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Suvanto

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    https://iljasuvanto.com
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    234733845956526080
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    Finland
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    Starfield, Cyberpunk 2077 etc.
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    Baldur's Gate saga

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  1. There are plenty of independent artists, who are either releasing the content under open license or happy to grant license for radio mods, so that they would get heard. Creating custom radio mods from that content would be far more in spirit of aforementioned "Cyberpunk main theme", as opposite of pushing simplified songs with 9 producers from mega corporation artists to Nexus.
  2. Nexus Mods runs under Black Tree Gaming Ltd. Of course the company keeps it's file share clean. Not much to do with: control freak "do-gooder" police? More to do with: Does the company actually want to continue, or get sunk by major company copyright cases, after ignoring written policies of Nexus Mods - as required by internationally accepted standards and UK law. I believe that answer should be quite obvious. There was a yet another mod today that was likely using copyrighted music without license. I just asked audio modding community to make sure that further content comes from open license sources. No one wants mods getting deleted and author accounts getting warned / banned. But we are clearly seeing a situation, where new generation of mod authors got too excited and did not stop to consider what they were doing.
  3. I believe it is more about people learning to do things. There are plenty of new mod authors in CP77 community, compared to older games. Some things - quality control and copyright - might have not been as obvious to them than they are for more experienced authors. Tools and methods also develop all the time. Script Extender was just released, people on servers have found better ways to make things, some mods were done by ways that are not exactly safe for the save. Etc. And then there are personal reasons. Some new authors might have released popular mods. Then they noticed how draining it was to keep them up to date and running. We will see plenty of more deleted mods. We always do. Then we will also see new mods coming up. Gems will stay up and create a foundation for most builds.
  4. Each affected NPC is given a token and game has to check them individually to assign the walking style. This means that Papyrus will create a check per female NPC in the area. This can become a problem, if multiply checks are being made. Which is why I have preferred using mods that change walking styles universally. Less "immersive", but also less stressful for Papyrus, if mods are causing game to create multiply extra checks on cells or NPCs.
  5. I have few ideas. You are using both Dance of Death and VioLens. Both are editing same things. I would stick with just VioLens, to avoid conflicts.Become High King of Skyrim was last updated October 2013. Mod does not carry over any changes from mods loading above it, like Unofficial Skyrim Legendary Edition Patch. High risk of causing problems.FNIS Sexy Move can stress your Papyrus quite a lot. With other mods you are using, it is certain to stress it quite a lot.UFO - Ultimate Follower Overhaul is very badly out of date and has proven to cause several issues. Your current crashes could potentially get caused by it alone, though stuff I mentioned above will not help the situation at all. I would recommend rebuilding this mod list with more up to date mods, ditching the ones that are potentially causing issues and starting a new game. Also keep in mind that it is not safe to uninstall any scripted mods from ongoing game. You did not mention doing so, but I wanted to underline that, because I recommended rebuilding the mod list.
  6. Apparently F4SE will create the file anyway, if you modify default keymap in-game menu. I didn't actually knew that.
  7. It depends entirely what sort of objects you are deleting. Game uses PreCombined meshes, to allow itself to load more. System merges several smaller NIF-files to get loaded as one NIF-file. If you go around deleting objects that are part of PCMeshes, then you will break them. This will affect to your game, because now it will load all objects in those cells as separate NIFs, instead of one big chunk NIF. Game also has PreVis system. It unloads objects that your character couldn't see behind solid objects, making it so that only relevant objects are being loaded. If you end up deleting PreCombined meshes or objects, then you risk getting performance issues from both broken PreCombined mesh loads and PreVis loads. If you want to remain at safe side, then you could use Extra Object Selection from Place Everywhere. It pretty much allows you to scrap any object in Workshop mode, which is not tied to PreCombined meshes. Of course that does not help you outside the settlements. I would recommend that you leave those places alone. If you still want to use console there, then keep with objects that could be manually moved by the character, unless you are absolutely certain that they are not tied to PreCombines.
  8. Problem is not in your end. The file seems to be missing from version 0.6.17. I just asked if this was intentional or oversight. Likely latter.
  9. I just tested this mod and it's options for the current version of the game. You could perhaps check or ask what Nic0h did to get it working correctly. No Compass No Reticle and No Healthbar (optional) https://www.nexusmods.com/kingdomcomedeliverance/mods/430
  10. I wasn't sure what the situation was, so I asked around. According to AL this was a Nexus issue, which should be resolved by now. Try again. If it does not work, then Avrie pointed out that it could be a good idea to delete the existing key, before trying again. - Sign in to Nexus with your browser. - Visit Settings > Nexus in MO2 to clear the old API key and force the connection again.
  11. Vanilla game does not respawn settlers that way. This sounds like either a mod conflict or broken official file. Third option is related to certain type of armor with scripts, which causes settler template to refresh on load. That would be a very rare thing, but not entirely heard of.
  12. It isn't recommended to have any mods showing as "non-MO mods." This means that you have files in the data folder that are not managed my MO2. If you are going to use MO to mod your game, then you should also install all mods through it. Game and official DLCs will naturally always show as "non-MO", but that is fine. You have obsolete version MO2. The new nexus login was added to version 2.1.3, available from Skyrim Special Edition Nexus. https://www.nexusmods.com/skyrimspecialedition/mods/6194
  13. Yep. I added the note about script data being baked to save files as general information about how game treats the data coming from mods. No script did that to building.
  14. I wish I would have better news. I can't think of any way to restore the building right now.
  15. Load a save file prior of installing the mod. Be careful before uninstalling any mods from the game. Fallout 4 bakes script data to save files and does not remove them from ongoing game, if you uninstall mods. Data will remain in your Papyrus (game scripting system), causing errors and potentially breaking the line of character saves. Game does not refresh world edits from mods, unless they are subjects to vanilla area refresh/respawn system. Building walls are not things that are getting refreshed. Containers and enemies (if set to refresh) will respawn over time.
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