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UhuruNUru

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Everything posted by UhuruNUru

  1. Don't know whether this is the one being spoken of, personally I can't even stand Discord, I typically like to browse existing topics, became a Mod Organizer expert & unofficial lead support girl in 2013, simply by reading Nexus forum posts while planning & building my £5,000 modding rig. Discord only caters for instant chats & it's almost impossible to get to the start of any topic & just read the posts, plus took me ages to find out "Reactions" = Emojies (A feature I'd disabled years ago) & I'm still amazed that an "Optional" feature is required to even join many of the sites these days. The only one I know of has been around since Early Access Down By The River
  2. The request was to disable HUD, this option does that right now, today. If the console part works it's even togglable in game! Mods like Friendly HUD would be great, but right now this fulfills the OPs basic request.
  3. This is one of the reasons I didn't think twice before downloading it. I thought mods uploaded here would at least be checked before they were approved for sharing. Guess I'll have to be more cautious on here next time. Also, it did install a keylogger literally called "PasswordStealer" that hid itself in Appdata/Roaming. Nexus does check for known viruses, but Virus checkers only check for known malware, and as mods can do a lot of the same things as a virus might, it's not really possible to use Heuristics (Look for suspicious behaviour) with legit mods, doing the same sort of things. So Nexus doesn't do heuristic checks. This wasn't technically malware, It scanned parts of your drives, copied game (steam), document files, all things legit mods have also done on my PC, only when it tried to send the collected data did it really show it's intent. Closer inpection of what data it gathered, makes it's intent clear, but you had to let it collect that data first, and block the connection attempt, before you could inspect the files it gathered. I suspected this might be malicous, a first time user, with no site history, uploading a trainer, is suspicious to me, where Nexus automation wouldn't pick up, and this site gets way to many uploads to do manual checks, unless we report the mod. I downloaded it to see if it was, watched what it created, and blocked it from the internet. Then reported it, as others did. You should have security set to alert you to new connection requests, and have blocked it yourself. Got nothing to do with modding tools, Chaet Engine is often the starting point for sussing out new games, whether they get mod support later, or not. Cheat Engine uses text based Cheat Table files (*.CT) these CANNOT be replaced by malware, and Cheat Engine itself is a well known program Cheat Engine The main Cheat Table site is FearLess Revolution AKA FearLess Cheat Engine Tables - FearLess Cheat Engine There is a well established community, with wide knowledge of finding hard coded elements of new games within the Exe, while mainly focused on creating "Cheats", it often includes elements of modding. Some of the most difficult to mod games, with no dev tools ever provided owe the establishment of now thriving communities, got their first indications of how these games might be modded, from the cheat engine communities.discoveries. While I only recommend using Cheat Engine, the existence of legitimate Trainers is another option Trainers These are stand alone executables, for specific games that do the same job as Cheat Engine, but in a more idiot proof format, they need no basic knowldege, from the user. Cheat Tables are not complex to use, but Cheat Engine is also used to create the cheat tables, so it can intimidate new users, that just want to run an existing Table. Trainers offer an easy alternative, but as each game requires a new executable, it's much easier to abuse by the malicious attacker like this fake Trainer did. Even when Trainers do what they say, they may take the work that Cheat Table makers freely provided, and sell their Trainer without even creditting the sources. Reputable Trainer makers exist, even some of those that sell the trainers, but when money gets involved, morals get set aside. Alternative Another option for those intimidated by Cheat Tables, is the FearlessRevolution App, a multi-game Trainer controlled by the Fearless Cheat Engine Site. Download FearlessRevolution App I still recommend Cheat Engine, but this is a safe easy option.
  4. First the in Game Setting for Enemy Health Bars only applies to Boss Battles, not all enemies Use the Start Up and/or Console -NoHUD to completely remove the HUD Note: Console uses the Tilde Key on US keyboards, and If it's like Witcher 3 that will not be the Key on Non US. I've not explored this yet, as I'm on a UK keyboard, and the startup method works. Console is also invisible when active, This mod makes it visible, but again not tested it yet, as I have a method that works CyberConsole by Avery3R=147 @ Cyberpunk 2077 – Nexus – Mods And Community No HUD, and Skip Start Screen "D:\Cyberpunk 2077\Cyberpunk 2077 (GOG)\bin\x64\Cyberpunk2077.exe" -skipStartScreen -noHUD Obviously, you will have to add your own "Path To Game", instead of mine. Skip Start Screen only skips the last press Space to start pause screen, not all the startup, logos, or the auto video playing, but it's one annoyance less. You can add these commands it to a custom start shortcut, and if you want some Icons for different shortcuts see this Mega Link for my personal ones, and Deviant art has plenty more under the nane "AIcon". Here's what thy look like Imjur •Cyberpunk 2077• Album to see what they look like Here's the Mega Link •AIcons by Uhuru N'Uru• Cyberpunk Icons are included in the main game archive •All-in-One Game Aicon Pack by Uhuru N'Uru•.7Z or get just them instead. •Cyberpunk 2077•.7Z See this list for more options to try as commands Ini Settings List by Infogram=193 @ Cyberpunk 2077 – Nexus – Mods And Community
  5. Just want to Thank Nexus Staff for fixing the issue, I complained of in OP. I kept trying to log in, using Pale Moon, It was broken captcha blocked until today. I no longer get any Captcha on the Login page, so now I can login once more. This is all I wanted, and the result is acceptable to me, as the solution to the issue. I assume it's been moved to registration page where it belongs. I will now be able to download mods once more.
