convince them, you'd slit all of their throats in their sleep if they don't obey. You are not to be disobeyed. -Pickpocket and steal Nisha's mask (which would have to be make its own unique. And return it to her, as a message how easily she could've died if you'd stick knife in her. You can convince her to make you leader or just to go with your idea. After you convinced both factions, you'd either go to gage or shank and tell them the gangs are on board. When you return to the commonwealth, you can now place in settlements something to call Nuka world raiders to protect the settlement. It spawns a number of leveled raider of whatever particular gang you choose and adds defense, in exchange for a hefty food penalty. So essentially you have a small army guard each settlement, in the event it gets attacked. Also maybe some named or unnamed raider members can join you as followers if you choose to become the leader of their respective gang. Of course there might be some benefits to become the boss of each gang but I don't know beyond what I typed here. So what do you think? Any modders interested?
-
(Creation kit) Which Cicero REF is the follower?
roldoi1911 replied to roldoi1911's topic in Skyrim's Skyrim LE
Ah thank you -
So I'm making a script mod with Cicero but when I add the actor ref, I get three different actors.(CiceroDawnstar)(Cicero) and (CiceroRoad).Which one is the follower?
-
Need Script to summon/ teleport follower
roldoi1911 replied to roldoi1911's topic in Skyrim's Skyrim LE
Thanks for the reply I'll try it out and see how it goes -
Heyo, So I wanted to make a samurai follower with a spell so I can call on him at anytime. I can make the follower just fine, but for the life of me I don't have a clue how to make the script. either it does nothing or summons him as a summon (Pc name's Yadda) and I can't find any tutorials that give me a clear answer. Example of what I want to do: Save the Babes WIP by tiger8u2 Thanks in advance for reading
-
CTD when saving, but only after fast traveling
roldoi1911 replied to roldoi1911's topic in Fallout 3's Mod Troubleshooting
Ill try that mod and see what goes on from there, however I always turn off auto saving. I also always make new saves and delete old ones on mass in the document files. I never overwrite period. -
This is a weird bug, I crash to desktop when saving, but only after I fast travel. I'm in Pennsylvania Avenue and whenever I fast travel I can't save though I can enter and exit buildings. I can renter the metro tunnels and save so essentially I can theoretically play if I don't ever fast travel, which is very cumbersome. I've tried to kill myself with explosives and console commands, but it only temporary works until I exit game, so whenever I start up the game I have to suicide at the beginning like a sacrifice to pray for a stable play session. I've also tried to save without my mods, which worked before, but since I'm here on this forum you can tell how ell that worked. anyone have any clues?
-
Wow im at a complete lost on whats going on . So I decided to make a playthough the game. I'm just finishing the Those! guest and just need to send the kid to vera in rivet city. so I go to megaton to stock up and manage supplies. after a long tedious track to rivet city, stopping by dukovs place, escorting cherry and selling off what ever wayward stuff I found in the rivet city market, I fast travel back to megaton to store some s#*!. But now When I try to activate the door it says "open door" and "close door" but it doesn't let me in the god damn house. I've tried some earlier saves and got the same results, hell I have a save where I'm in he house. I load it, exit and try to get back in, to no avail. While I do have mods but none are for the megaton house. The only mod I have in the area affects wadsworth, and changes his model but not the home in anyway. And its only this door in particular. I can leave rivet city, the clinic, Lucy west's house, etc. I even GBO the door to spawn a copy and got the same result. Then I checked out the door in FO3Edit and found the door in particular and saw no mods affect it. any ideas?
-
So Everyone knows about hands down one of the best made companion ever. I really liked using her in previous playthoughs but now for whatever reason cerwiden ignores her enchanted chainmail armor i gave her in favor of constantly spawning regular clothes and wigs through Creation kit I've found she has a perk called Fashioniesa or something that does this. I've tried using console commands to delete the clothes, remove the SPEL, went into creation kit a remove the perk from her NPC, and deleting the perk altogether. and still she does this ugh. wtf is with this annoying ability's persistance and getting her "killed" in fights. Hell once she wore barmaid clothing in the middle of a fight with a dwarven centurion. Anyone help?
-
Veronica's quest bug
roldoi1911 replied to roldoi1911's topic in Fallout New Vegas's Mod Troubleshooting
Thanks! It Worked :D Yand no unfortunately I didn't know about the slave collar mission. Oh well -
I've got a problem .I just got Veronica's Quest (I Can make you care) after the final trigger with Julia Farkas in the Mormon fort. Vveronica asked if we return her back to the hidden valley bunker and I fast traveled there. I made sure that we chose the right bunker of the four (and yes, I used the map marker to be sure its the right one) but upon entering veronica didn't move for the intercom to order food like she's suppose to.Instead she doesn't do anything. I've tried to "push" her towards the intercom, but no good Anyone help? BTW according to FNVEdit I have no mods affecting veronica.
-
[Question] How to make Summonable companion
roldoi1911 replied to roldoi1911's topic in Skyrim's Skyrim LE
Can I see an example of this ? (sorry again noob to scripting) -
Hey there folks, So I'm new to modding and have tried my hand at making some basic mods, and got a bit into scripting. I'm trying to make a spell to summon an npc (Follower). The spell works, but the npc has the PC's name and cant be activated muh like the creature summon,, Anyone know what I Should do? I suppose a good example of what I'm trying to do would be kinda like Vilja's summon spell. Thanks for taking time to read this btw
-
For the GARU mod, can anyone tell me how to apply it to my character? I recently took up some holdout mods and after around 500 dead ghouls later my ammo counts running low. I know I can just use console commands to spawn ammo but the wide variety of some ammo types make it a bit of a hassle to always add more without going overboard or having to stop in middle of a round to do so. I also have infinite ammo companions which adds a source but the "Cheat" esp doesn't seem to work
-
Follower wont leave when i dismiss him
roldoi1911 replied to roldoi1911's topic in Fallout New Vegas's Mod Troubleshooting
Nah no worries I'm not the kind of guy who's so hardcore he needs to do everything the hard way, console command to fix/ mess around is what I do a lot since no one cares (It is a single player game who's going to judge?) I meant that one of my mods may or may not have added a fiend/ supermutant skirmish to the front. IDK the reasoning behind it but its just too badass for me to take it out. at least the vendor is safe until I clear everyone out....Poor Isaac mauled by a chainsaw wielding fiend too soon. Anyway I just made a clean save and hopefully i'll be able to fix it somehow (damn these custom companion systems, you got no clue which use the vanilla system and which do there own thing) thanks for your feedback and time. -
Follower wont leave when i dismiss him
roldoi1911 replied to roldoi1911's topic in Fallout New Vegas's Mod Troubleshooting
I did read it and did exactly what the steps were save, disable, enable, kill, and resurrect By the disable statement I meant to disable the mod itself not the npc