Jump to content

LucyTheSuccubus

Members
  • Posts

    31
  • Joined

  • Last visited

Nexus Mods Profile

About LucyTheSuccubus

Profile Fields

  • Favourite Game
    Fallout: New Vegas

LucyTheSuccubus's Achievements

Contributor

Contributor (5/14)

0

Reputation

  1. I have the strangest problem in my current modbuild. Basically any armor is from fully repaired to broken within a few bullets. I dont even really use any armor mods that might cause this or at least I think so. I also checked through Stewies settings if there is a option checked that changes armor condition but didnt notice anything. Any idea what might be the problem or if any of my mods causes such stuff? Here is a complete mod list of my current build: "0001","DLC: DeadMoney""0002","DLC: HonestHearts""0003","DLC: OldWorldBlues""0004","DLC: LonesomeRoad""0005","DLC: GunRunnersArsenal""0006","DLC: CaravanPack""0007","DLC: ClassicPack""0008","DLC: MercenaryPack""0009","DLC: TribalPack""0011","Ultimate Edition ESM Fixes""0012","NVSE Config""0013","FNVLODGen Resources""0027","YUP""0028","Unofficial Patch NVSE Plus""0029","ShowOff NVSE""0030","JIP LN""0031","JohnnyGuitar""0032","kNVSE""0033","AnhNVSE""0034","ROOGNVSE""0035","SUPNVSE""0036","PostalOutNVSE""0037","KEYWORDS""0038","NVAC""0039","NVTF""0042","OneTweak But Really Updated""0043","Discord Rich Presence""0044","Mod Limit Fix""0045","lStewieAl's Tweaks""0046","lStewieAl's Engine Optimizations""0047","Improved Console""0048","High Res Local Maps""0050","High Resolution Water""0051","Depth Of Field Fix""0052","Muzzle Flash Light Fix""0053","Swimming Creatures Fix""0054","Exterior Emittance Fix""0055","Fallout Alpha Rendering Tweaks""0056","Fog-based Object Culling""0057","Pip-Boy Light Flicker Fix""0058","Dynamic Pip-Boy Light""0059","High Resolution Screens""0060","High Resolution Bloom""0061","Sound Extender""0062","Moonlight""0063","Pip-Boy Shading Fix""0064","Book Menu Restored""0065","Console Paste Support""0066","Simple Interior Lighting Overhaul""0067","Climate Control""0068","Improved Lighting Shaders""0069","Elijah Voice Audio Files Fix""0070","Combat Lag Fix""0071","Consistent Spread - Firearms Accuracy And Wobble Fix""0072","Collision Meshes""0073","Mainframe's Shader Flag Fixes""0074","Tesla Cannon Animation Fix""0075","Melee VATS Animation Restoration""0076","ISControl Enabler""0077","HIPControl - Weapon Idle Position Adjuster""0078","Weapon Based fNearDistance""0079","Vanilla Iron Sights Realligned""0080","Landscape Disposition Fix""0081","Snowglobe Performance""0082","Logic And Consistency Fixes""0083","Delay DLC Redux""0084","Delay DLC Redux - Pre-Order Pack Placement""0088","LOD Additions And Improvements""0089","FNV LOD Supplementation""0090","TCM's LOD Overhaul""0091","More LODs Additions And fixes""0092","Improved LOD Noise Texture""0094","NMC Texture Pack Large""0096","Much Needed LOD - NMC Patch""0098","NMC LOD Patch""0101","Upscaled New Vegas Worldmaps 4K""0102","Snowglobe Retexture""0103","Magazines Of Unparalleled Aesthetic Quality""0104","HQ Upscaled Posters""0105","Gore Overhaul""0106","PM's Med-Textures""0107","New Vegas Collector's Cards""0108","Lucky 38 E3 Lights Restored""0110","Vanilla Loading Screens HD""0113","A Better New Main Menu""0118","Ultrawide Scenic Loading Screens""0119","Ultrawide Start-Up Screens""0121","The Mod Configuration Menu""0122","Pip-Boy 2501""0124","Pip-Boy 2501 - Skin Canyon""0134","Vanilla UI Plus""0135","M.U.X. Series - Interface Overhaul""0136","M.U.X. Series - Weapon Icons""0137","UX Toolkit""0138","B42 Notify""0139","B42 Optics""0142","B42 Inspect""0143","B42 Descriptions""0144","B42 Interact""0145","B42 Interact - Animation Pack""0146","Zelda Style Quick Item Select""0147","Just Mods Assorted""0148","Just Assorted Mods Clean UI""0149","Vanilla UI Revelation Light""0150","Uncompressed Textures For Revelation - UI Lag Fix""0151","JIP Companions Command And Control""0152","MAPMO - Main Andmod Pause Menus Overhaul""0153","MAPMO - Hi-Res Logos""0154","MAPMO - Hi-Res Icons""0155","Better Pause Menu Screen""0156","Revelation UI Extras Collection""0159","yUI""0160","ySI""0161","Colorful Inventory Ycons""0162","FOV Slider""0164","JIP MiniMap""0165","Desert Ranger Interface - JIP