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Hybris51129

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Everything posted by Hybris51129

  1. So I have been getting back to toying with BattleTech and also experimenting with RogueTech but something that has dogged me for both versions of the game keeps popping up. So for example I edit the stats on a double heat sink in the json so it removes a 100 heat / per turn instead of 6 heat / per turn. However on game startup both in normal BattleTech and more importantly RogueTech some process comes along and overwrites the file back to its original spec. I have tried editing the files on a 100% clean install with no other mods to eliminate anything to could be overwriting my files via load order and have tried editing mods that should overwrite anything else they get loaded on top of but again any edits I make get overwritten and set back to their original spec. Is there some process I am missing that "cleans up" the json files for weapons/equipment? On another note I can edit the json files for mechs mostly successfully as in 500 ton Atlas's with 40 slots in each arm and torso section (Can't edit their speed for some reason still so not 100%) so whatever checks only seems to cover weapons and equipment.
  2. I'm really late but I wanted to offer my two cents. I really do love your NSFW works because they add an harder edge to the Fallout world I want to play in that I will never see out of Bethesda. I can understand wanting to clean up your name and make yourself more presentable for Bethesda but I can only hope that if they never come around with a offer for you that you would consider letting someone else "re-release" your work. Oblivion, Fallout 3, New Vegas, Skyrim, and Fallout 4 all taught me that some of the best work and most passion comes from the makers of NSFW mods and help add to the customization that like you I crave to the point that I have largely moved away from some games because I can't get mods for them. No matter what content you release in the future I look forward to it and if you just so happen to do something risque all the better.
  3. I would like to ask if possible for a store mod of some sort that sells all of the augments and just the augments. Alternatively being able to just build your own or even just repeat the research for a given mod would be more than acceptable as the system stands now augments are more of a hassle to deal with due to their rarity.
  4. As the title suggests I would like to see someone make a UI for at least the armor crafting station that shows the recolor of the item in question instead of being whatever the UI color scheme is. It would make mods that use color pallets as options easier to figure out without having to memorize a dozen numbers or orders and just generally make life easier.
  5. Just the idea that instead of picking locks or terminals if you have enough ranks in Pain Train that you can just bash through doors especially ones that are only chained or at higher levels barred. It could be game breaking getting into dungeons from the wrong end but its overall I think it would be more realistic overall.
  6. What trouble? Just making a request in the appropriate forum, beyond that anything else is simply stuff others have drug in.
  7. I think its more along the lines of CK's labyrinthine UI combined with a strong lack of copy paste features.
  8. You are 100% correct on all accounts hence why I asked in the first place because I didn't think that it would cause trouble. Its not like I'm trying to marry Lucia or something truly barbaric like that.
  9. Probably for the best. The Nexus will be the Nexus in the end.
  10. Yes otherwise I wouldn't have posted. I fail to see how this can be instantly marked as perverted when its fairly clear from the original mod files that marriage was to be included.
  11. http://www.nexusmods.com/skyrim/mods/74264/? Mod in question Looking for a mod/patch that would make these NPC's marriageable. Console marriage fails due to likely the characters having their own separate marriage dialog quest and beyond that I've exhausted my own skills in trying to get them to be recognized by the stock Skyrim marriage system. Any assistance with this request would make me very grateful.
  12. I remember getting early call of duty mods, and KOTOR 1 & 2 mods back in the day. And of course the Duct Tape mod for Doom 3.
  13. Ok so I am making a patch for my own use to update the HK Base mod to use Caliber in addition to Millenia to fix one or two errors. In addition to this I am planning recipies to convert\Rebore and chamber for example a .357 magnum revolver to shoot .45 Long Colt. I have actually done the bulk of the work but in a esp that I really botched the masters on and causes the loss of my mouse and main screen on startup. So the question is how can I take individual records/objects/recipes from one esp to another without towing in the others masters. I spent several hours making these and with only one useable arm I am hopeing to avoid the pain that comes with the work.
  14. I support this idea but (assuming the iron sights are clear and accurate) I would for go the scope and add an extended barrel for more damage. Also for the extended mag maybe make it a 100 round Beta C-Mag perhaps?
