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lavarob

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    æ„›rain#9674
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  1. Figured out I could try to overwrite a manually installed mod by installing it through Vortex and then uninstall to remove it completely... but that doesn't seem to work. Any idea why though? Is there any way to go around this "feature". (Vortex seems to create some sort of ".vortex_backup" file of those files that are already in the game folder - my main question here is that is there any way to make vortex just dump the files in the game folder without hanging on to the previous files)
  2. If I would have the source code what would I need to do with it? (and yeah the update I'm talking about is the most recent one)
  3. Just trying to figure out stuff for future where I might be able to make mods for these games. I know literally nothing about .dll files - once I tried to open one the content was not something I could make sense out of. Does someone know what to do in order to open/edit one in a way that I could predict a working end result?
  4. There was a bunch of others that I guess are mods that I was supposed to download but forgot - these seem like Bethesda added stuff (cc-) ... Any idea how to fix any of these? I could be wrong but have to ask. And these? Edit: nothing after all - Vortex performed seppuku/messed something up that prevented loading of the game
  5. Not any sort of professional on this but you could always check the log and the files that produce the error messages (and trace the mod they belong to) and try to disable or reinstall them. I think in that 3 hours you could've completely reinstalled the game (in case you didn't...). Have you done xEdit changes/"cleanups" to any of your mods? (probably a pointless question) Or do you know what this is: ARMA | 004083Dual Sheath Redux Patch.esp | DSR_SBC__BONEARG_FalmerShieldAA?
  6. Are you talking about "Copy as override into" or "Copy as new record into" or maybe even "Copy as override (with overwriting) into) ? This is the only thing holding me back atm. I have a bunch of usable containers already listed but that right click command you said doesn't exist (at least anymore)...
  7. Need to figure that out after I get CBP weighting ready for AB armors... This'll eat probably even more time if I remember correctly what my last time was like trying to use creation kit
  8. I just find it a bit off-putting always having to craft the new mod armor through chemstation. Would it be possible to just make like a mod that would at install ask what armor/clothing mods you own or would (at starting a game) just detect them and ask if you want to add them into the global leveled lists. Like goddammit, every gun mod is added to the leveled lists. Or just maybe is there any easy way to do this?(Open some file(-s) in some software to add a one/couple values) It would be nice to be able to spot an unnimmersive extremely overpowered armor being used by some random enemy npc... Or even just find one from random/purposefully added chest during a playthrough... Why always chemstation? I don't like the idea of being able to craft the most powerful piece of armor in the game basically at level 1 if you just know where to loot the junk from and then using it for the rest of the goddamn game (ew). Where's the sense of progression in that?
  9. If you are someone like me who starts a new playthrough way too often, I guess this has already occurred to you - the first hour or two of each playthrough will get awfully dull after you have spent some time with the game. If anyone could put up a list of mods or even just a single mod if nothing comes to mind that makes the beginning more interesting (enemy mods, RNG, leveling, different progress system/adjusted game mechanics, guns/other items, followers etc.) that'd be awesome.
  10. So I have been playing Fallout 4 for quite a while now without noticing that I have always had that on - the reason I had noticed it was because I thought of getting a higher res face texture for female characters... Lo and behold I realize the f***er has been taking 50gigs of my already tightly packed ssd in addition to causing the well know dark face bug. I'd like to point out that I don't think the black face issue is in my case caused by the lack of vram... proud rtx 2080ti owner here (though paired with a ryzen 1600). I now know that there is the character customization compendium fix and a separate individual mod for fixing that bug but now that I've unfortunately deleted it by unticking it on the steam dlc box... I don't think I want to touch that thing again considering the size. I personally haven't seen all that much of a difference in the game after I lost it. Or I mean I can see a loss at the "crispiness" of a bunch of random things in the game but on the other hand I had a pretty nice fps increase in city areas (before it had dips in the low 30/20's probably also because of heavy mod list + enb/weaker cpu) and a load time decrease and now there is no need to download fix for the character texture bug And I don't know why would I hang on to that considering how often I delete and reinstall fallout 4. I'm looking for alternatives for that though. Are there any mods that would make the lack of the texture pack less visible? (mods that wouldn't have the insane size of the steam pack but would still be an improvement over the vanilla textures)
  11. First of all you need to ask for every armor mod creators permission to make them into a set that has them all. If you ask someone that are they willing to share the mod to be downloaded in some random set by a random guy there is a fairly good chance that they will decline unless if you are someone relatively known in nexus community. I mean gambit77 could pile up the weaponmod in fallout 4 (with a few exceptions that you would have to download separately)... I really don't know about armors though, but I guess someone with dedication might be able to pile one up.
  12. I don't like that skyrim has this state 1/0 based weight mechanic that makes it so whenever you cross that one extra feather that gets into your inventory, you just will not be able to even think about running. Is there already or is it possible to create a mod that would make it so the characters weight limit has stages?... For example first stage's would give you maybe even some bonuses like damage output boost and skillboosts and the next levels from that point onwards would give you progressive movement slows and negatives to stats like pickpocket / sneak / one/twohanded / archery and so on. I'm fairly certain this is quite possible as a mod... but why has no-one done it? Or is this just too complex to achieve? Would be amazing though if someone could do this.
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