MiniMap""0167","Clean Pip-Boy""0168","Universal Pip-Boy Customization""0169","Consistent Pip-Boy Icons""0171","Roberts Male Body""0174","TYPE4 - Body And Armors""0176","Brave New World""0178","Colossus T49XV""0179","Skull Goddess Expanded""0180","Classic Tesla Armor""0183","Classic Fallout Weapons Remastered""0184","Gun Runners' Arsenal Merged""0186","Weapon Mesh Improvement Mod""0187","WRP""0189","WTH - Weapon Textures From Heaven""0190","WTH WRP Patch""0191","B42 Retrievable Throwables Reforged""0193","B42 Melee Bash""0196","WAR MiX""0197","Diagonal Movement""0198","360 Movement""0199","SIGMA""0200","SIGMA 360 Patch""0201","Frozen 3rd Person Feminine Movement""0209","Iron Sights Aligned""0211","Enhanced Blood Textures""0212","Pointlight Piplight""0214","Fallout Flag Animation Overhaul""0215","Super Mutants Blink Animation""0216","Camp McCarran Animated Monorail""0217","Animated Functional Grills""0218","Animated Immersive Lanterns""0219","Animated Neon Pole Dancer for Gomorrah""0220","Animation For Not Animated Containers""0221","Novac Dino Animated Functional Thermometer""0222","Securitrons Lip Sync""0224","Ragdolls""0226","Placed Creature Corpses Use Vanilla Skeletons""0229","No Witnesses""0230","NPCs Sprint In Combat""0232","Humanize-Brutalize""0233","Agonize""0234","FPS Dashing""0235","FPS Leaning""0236","Root 'n Loot""0239","Wasteland Vampirism - Vampire System And Race""0241","Bosses Of The Mojave""0242","Less Accurate NPC's""0243","Postal KICK""0244","Forno and VK's Sexy Vault Girl Bobble Heads""0246","Viva Nude Vegas""0250","Grappling Hook""0251","Remnants Tesla Armor At Crashed Vertibird""0252","Couriers Stash Pre-order Pack Selector""0253","Dead Money - Collar Cloud Removed""0254","Dead Money - Lighter Gold Bars""0255","Dead Money - Keep Your Stuff""0256","Roleplayers Alternative Start""0260","Clicking Ambient Sound Fix""0261","Atomic Audio Overhaul""0263","Atomic Audio Overhaul - AWOP Compability""0265","Atomic Audio Overhaul - Enhanced Combat Music""0266","Atomic Audio Overhaul - BioShock Rapture Radio""0267","Player Voiceset Project - Jane""0269","JSRS Sound Mod 2.0""0275","STFU Dead Money Radio""0281","Better Bleed Me Dry""0282","Female Couriers Can Flirt With Sarah Weintraub""0291","New Vegas Uncut 1 - Rotface To Riches""0292","New Vegas Uncut 2 - A Koch And Bohr Story""0293","New Vegas Uncut 3 - A Van Graff Scorned""0294","New Vegas Uncut 4 - A Thorny Situation""0295","New Vegas Uncut 5 - A Wilder Wasteland""0296","New Vegas Uncut 6 - If It Wasn't For Betsy Remastered""0297","New Vegas Uncut 7 - Pacers Gambit""0299","New Vegas Uncut 9 - Outside Bets""0301","YUP - Outside Bets Patch""0303","Uncut Wasteland""0304","Uncut Wasteland Extra Collection""0305","Radioactive Tumbleweed""0306","Camp Golf Confrontation""0307","Primm Reputation Restored""0308","A Cyber Affair - Mr. House Seduction Route Uncut""0309","Take Chems, Make Fiends""0310","Player Dialogue Improvements""0312","Animated Utility Poles Restored""0314","Cinematic Vanilla Intro""0325","Wasteland Flora And Terrain Overhaul""0326","Wasteland Flora And Terrain Overhaul (Patched)""0327","A Wasteland In Bloom""0329","Vurt's Improved Plants""0330","Bouncing Natural Botany""0332","Simple Street Lights""0333","A Murder Of Crows""0337","More Mojave""0338","AWOP FNV""0339","AWOP FNV - Dead Money""0340","AWOP FNV - CCC Compatibility""0341","AWOP FNV - WRP Compatibility""0343","Ending Slideshows Ultimate Edition Overhaul - Brave New World""0344","A Little More Lamplight""0345","New Vegas Landscape Overhaul Re-Remastered""0346","The Living Desert""0348","Windows Of The Mojave""0349","Underwater Hideout - Rapturefied""0358","Irradiant Muck""0360","Improved ED-E Textures""0361","ED-E Real Dynamic Light Source Addon""0362","ED-E The Random Sounds""0363","Sunny Smiles Companion""0364","Marcus Companion""0365","Vulpes Inculta Companion""0366","House's Securitron Companion""0367","Wattsworth Companion""0368","Baby Deathclaw Commander""0370","Riddick Companion CLEANED""0373","Butch Companion""0383","Atmospheres - Weather and Lighting""0384","Atmospheres - Weather and Lighting - DLC Compatibility""0385","Atmospheric Lighting Tweaks""0387","Climate Control - Rain""0388","Interior Rain""0390","3D Rain""0391","Climate Control - 3D Rain Compatibility""0392","Cloud Upgrade""0393","Cloud Shadows""0395","Consistent Pip-Boy Icons - Mod Patches""0396","NV Compatibility Skeleton""0397","UIO""0398","Generated LOD""0400","Aqua Performa - Strip Performance Fix"
