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Combine99

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Everything posted by Combine99

  1. I like playing my VR games in my gaming chair, it's way more comfortable and I takes a LOT less space. Now I know there's a workaround: OpenVR Advanced Settings But it gets real annoying real fast having to reset the blasted thing every time you wanna play! Is there a way to make the game or Steam save your height settings?
  2. In Skyrim VR when I launch the game none of the buttons will do anything, although there is an error message telling me what went wrong but unfortunately "Press Any Button" shows up overtop of the error message so I cant even read it. Has anybody else come across an issue like this? If so what was the solution? The odd thing is sometimes if I "press any button" fast enough (basically rapid tapping the bumpers) past the the skyrim logo the game will start without a hitch and I can play fine. https://imgur.com/a/rRFMrla
  3. I recently found out i could change the angle at which spells fly from my hands in VR with this simple ini tweak "fmagicrotationpitch". Naturally I was exited so I booted up the ini configuration tool and changed the value to 41 as stated in the forum I read it in, but to no avail, the setting did nothing. I really want this to work and all the other settings I've edited have worked wonders.
  4. Is there a setting I can edit to limit the distance an NPC can initiate a forcegreet with the player from? I'm tired of walking through a door and suddenly from 30 feet away someone starts having an important conversation with me. i'd like to be able to talk with them up close like a normal human being/Elf//Cat/Lizard.
  5. For some reason all the guns I'm finding now have the legendary tag "of the ukulele" and (fanning) and all the melee weapons are "of Rage" despite not actually being legendary weapons. Has anyone else heard of a glitch like this before and knows how to remedy it? Here is my load order
  6. Is there a way of repairing your install of Vortex as opposed to re-installing it? I seem to have everything it needs to work except the exe.
  7. Khajiit Hearthfires is a fun and immersive mod but unfortunately I like playing in 1st person which is possible, but not practical; as your point of view is that of your crotch. This is not a bug as the mod is not set up for 1st person and treats the carriage as a horse so you get the first person view from horse riding level which is significantly lower than is useful. I was wondering if it would be possible to change the height of the 1st person camera so it's at head level when riding a carriage.
  8. By Jove I think I've got it! The culprit was non other than "frozen electrocuted combustion" that rascal. It turns out they needed to change the duration of some spells to get the effect scripts to trigger, and some of those spells happened to be the lightning spells I was having trouble with. Now I just have to decide whether to live with dot lighting spells and have the fun death effects or sacrifice the effects for the old snappy instant damage.
  9. For some reason my lightning spells now do damage over time instead of their original much more useful instant damage effect. This has never happened before and I haven't installed any mods that do that that I know of. Does anyone have any idea what mod could causing this? It makes lighting magic feel really weak and looks silly in death cams since the enemy stands there for a moment then flies off after a few seconds. I tried deactivating all my new mods and the ones that I know effect magic but it still happens. Here is my load order:
  10. I took a look at psycho and its magic effect but I don't think there is a magic effect for "setplayergatehacking" or adding a perk so I don't see a way of tying a perk to a magic effect other than a script and I don't really understand scripting.
  11. Hi I am wanting to add some new special Mentats that give you a perk temporarily, say you want to hack that expert terminal over there: just take a box of "Hackers Delight" and presto now you can! So basically the mod will be a set of new chems that add a perk upon usage then remove it after the drug wears off. That's the idea but upon looking into the creation kit there isn't currently an effect that can add or take away a perk. How would I best go about creating this effect? Is there a mod with a similar system I can take a look at? Maybe one of you remarkable individuals knows a script that will do the trick, I would be most apreciative of your assistance.
  12. I totally agree here, some mods need to go at the bottom of the load order so you have to keep making new rules for them when you get a new mod to keep them there. My idea is to add a new rule "must load at bottom" so the mod will always be loaded last.
  13. I have tried several different versions of 3Ds Max and their respective plugins but for the life of me I can't get this blasted program to open a single SSE nif file. I have successfully opened and edited many original skyrim nifs and even some fallout 4 ones but when it comes to skyrim special edition the program SIMPLY WONT DO IT!!! Sorry for the caps there, the point is that every time I try to open a SSE nif I get the same message "Premature End of Stream". I must be doing something wrong here, since modding did not cease at the dawn of SSE. I was wondering if any of you fine modders out there would perchance aid me in this little dilemma?
