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Everything posted by WuphonsReach
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Rolling down-time this coming week on all sites
WuphonsReach replied to Dark0ne's topic in Site Updates
I'd put it at "not good" at the moment. It's been very hit-or-miss the last few days. Hoping it will be cleared up by next week. In the meantime, this cures my tendancy to swap out mods instead of playing with what I have. -
"Safe" number of mods to avoid CTDs?
WuphonsReach replied to ethanhonglongnguyen's topic in Skyrim's Skyrim LE
There's no solid number other then the 255 hard limit. Install a poorly developed mod or find a section of Skyrim that hasn't been fixed by the official and unofficial patches and you'll CTD regularly. I avoid anything that hasn't been updated in the last 6 months (or since whenever 1.9 came out), especially mods which are "heavy" with lots of scripts and added items. Less complex mods (which only change data records) are a bit more resilient and don't need updating as frequently. I have about 75 ESM/ESP files in my current setup, plus a bunch of texture / sound / etc replacers. I get a CTD about every few hours (good enough). -
The DB assassinations are supposed to stop . So if they don't stop, it smells like a bug. The hired thugs thing is a trickier issue. It's generated by the radiant quest system. Probably needs a mod to fix it.
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LE Toggle Followers "Wait here"/"Follow me"
WuphonsReach replied to Flypper's topic in Skyrim's Mod Ideas
It's also in Horse commands - kuHCb (http://skyrim.nexusmods.com/mods/15225/) and I use the horse whistle hot-key all the time to control my horses. So I was hoping to find something simple like this for followers. Where I can just hot-key something that flips the followers from "wait" mode to "follow" mode and back. -
making a new save to use as something to fall back on
WuphonsReach replied to bloodshed714's topic in Skyrim's Skyrim LE
Disk space is cheap and Bethesda games are crash-happy. Don't rely on a single (or even a small handful) of save-files. Just keep creating new saves. After you get up past a few hundred, go into your documents folder, find the My Games \ Skyrim folder and remove (or compress) the older saves. -
DDoS season begins, sites a little bit unstable
WuphonsReach replied to Dark0ne's topic in Site Updates
To correct a common misconception: - You are only at risk if you visit the dark parts of the internet. Sure, the shady parts of the internet have always been risky, but a lot of infections in the last few years have come from mainstream sites serving up infected ads. Or a poorly admin'd site will be hacked and malware code injected into every page served. Running an ad-blocker helps, but blocking all Javascript/Flash from being executed (except from servers that you manually allow) is recommended. That way, if you visit a site not on your whitelist, and it has been hacked to serve up malware, it will fail to infect you (99% of the time) because your browser refused to run the Javscript or Flash. -
Removing an explosion's splash
WuphonsReach replied to exile650's topic in Fallout New Vegas's Mod Troubleshooting
Without looking at GECK. Just change the projectiles so that they don't cause explosions. You may also have to change the visual effects, but probably changing the explosion drop-down to "none" should be enough. -
Explosives too weak :( - How to tweak 'em?
WuphonsReach replied to sinthesis's topic in Fallout New Vegas's Discussion
In Fallout 3, FO3Edit. In New Vegas, NVEdit. Run that, ticking off FalloutNV.esm and your mod's ESP file and it will show you all the records that have been changed by the ESP. -
Depends on how you do it. Changing the XP required for each level - is not advised. For exactly the reason that you're raising. Changing the rate at which you gain XP (there are already perks that do this) is the smart way to adjust XP rates, because you can change your rate gain at any point in time without it affecting what level you are at or how many points you need in order to gain the next level. You could change the XP rate from 50% to 150% dozens of time in a session with no ill effects.
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That pretty much nails it. I don't have 3D modeling skills (and probably won't since Cataclysm is around the corner), so I generally glance through for things where someone needs a quest fixed or some other small thing done and see whether any of it tickles my fancy. And I fall into the "keep it canon / lore-friendly as much as possible" camp, so things like adding superhero costumes or powers or way over the top things, don't interest me. Plus, I also already have half a dozen mods running, and some of them are ongoing projects, so my desire to pickup and run with anything new that would require lots of time is nonexistent. And I really need to set aside a few hours this weekend to catch up on object fixes. :whistling:
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Well, the problem is that the campfires are already scripted to flame, they just choose not to for some reason. (Find a campfire that is flaming, get the hexadecimal ref-id. Look it up in GECK and you'll see it maps back to one of the 5 basic campfire activators. Yet if you look at other instances of the same model, sometimes they flame sometimes they don't.)