  2. Oh sorry. I will try to PM a mod if nobody moves it from alone. Well, I hope this setting isnt actually broken but some people use it in their mods and it seems to work for them. Maybe my problem is unrelated to it anyway. I honestly dont know anymore, I pretty much tried everything. All I know is that my combat music stopped playing once I reached higher level and got power armor. I mean it does still play but very very rarely like 1 out of 15 combats. I also felt like that maybe some cells dont play combat music but maybe that is just me. I do know people in Skyrim have often similar problems due to the game thinking that they are too OP so battle music almost never plays and I thought I might have the same problem. But maybe I am wrong and its something completely different here for me. I also cant recall if I ever had such issues before. I usually didnt give the music that much attention and I only do now because I am testing my audio mod, which makes it frustrating since I cant really test that aspect of my mod. Maybe fCombatMusicPlayerTargetedThreatRatio changes need a new game start but I somehow doubt it. Aside of that I dont know what it could be. Hoped maybe someone else has a idea or knows similar issues. EDIT: I was able to resolve it mostly. I changed several fCombatMusic GMSTs. Guess that one alone wasnt enough or not high enough. The default value was 100 and I changed it to 1000 but I guess that still wasnt enough. Now its 10000 and almost anything toggles music but I also changed some other CombatMusic GMSTs. Still finetuning and looking deeper into it. Might release it as a mod but it will probably be part of my audio overhaul that comes in the next weeks.
  3. In the beginning of my playthrough the combat music played fine but now I am level 30 and have the best power armor and all and I feel like the game plays almost no combat music anymore. I know that there is a value called fCombatMusicPlayerTargetedThreatRatio which supposedly controls when combat music plays by comparing stats of the player and enemies. That at least is how it should work and does in Skyrim. I usually never really cared about it but I am testing things such as combat music for my audio mod and just now noticed that this is actually a annoying problem. I went ahead and changed the value of fCombatMusicPlayerTargetedThreatRatio which should make combat music play more again but it doesnt. I dont know why. Does changing this value require a new game? I also tried this mod: https://www.nexusmods.com/newvegas/mods/69424 But it doesnt change anything either. Am I missing something or do I really need a fresh game for these changes to kick in? Or is there anything else that controls combat music? I basically want it to always play, even when I fight a rad roach.
  4. I couldnt find any information about it in google. I am asking because I am rewriting the radio stations anyway for my overhaul mods and would be cool if I could include some more lines, if there are any. Except lines that were cut because they reference cut content.
  5. Over the past weeks I have been working on a massive audio overhaul mod in which I already put 100+ hours. It basically focuses on fixing, improving, extending NV sound design. I ran into some issues that so far I wasnt able to fix or workaround. I also contacted already some modders with a big coding and audio engine knowledge but so far nobody knew anything and I lack the coding knowledge for this sadly. Therefore I decided to make a thread here, maybe anyone that has the skills to fix it finds it and could make a mod or plugin that integrates fixes and features. Here is a list: 1. Ambient background sounds get stuck on fast travel in some locations. Most notably when fast traveling from freeside to anywhere else. When fast traveling again or reloading it disappears. This bug has also been recorded here: https://fallout.gamepedia.com/Talk:Fallout:_New_Vegas_bugs - Ambient environmental sounds get stuck EDIT: Still not sure what triggers it but it only seems to happen in very specific locations such as freeside. Maybe just adding a script that unloads ambient lp music from certain spaces such as freeside would fix it but I dont know scripting stuff. 