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Not using the blur and it still lags/hitches while scrolling pages in the version that's been rolled out now. Really disappointing to see that this was still pushed out despite the overwhelming negative feedback you have all received.
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I'm not a fan of the changes, mostly because they perform horribly at the moment. I get major stuttering/lag on Firefox while scrolling the home/search pages in the Beta layout when the current layout functions smoothly. Design wise, the inclusion of the game title on the home page is just clutter, everyone knows to just look at the top bar if for some insane reason they forget what page they're on. Same with changing the design of the tabs for New/Updated mods, keep them consistent with the ones shown on the actual mod pages. A lot of these changes smack of someone just needing something to do. If it ain't broke, don't fix it.
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This is something I've noticed many times over the years but never thought to ask, but does someone have an explanation for why there appears to be a small spot that generates ripples as if something was following the player?
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This is one of the games I don't trust Vortex to install mods correctly and honestly it's not too hard do it manually since you can open the directory through Steam and dump them in there in the Modules directory. If you aren't already using it, I'd recommend using the Fixed Launcher as well. A quick look says you're probably using a few mods that are out of date and Native should be above Mod Config Menu in the load order. Also the Mod Configuration Menu V4 is a beta and I've personally had a lot of issues getting some mods to play nicely with it, so I would recommend using V3 unless you've got a mod that specifically requires it. There's a sticky in the posts of the download page which explains what version of ButterLib and Harmony to use if you have the Fixed Launcher as well. ModLib hasn't been updated in over 4 months, so you will more than likely need to get rid of it. Pretty much the key to M&B Bannerlord modding is to always be using a mod that's been updated for the current version of the game. If the original author hasn't touched in a long time, punch the mod name into the search to see if anyone else has taken it upon themselves to update it, a few folks do. If the game updates but won't work because of an outdated mod and you still want to keep playing, you can roll back to a previous version in the "Beta" section in the game properties on Steam. It's a pain the rear, but you really need to install mods for this game one at a time and boot up after each to make sure it at least loads into the main menu. If you get a few mods in and something stops working, try fiddling with the load order (in the fixed launcher) before giving up on it. EDIT: In particular, you are using a REALLY old version of Bannerlord Tweaks there, someone else has started an updated version HERE.
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That was an idea that crossed my mind but this was more geared towards being able to do it in the field rather than creating a settlement object, so either required the workbench or doing something via a holotape on the pipboy.
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I'm not well versed in how versatile the scripting in Fallout 4 is (or scripts in general really), but would it be theoretically possible to make some sort of menu that uses Fusion Cells to increase the "Health" stat of an individual Fusion Core? I want to be able to create a menu that allows you to choose to recharge one or more Cores using Cells but letting you know beforehand the results. For example. if you can fully charge 4 Cores and have one at half, it would tell you that and that you'd use 450 Cells. (assuming cores at 1 health, rounding, etc) From what I do know of the engine, I figured this would mean needing to get the FormID of the ammo being 'healed', so possibly putting it into a dummy container or somesuch, but that also means doing one at a time which is a bit tedious. If anyone can point me in the right direction or at least tell me "Yeah, that should be possible" I would greatly appreciate it. I have a mod in the works and this is a key feature I can do a lot of related prep work around, so if it's not possible I'd rather not sink time into that.
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Awesome, that's exactly what I was trying to accomplish, thank you!
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It's fine, I'm giving up on it, there aren't any relevant tutorials on modifying just UV maps and there are too many options in that export script for me to be arsed working through with trial and error. Managed to export it as a TriShape and it still wouldn't work, only thing I can think of is that I'm importing it wrong, but there's a whole 'nother lot of options for me to have to screw around with. Thanks anyway.
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Thanks for the help, Nifscripts certainly makes the process a little less overwhelming, though I still can't seem to get it to work. I can get it to export with the UV changes intact and it looks like it should work, but I still have exclamation points for eyes in-game. As far as I can tell, it's because the NiTriStrips in my custom eyes has 257 triangles, where the default has 116. I have no idea whatsoever how to fix it -_-
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I'm currently attempting to convert the default eye meshes for Fallout: NV so that they support hetero-chromatic eye colors, but the only experience I have with Nifskope is setting texture paths and mashing armors together from parts in Tailor Maid and other mods. I've been exporting the original mesh as an .OBJ, importing it into Blender, adjusting the position and scale of the UV map, exporting it again as an .OBJ, then importing into Nifskope. That seems to be where I hit the snag, because the mesh imports as NiTriShapes rather than NiTriStrips. All the tutorials I can find are either out-dated or incredibly unhelpful to someone who's new to this, especially since I'm running Blender 2.5 and most tutorials are for an older version. Can anyone give me a quick play-by-play of what needs to be done?
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Couldn't seem to find it through forum searching or the G.E.C.K wiki, so here's my question; if my conditions look like this (imagining it as the conditions on an effect for an ability) GetCurrentTime < 1 AND GetCurrentTime >= 0 OR GetCurrentTime < 13 AND GetCurrentTime >= 12 OR Does this mean the effect will happen between 12am and 1am as well as between 12pm and 1pm, or does it not work like that? Sorry if I've set it out a little confusingly.
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Originally from; http://exnembodyworks.com/forum/viewtopic.php?f=153&t=959 (Apologies to you Storm Raven if you see this and I've scooped you in some regard) Posted by Storm Raven: Posted by Exnem: As far as I can tell, Exnem has asked for the dissolution of the collection of his works at EyeCandy forums, but not the stopping of the distribution elsewhere, unless he feels that they aren't being appreciated by the community in the way he had intended. I have not posted this to incite drama, I just felt that it needed to be posted. I personally am sorry to see these extreme measures taken, being oblivious to any of the problems that Storm Raven has mentioned, but have no opinion on the EyeCandy forums, Ginnyfizz or Kendo 2.
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Just wondering if there is a FormID for your character being 'nude' for the purposes of scripting, either that or some function I can use to determine when they aren't clothed. I'm trying to write something that will equip an item of clothing in the event that the character isn't wearing anything and I'm a little stumped since the FOSE function GetObjectEquipped doesn't print to the console when it's used there and I don't really know how to find it otherwise.
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The Disguises mod sounds like it might be the culprit, try disabling that one and topping yourself :)
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Well, it's your lucky day, they released a patch to make FOOK 2 compatible with MMM about a week ago, which you can find on this page; http://www.fookunity.com/fook2/ Also, here is the link to the FOOK 2 Setup Guide, which should hopefully be in plain enough terms for you to wrap your head around :) http://www.fookunity.com/forum/showthread....p=6756#post6756 If you have an older version of FOOK 2, you will most likely need to download the version 1.2 patch to make it work properly with MMM. *edit* Here is the load order you'll need when you have MMM 1) Vanilla stuff / DLC's 2) FOOK esm's 3) MMM esm's 4) FOOK esp's 5) MMM esp's 6) MMM/FOOK compatibility patches