  14. BY JOVE I THINK I'VE GOT IT!!! It turns out all I was missing was the flags for "no Duration" "no Area" and "recover". The first two make sense since it lasts forever, and is only effects me but recover gave me a little trouble as I'll never recover from the effect but the mod would not work without it. Anyhow thank you Thumbincubation for the very helpful example and thank you both for your support.
  15. I do indeed but I was kind of hoping to keep this one DLC free, thanks for the reply though. I'll keep it in mind as in option.
  16. Cool, I'll take a look at how you did it, and see if I cant replicate the effect, thanks a bunch!
  17. I am trying to make a new ability that increases the destruction damage spells do for a new race I made. I cannot seem to get it to work so far although it does show up in active effects section in game. What I did was I made a new spell effect: it's a value modifier constant effect, on self assoc. item is "destruction power mod" ( same as the potion) base cost 0.5 power affects: magnitude checked nothing else was used I tried making it a peak value modifier like the potion is but then it doesn't show up in active effects anymore so that can't be right. Can anyone help me get this mod working? I'd really appreciate it.
  18. Indeed it has been in my load order for a long time now, but it does not add unarmed Killmoves to animals and draugr. My simple port of FLABA seems to have a very small chance to work with single targets now but is very unreliable, example I fought all the draugr in bleakfalls (around 20) and one got a killmove. If anyone can let me know how to fix FLABA I can definitely give it a go.
  19. Ordinator has given me a means to fight unarmed but now I want to do it in style, I'd love to be able to kill animals and draugr with my fists or steel! I remember there was a mod that did this released a while back for skyrim but it hasn't seen any activity since 2016 so I doubt the author still even pays it any mind. I would love a mod that adds some new unarmed killmoves too but If someone could port "Fight Like a Badass" to SE i'd really appreciate it. I made this request because simply resaving FLABA in the 64 bit CK doesn't cut it, I think it needs a new or updated script, not sure.
  20. Could someone explain how killmoves are handled in Skyrim? I want to limit dragon's bite killmove to only if you're at something like 30% health so they don't immediately chomp you as soon as you get close.
  21. I was just setting up a small adhesive farm and remembered that each settler can only harvest 6 plants, that is ridiculous. I think I could personally look after maybe 10 plants, but we're talkin' hardened denizens of the toxic wasteland here so i was thinking more like 20. So what I'm asking here is to change the limit of plants that can be harvested/tended to by one settler to something a little more reasonable and useful. I haven't been able to find a mod that does this so I was thinking maybe someone would care to try their hand at it? Maybe if you know how one would do such a thing but your too busy with more interesting stuff let me in on the secret and I'll give it a whirl.
  22. If anyone was looking for something like this I actually found a mod that does exactly this plus dozens of other cool stuff to the other mystical artefacts, its call Zim's Immersive artifacts and it can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/9138
  23. Update: So I went with my gut feeling and redid the mesh attaching parts of the creature together (hands and feet to arms and legs etc.) and re-skinned the all the edited parts and it came out with the exact same number of parts: the hands and feet were not part of the arms and legs as they were in 3Ds max. SO I just totally wasted 2 hours... c'est la vie. Well at least i think that means the number of pieces has no effect then.
  24. Thanks for the quick reply, unfortunately the crashes have not stopped but I think what you did helped I managed to summon 2 in a row this time and it only crashed on the third. As for the texture paths the model that was on the page I linked did not come with textures, but I will include them once I can get the mod stable, as is this is a pre-pre-pre-alpha.
  25. I made a new creature quite a while back and recently dredged it out of the briny depths for a bigger better comeback, the Wendigo! Now he's a Shambler from the game oblivion. I wanted the forsworn to summon him instead of atronachs since he fits their look and decorations so well. The thing is my mod works exactly how I planned it... 50% of the time. The forsworn summon my creature in combat but for some reason it crashes the game half of the time, literally it sometimes works and sometimes doesn't, but when it does OOOOH I LOVE IT!!! SO that's why I came here, I was hoping one of you fine upstanding citizens of the nexus could lend me a hand. What I need is to find out whats wrong with my poor monster. On the subject of my monster I do have an idea about one thing that may be wrong: I don't know if the number of parts to your nif has any bearing on the game but in the nif for an armored skeleton I found there were 11 parts to the creature not including the animation bones and in my creature there are 23, would this cause any problems? Take a look for yourself an see if I made any dumb mistakes while gluing this guy together with Elmer's paste. Here's a link to the original mod I created, just download the Wendigo Monster file: https://www.nexusmods.com/skyrim/mods/75312?tab=files
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