2. When using multiple media location controllers to add more and diverse background music (Inon Zur Score for example), going from interior cells into exterior cells (mostly Wasteland NV), the track randomizes to another track in the media location controller if multiple tracks are present. This is also the case when the exact same media location controllers are assigned to these locations. Its not too bad and I can "hide" this issue mostly by using one track and looping and such but its still a little nag. EDIT: That is still an issue and from what I gathered this is some hardcoded engine quirk so I guess its not really easily fixable. 3. Could anyone integrate an option that lowers the background music volume when entering NPC dialogue? The value that stores this is fdefaultmusicvolume. lStewieAI implemented a similar function but it lowers radio volume, not background music volume (Music slider in settings). I mean shouldnt it be technically replicable by just lowering this value instead? But yeah, I suck at coding so sorry if I talk bulls***. EDIT: This was added by lStewieAI. Thanks a lot! :smile: This is all so far. It would be so cool if anyone could make even just one of these things.
  6. You basically have to make a new station from scratch which involes scripting, questing, object references, radio templates, etc. Its actually on the more advanced site. Best advise I can give is too take a look at the questing scripts for Radio New Vegas and Mojave Radio and try to copy them somehow.
  7. For example: I want to have a track from Elvis playing at the kings. How would someone go about that? I know that technically I can set up a own radio station but lets be honest... For one single track that seems awfully tedious. Isn't there maybe a way to somehow place a audio at a location similar to how speakers work in the GECK? Just that I dont link a radio station but a single 3min audio file? It should also have the options to have a certain 2D space radius and such to that it only plays "out" of the speakers around the kings. I experimented quite a lot around and sadly didnt find a way since all I always hear is silence... I already tried to place an AMB sound, which basically just links to a mono 32000khz wav of a track but it didnt work. No idea why but maybe there is a limitation to the length of these AMB sounds so 3min doesnt work but really no clue. Maybe I am just going too complicated about the whole thing and miss something. Anybody an idea? EDIT: Nvm, got one working now. Basically the easiest way is to just use a sound emitter. Also the audio wav must be in FX folder but can also be 44100khz.
  8. Thanks a lot for your input. Yeah I read that music and sounds guide already before. I actually was able to bypass some of the issues. First off I decided to not use these region sound options since I never got them working basically. I mean I know how it should work but it just doesnt. As I already stated before. I decided to deactivate them since they are playing random music soundtrack cues from inside the sounds.bsa. On top of that it also overrides the battle music. I decided to completely disable any of the music settings and only leave the ambient sounds such as gunshots and cicada chirping and such. Doing this disables any music that usually plays when someone isnt in range of an audiomarker so pretty much half of the exterior wasteland cell. I dont think its too bad, lets you take in the atmosphere more and I also will add some ambient sound enhancements to my mod. I also found a way to "override" this problem by actually placing a audiomarker with lets say a radius of 1million units but there is a limit, I am still investigating this. This can be exploited in such a way that someone can "bring back" the FO3 sound engine so that only a handful of tracks such as exploration tracks play randomly all the time in the exterior wasteland cell. It weirdly enough even works with all the other specific location markers! So