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4cednovel

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  1. How far do you plan on taking the aim model realism and accuracy? Are we talking like Rainbow 6 Siege level of detail, where muzzle brakes and compensators are required to make some weapons viable? Even with slow aim speed, hip firing in that game really isn't really viable unless really close range.
  2. Could the new heavy gunner, rifleman, etc perks do something besides increase hip fire accuracy? It seems that increasing the hip fire accuracy to the point where it's almost as good as aim down sights (ADS) would be thematically against the point of the realism/gameplay overhaul. If it won't be comparable to ads accuracy when all the perks are picked, I don't think people would even bother. Also, I'm not sure the amount of players that even use hip fire unless in very specific situations (ie something is extremely close where accuracy doesn't matter). Maybe less recoil or bullet spread instead using ADS rapid semi-fire/full auto?
  3. Oh, how I love your animations. The 1h browning hi-power gun firing and reload is just so dang satisfying. Unless there is some special reason why the 3rd player and NPC don't share the same animation records, it just seems the game is needlessly frustrating to mod for.
  4. I have no idea why it was done this way, but I think the records for the way a player in 3rd person holds a weapon and how NPC hold them are different. For example, the sniper mosin weapon mod is held fine in 3rd person for the player's character, but when equipped on a NPC, it is held immediately at a downward pointed angle. Shiny Hax's deagle, which isn't released on nexus, is held fine in 3rd person on the player, but when NPC hold the weapon, the gun magazine clips through the receiver and displays the bullets.
  5. You're right, I think that might be more of an animation issue. The hunting shotgun has this problem. When equipped by npc, they hold and fire it at a downward angle.
  6. As a small side request, which help realism and immersion a lot, please have npcs hold the weapons facing straight forward. I think it's just a simple error in weapons mods, but I have noticed that a lot of npcs hold weapons at a downward angle when firing. Once I noticed it, it annoyed me to no end.
  7. Is either that or using the wrong textures for the bodyshape, so like a person using cbbe body textures for a non-cbbe body.
  8. If you still ctd with a completely vanilla game upon entering the institute, then it might be a some kind of game settings or remnants of a mod(s) that were not completely uninstalled. Otherwise, try disabling Unique NPCS to see if it fixes your issue. If that does resolve your issue, it seems to be a problematic mesh file from the Unique NPC -Main.ba. Check its mod page, I posted a solution for it there under the posts section. As for the murphy pants issue, I would guess one of your mods is conflicting with her default gear.
  9. I sometimes see the message displayed when I hit enemies. Specifically, it says Test Hit False #(number here). What does this message mean, why does it occur, and is there a way to fix it? Anyone have any ideas or suggestions?
  10. I saw on the first page that you considering changing the 5mm into a low power bulk round. I renamed the 5mm into 7.62x51 and upped the damage comparable to the .308 round. Yes, it means you get super overpowered gun early on, but it is a minigun afterall and a bullet hose. A weak mingun is just something I couldn't handle.
  11. I'm not sure if it was asked before, but do the spawns pull from the existing records of mobs to spawn or create their own? For example, I have all my npc's set to auto scale in level and stats with my current character, will the spawns from the mod also auto scale in level? Do they also gear the spawns from the existing leveled item lists? Endless warfare did something odd, where it spawned some raiders and super mutants with rocket launchers, even at level 3. There were a lot of unavoidable deaths because some raider or super mutant fired off a missle at me from a long distance when I was lvl 3. None of my leveled lists have rocket launchers spawning at all and especially not so early if they did.
  12. Zog's save file was most likely corrupt since it couldn't even load into Farim tools. I could fast travel everywhere fine except into the institute. You also don't have to unpack the main.ba file until you know it's for sure that its causing the issue. Troubleshooting the texture and main.ba is just as simple as cut/paste them different location temporarily to see if you can load into the institute. If it turns out the the main.ba is the issue, just make a copy of the main.ba file before you unpack it, so you always have a back up.
  13. You might want to try out the posted solutions whether it be to download the texture pack again or remove the main.ba just to eliminate those as the possible issue.
  14. You use the unique NPC's mod. Keep the unique npc .esp enabled, but remove the Unique Npcs - Textures.ba from your data folder and see if you can fast travel into the institute. If you still CTD while fast traveling, place the textures files back into your data and remove the Unique NPCs - Main.ba from your data folder and try to fast travel into the institute. If you can fast travel into the institute fine with main.ba removed, but the textures.ba installed, then it might be 2 files packed into main.ba folder causing the crashes, BaseFemaleBodyRustDevil1.nif and BaseFemaleBodyRustDevil2.nif. If so, you need to unpack main.ba and remove those 2 files, (possibly copy and rename BaseFemaleBodyRustDevil3.nif twice to replace the nifs you just deleted just for good measure)and repack it. That highlight is because I copy/pasted my same response.
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