  15. I am posting this here as the Project Nevada comments clearly state that no new features are being excepted so please bear with me. Project Nevada is a great mod I would never deny that but in the load order it is extremely bluky at 4 files for just PN plus another 3 for the DLC support using the PN Extra Opition all DLC esp so for one mod you need 7 slots With New Vegas being so limited in the number of mods supported (I personally can run 140 but others are as low as 50 mods max) and also the fact that many users have bought or built upto the Ultimate Edition of the game means that its not unreasonable to make mods that need all the DLC. So since the Project Nevada team won't produce a sigular merged esp for those of us that constantly hit their personal mod limit I ask the community for help. One version with The core Project Nevada merged into a single esp Second version with PN + PN: Extra options merged into a single esp. I am not sure how this would effect other mods that relie on PN or PN compatabilty patches but the end goal of this request is to reduce the bluk of the popular mods that for reasons I can't claim I understand require more than one esp.
  16. Still hoping to hear something I'm still poking around trying stuff but so far no dice. Still could use some help.
  17. Just a theory here but maybe its a Cache related issue since as you say in your title it happens after playing for sometime. This mod gives you a hotkey to clear your cache without using the console. Maybe it will help maybe not I'm in a similar boat as you with crashes anywhere from 15 min to a hour of play but that might because of all the ultra script heavy mods I am running. One other thing is that I see you are running AWOP which while I have never used I have read that some setups its get finicky about how it plays with other mods so I would remove that mod until you can get a stable setup going. Also being a mod that effects spawns may in turn effect your cache sizes. Again just a theory. When all else fails rip out all the mods to just the bare bones make a save point or 3 just before you leave Doc Mitchel's and install the biggest ones first like Project Nevada and other really big mods because they are more likely to to react well with other mods and work your way down to the tiny mods. Its hyper labor intensive and you will get tired of playing Goodsprings but eventually you will find a setup that will work or at least as much as this rather buggy game will allow.
  18. So I have made a new recipe to convert the .45 Auto case from HH to the .45 ACP case used in CaliberX. I set it up like any other recipe at the reloading bench, no skill requirements, 1 HH case needed and produces 1 CaliberX case. I save the esp that I edited and go in game to the reloading bench and the recipe is there but its not selectable even though I have 3 .45 Auto cases. I had this same recipe working awhile ago but accidentally deleted it and I can't seem to figure out why I can see the recipe but its greyed out like I don't meet the requirements. Another recipe that I made to turn 1 lead into 50 Small Rifle and Pistol primers does the same thing but when I mouse over it it crashes the game. I have made many other recipes and they all work so I can't see why this is happening. Any help would be greatly appreciated.
  19. Is monster wars a relatively compact mod or at least the same size as IWS? IWS is 8 esm files btw.
  20. So I have as of late been having major crashes especially in trying to get to Novac for the first time. From what I have been able to find Increased Wasteland Spawns has been known to cause this sort of issue in Novac. Testing this has lead me to believe may be the source of my woes, but this leads me to a problem. I enjoyed greatly having a lot of things to shoot at but if IWS isn't working for me at this time what other mods do similar things and how adjustable are they? So far I have not had any other problems outside of Novac.
  21. So I have IWS install with pretty much everything you could add on (See Load Order) and I actually have already a working merged file with all the plug ins in it and work but because I merged them I can't access their menus in MCM is there a way around this or a straight foward guide to editing the merged file so it will be seen by MCM? Load Order of the files in question: IWS-Core-Guards.esp IWS-Core-Patrols.esp IWS-Core-Civilans.esp IWS-DM.esp IWS-HH.esp IWS-OWB.esp IWS-LR.esp Thanks for any help I can get I'm 5 files over my mod limit and I'm quickly running out of files I can safely merge.
  22. Funny I just loaded that memory patch last night after making my post and it along with the texture organizer set to max seemed to let get past the 2gb limit if only by a hair and stayed stable thoughout the first dragon fight. I can only hope this might mean I can go back running full screen again.
  23. Ok so first off I am running a lot of various high end texture mods and ENB lighting mods but I have a ATI HD 7970 1Ghz edition with 6gb of vram on board so I know in a phyiscal sense I shouldn't be having these issues due to vram bursting but while playing using a reduced resolution (1280x1024 full screen to 1024x768 windowed) but while in Whiterun in the morning where my last game took me I can load up ok but once I take a few steps everything freezes hard. Now looking at the Skyrim performance monitor I can see where the game capped at 2gb of vram then just drops as it crashed. So how can I make skyrim use more vram? PS Processor is a Intel i7-3970 @ 3.50Ghz with main memory being 16gb of 1866Mhz so I have more power and speed then the vast majority of rigs I have seen posted on here. Any help is as always appreciated.
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