if you are at the dam, the NCR battle music still plays! I was actually able to mimic the Fallout 3 sound design and on top of that still have location specific music. Its really great. I am actually working already on a documentation about this since I found only very basic information about this topic and so far many of the bigger modders couldn't help me much since as you said this is uncharted and unknown territory. One thing that I already stated before, that still nags me is, that the nv audio engine is a bit weird about what it plays and when. For example. You are in Novac, which has a audio marker and media location controller named novaclocation, and you hear the typical Novac music theme (which is some Fallout 3 wasteland theme) and then you go into an interior cell, the interior cell takes over. If the interior cell has the SAME location controller as the one from the exterior cell, in this case novaclocation, it keeps playing the track it already plays even when there are multiple location tracks in the controller. However, here is the thing that is a bit annoying (at least if you are perfectionist and aim for 100% immersion...) if you leave this interior cell and go back into the exterior cell with novaclocation media controller, the engine starts playing a new track from the container. This seems to be a general issue with how the sound works in NV. Whenever you enter the exterior wasteland cell, this happens. Now from what I have seen from testing this doesnt happen with all exterior cells, such as DLC locations but only the WastelandNV huge exterior cell. I dont know if this is an oversight by Obsidian or if its supposed to do it or it has to do with the size of the giant worldspace cell, no idea, I couldnt fix or workaround this. Maybe I am missing something but who knows. I also already contacted lStewieAI if he could someone fix this with a plugin but I guess he also knows barely anything about the whole sound engine thing. If anyone has any sort of input on this topic, I would be really thankful. Anyway, the mod is coming along fine. I have quite a lot of spare time right now and it already sounds amazing. Almost finished the base game with all DLCs. Let me tell you... Editing thousands of audio marker in X amount of world cells is... Breathtaking. The first few days I just learned by trial and error how the sound engine ticks.
  9. Basically I am working on a mod that replaces the whole music around the wasteland. I created my own custom track sets and media controllers in GECK. Then I went ahead and edited ALL of the Audiomarkers in ALL interior and exterior worldspaces. Yes, this took quite a while, I also plan to make all DLCs and TTW. So far there are no vanilla audiomarkers left and I also hear the new music in almost all locations. I said almost for a reason... I ran into a few oddities that I couldn't figure out yet. Here are some questions. - I am not quite sure what exactly the difference between loop and random is in those media controller looping settings. I suppose random plays random tracks after they finished playing and loop plays only one and at the end plays it again? Does loop always grab a random track to play? I sometimes felt like it often grabs one of the first tracks inside the media controller but maybe this is just imagination. - Is there a limit how many tracks/sets these media controller can handle? I wasnt really sure when testing it. - Is there actually a way to let the engine keep playing the same track if the media controller assigned to the audiomarker has the same controller profile attached? I often noticed that when I went into interior cells and then into the exterior cell, that a completely different tracks starts playing even though the engine could in theory keep playing the track it is playing right now since the media controller attached to the XY location is the same and has the same tracks. - Now here is the biggest issue I noticed: The game still keeps playing vanilla music in exterior worldspaces, namely the NVWasteland cell. I dont quite get why since I replaced ALL the audiomarkers attached to the worldspace. My guess is that the game keeps playing random tracks and sounds when I am not in range of