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Really need help.
WuphonsReach replied to commander_tak's topic in Fallout New Vegas's Mod Troubleshooting
RoomMarker objects do that. Move then all up 10,000 on the Z-axis (just add a "1" in front of your Z-axis coordinate by editing the RoomMarker), then press [F5] to re-render the window. Do your stuff, then move the markers back into place. -
Creating stun grenades
WuphonsReach replied to robb2901's topic in Fallout New Vegas's Mod Troubleshooting
Yeah, I'm adding them with DENV 1.05. Basically, you will need to change the associated explosion. Right now, it probably has an enchantment drop-down that says "none". So look at the Incendiary grenade for an example. You'll need to create a new object(?) effect that applies the effect that you want for N seconds. (I don't have GECK open at the moment... but looking at the Incendiary Grenades is a good start as they apply a spell effect to anything within their radius.) -
The issue is that most quest XP is done via a script call (RewardXP ###) in scripts attached to the various quests. So you would need to touch nearly every quest script out there. Which means conflicts with any other mod that happened to touch the same script (to fix a bug, perhaps). Long, tedious... not my cup-o-tea, but have at it! :thumbsup:
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Pretty sure you would need to go replace all the statics with activator objects (shove the static back inside the wall, or make it initially disabled).
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Explosives too weak :( - How to tweak 'em?
WuphonsReach replied to sinthesis's topic in Fallout New Vegas's Discussion
Deadlier Explosives New Vegas http://www.newvegasnexus.com/downloads/file.php?id=36208 -
At least until they finally fix the AI so that it plays face cards on your side of the table. Then you'll find you need a more complete deck, I reckon.
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On a semi-related note, anyone know whether the residents of Primm will remained holed up the in the Vicki & Vance if "My Kind of Town" fails? Do they only come out of their hidey-hole if the quest succeeds (with 1 of 3 sheriffs installed)?
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I think it depends entirely on what the mod does, how careful you were not to touch unrelated records and whether the user is installing mods that conflict heavily (or they have unstable hardware). Some parts of the engine are less sensitive to being affected by mods then others. Some parts you have to limit the scope of your changes, or the size of things (such as blast radius or model size). Overall, I find that if I restart the machine, then run Fallout New Vegas, things tend to work better then if the machine has been running for a while and I've been in/out of GECK and New Vegas a dozen times already that day. I've got 8 mods of my own, plus another dozen downloaded mods running and NV is no less stable then it was without any mods at all.
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G.E.C.K. ins't woking right, why?
WuphonsReach replied to Pinheadius's topic in Fallout New Vegas's Discussion
Yes, search for "render", "rendering" or "room markers". -
Well, I've noticed that the sniper rifle has a hefty recoil that pulls my scope off target after shooting... whether that means that recoil can be configured or not, I'm not sure.
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If you don't know the basics of programming languages (control blocks, if/elseif/endif, variables, functions, etc)... GECK scripting may not the place to learn, especially since FO:NV's GECK doesn't like to give useful hints as to what is wrong. However, if you can grasp the basics that are common to every procedural or object-oriented language out there, GECK script is not that difficult to learn and the wiki does a pretty good job of explaining everything (or the TES Construction Set wiki). For the rest of the tricks, studying the scripts in the game will go a long way towards sorting things out. There's generally always at least one script, somewhere, that does what I want or close enough that I can look at it and transplant the concepts.
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Yes, fortunately it's just the bigger interiors, or interiors with lots and lots of clutter (like Mick and Ralph in Freeside). It's annoying enough that when I was moving the snow globes around, I specifically avoided putting "The Strip" snow globe inside any of the casinos. Wasn't worth the time and effort when I could easily find hiding places in other cells.
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There are two ways to change directionality, the first is by playing a Queen, the second is by matching the suit on the previous card with a different value numbered card. 7 heart 8 diamond 6 diamond + queen 7 heart
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Search for "Geck" "render" (render is probably the key word). It has to do with the room markers. One method is to move the room markers all up/down by a set # of additional units on the Z-axis, make your changes, then move them back to their exact original positions. Then clean your ESP with NVEdit prior to release (to remove the records that indicate a change to those room markers).