any audiomarker? Almost like how it usually is in Bethesda games like FO3 where there were a bunch of tracks assigned to the exterior worldspace that play randomly (Way easier and better to handle, shame Obsidian made it so complicated). Is this also the case with New Vegas? This would explain why I still hear random vanilla music sometimes in the wasteland and I would like to get rid of them. Is there a way to fix this and for example assign a media controller with a bunch of exploration tracks to the whole worldspace so it keeps playing those tracks when im not in range of a audiomarker? I mean that must be what the vanilla game is doing right now. I cannot explain why else it would still keep playing them. I really hope someone knows a workaround or fix. Hope anybody here knows this stuff. It was a pain in the butt to find any information about this topic. EDIT: Oh wow. I think I figured my last issue out. Something about regions and incidental music sets. This took me a while to figure out. These incidental music clips are randomly and only like 10 seconds long each... I wonder if technically I can just replace these music cues with my exploration ambient soundtrack but no idea... I also cant add location media controller to regions it seems. It stricly limited to incidental. On top of that these regions also have dedicated battle music... No idea what happens if I just remove or deactivate this all. My guess is that then I have no music at all playing but guess its time for trial and error. Oh well. I will figure something out I bet. EDIT2: For some reason this incidental stuff never plays. Does these INC sound files need to be in a specific format? MP3 should work too or not? Also tried OGG but also didnt play. Do these INC files need to have a maximum playtime of something? All this stuff is really odd and googling doesn't help at all since I can barely find any information about this topic. Guess that is why nobody created such music overhaul mods yet. Seems to be a pain in the NV engine. EDIT3: Wow... This is seriously mindbaffling. I dont get how this incidental region sounds are supposed to work. Whenever I change the incidental mediaset or battle mediaset, the music in those locations just doesnt work at all and all I hear is the beautiful chirping of cicadas... Even when I use vanilla audio sets. WTF? I think whenever I edit any region sound data, the region somehow "breaks". At least the sound/background music thing. I dont get it, really. Is the GECK broken? I suppose that is enough for today. I need rest from this brainf*#@. Maybe anyone else can help me? I just wanna know how I have to set them up so they work. Oh yeah and here is a picture of where I am at and what is not working: https://i.imgur.com/WJNYHyN.jpg
  10. Was there ever any endeavors made in this? The game seems to load 8GB+ Vram on ultra texture quality, which seems ridiculous. I mean those textures dont look THAT good. Would be cool if there is a way to do this in FO76 without breaking the game or getting pink textures. I wonder if there is a noticeable quality difference between Ultra and High... Might try to change it but doesn't seem like I have a FPS hit either way. What I have is annoying stutter all few seconds, almost like the game is loading but so far all people seem to have this and its normal?
  11. Thanks for all the input. Hm, well maybe my initial post was badly worded and whiny. Sorry for that. The thing is, I know how to uncap the FPS engine limit and use other tools to cap it, lets say 80FPS and so on. That isnt really the core problem of my post. I am also well accustomed to modding so its really not about those sort of questions at all, can all be found via google anyway. It was more about the game and engine breaking if you go above 60FPS. Most people do not even recommend going above 60 since it "can" later on break scripts and obviously physics. Whats weird is, is that Bethesda themselves have a iPresentInterval option 2 which is 72FPS, which makes me believe that they still deem 72FPS safe enough? That or they dont care if someone with a monitor has that option in his ini and might break the whole game later on after hours, lol. I find it really dumb that they fixed this in Fallout 4 VR and Fallout 76. It would be no effort for them to release a patch that carries over these fixes to Fallout 4 and Skyrim SE. Same with the community still not having released anything to fix or improve the situation. Yeah okay, Fallout New Vegas with NVTF. (I actually ran this game at 144FPS without a single issue!) But for the creation engine there is nothing like that. I wish the community would be as dedicated as with their thousand different boob physic and shape mods. Lol. Btw, @ HeyYou: Believe it or not but I can see a HUGE difference above 50FPS, especially in FPS games, less so in others but definitely with FPS games. In fact 60FPS is really "meh" for me in FPS games. I usually need at least 80FPS to enjoy such games fluid enough. But technically even up to 100FPS I see a difference. After this however, you are right, the difference isn't relevant anymore. Maybe you dont know about this stuff because you dont have a monitor that supports such stuff, I had a similar opinion when I still had a 60hz screen some years ago but nowadays... The difference is night and day. I would easily recommend anyone a 100hz+ screen. Sure 144hz is maybe too much, at least for me but that is what they mostly are sold at. Hell, there are even people claming 240hz is the best, yet I can barely see a difference between 100 and above. The problem is more like that most devs are just not giving support above 60FPS, thanks to shitty consoles holding us back. Same with 21:9 ultrawide aspect ratio. I would never go back to 16:9 but yet there are still games being released that dont natively support ultra widescreen, even though its very similar to 16:9 and not much work to implement. Meh. But that goes kinda offtopic. I saw a few people who claimed 80FPS is safe and sound for them. Therefore I went ahead and decided to go with it. I am well aware that I could break my game or save later on, once all the scripts fall apart but so far I am 5 hours in and didnt notice a single problem. However, my modbuild is also fairly lightweight with 60 plugins (+ Half of the Creation Club stuff, which are all loaded as ESL but technically still run scripts I guess, luckily I got that CC delayed mod because the CC content bombards the game with scripts and quest starts when starting a new game lol, but even in my testing and modbuild period it didnt seem to break anything, if you want to count the CC content in, its 140 plugins). I mostly used QoL mods that improve aspects but no big hardcore mods that overhaul the whole game. Maybe my save is doomed from the start but maybe it will all go fine. I will probably post some feedback once I am done with my 100 hour playthrough.
  12. I stopped playing this game because of its 60FPS or physics glitch problem on my new screen. 60FPS feels really horrible and unenjoyable. Recently I wanted to give the game another spin, especially since Bethesda actually fixed that FPS problem in Fallout 76 so thought its probably fixed with FO4 too. Wrong. Its still as bad as back in 2015. I googled the problem and there still is absolutely no mod for this? How can people even play this game at only 60FPS? Please tell me I just oversaw a fix. Did nobody backport the FO76 FPS fix for FO4 and SSE? I also read something about the physics being limited to 60FPS and the problem being fixed after some Fallout 4 update but I cannot agree on this? The game still runs everything at 144FPS for me and jumping and running is broken.
  13. I don't think this will work for Fallout: New Vegas :smile: There isn't any for FNV, but there is for TTW. TTW would be just fine, because I am playing this right now. Do you have a link for this mod?
  14. I am honestly annoyed of NPCs and Companions constantly complaining like "take more attention" or "watch out where you are walking" or whatever when you walk against junk on the ground. This is beyond annoying in dungeons. My damn companion keeps saying this all 2 minutes and I am sick of these lines. NPCs in towns, etc also do this. In fact ALL NPCs keep doing this. Which dev thought this function is a good idea? Please tell me there is a mod to shut them up. I couldnt find anything when googling it.
×
×
  • Create New...