  6. Why the hell am I seeing this crap When I, a longstanding Premium user try to log in on my chosen browser? Pale Moon's Broken Captcha login I moved to Pale Moon when Firefox abandoned my Must have addons, because those addons are far more important to me than the browser. I don't update the browser, until the addons are updated, which can take a while, when they are one man projects. Forcing me to use your approved set of Browsers, (The trash that is Google Chrome), or the subset of browsers big enough to pay for many programmers. The need to continuously update their code to work around Google's proprietary bulls***, is just going to drive me away from Nexus for Mods for good This is the second time I've been locked out of the site, first it was the unified login, not showing up, because I routinely block Popups (Ironically an anti-SPAM tactic), until I found a workaround for that issue. From the way this Captcha looks, there is no actual tick box, or other standard system, it looks like it's two images with some hidden click sensor on the first image, switching to the ticked version. So I can't just tick the invisible box, which does work with some other captchas. I also notice that This Captcha is not to "Help Nexus Mods Prevent Spam", that's for damn sure, or it would only be on the Registration for new accounts page, where it belongs. If you do need to be also on Logins (with new accounts of few posts/downloads), make it AFTER you receive the Login Details and know which account you are dealing with. My 7 year old account Premium account is NOT SPAM, and you do NOT need to use this crap, before I even tell you who I am, just because I use Pale Moon, as my browser. if you must use this trash, at least check whether the account is of good standing, before accusing them of being SPAM. I've been forced to use chrome just to make this Forum post, as you have now unified the sites logins. I will not be using it to download any mods though, fix your Login system, so that long term users, are not blocked, in case they are spam. But it gets even worse, inspect Element gives info on the Captcha https://assets.hcaptcha.com/captcha/v1/baea443/static/hcaptcha-checkbox.html#id=04wtg2qsijpi&host=users.nexusmods.com&sentry=true&endpoint=https%3A%2F%2Fhcaptcha.com&reportapi=https%3A%2F%2Faccounts.hcaptcha.com&sitekey=75161fda-5ac6-43fc-8c59-f02058a4b13b&theme=darkusing that as a weblink takes you here hCaptcha - Stop more bots. Start protecting privacy Where it becomes apparent Private. Secure. Faster. And we pay you to use it. What ARE they paying Nexus Mods for Then, if not User Data? Anonomised or not, how much is inconveniencing Nexus users worth, these days.
  7. The main site for SOD Moding, used to be the Undead Labs Forums MS/Undead Labs shut that down, before SOD2 came out. The SOD Community Migrated to "The Alamo", a forum set up after this happened. The Alamo The SOD 2 Modding Section is here PC Player Modding | State of Decay 2 | The Alamo Actual Tool is here Mod - State of Decay 2 Mod Tool [Official Version 1.1] | PC Player Modding | State of Decay 2 | The Alamo However I'm not sure that still works with Juggernaut Edition, as the real info is obtained via the Discord link, under the Tool Download. Note to actuallyaccess the discord server, you need to read the sites Rules, to get the password, and instructions. Once on the Discord server, you need to go to the #modding-information Page, and scroll to top, to get the QuickBMS script to extract the files (Same as for State Of Decay and/or State Of Decay – YOSE if you modded Them). Then it looks like we need to wait for The Editor Author to update that to latest Game Version, though I'm not 100% sure, it;s the "Mod Tools", as file was removed. I'm new to SOD2, only getting the game when the Exe release was a thing, as I will never use, nor buy UWP games. Discord (or The Alamo) does seem to be the place to go for those more knowledgeable, than Nexus.
  8. Menu Size Limit I wrote this in a subforum, of the Script Merger Mod, in response to a question about missing menus in the game, but it's a subject with little discussion, as it isn't specific to any mod, and only becomes an issue when you have more than 10 mod menu files. In Game Menus, can be found here <Path To Your Game>\Bin\Config\R4Game\User_Config_Matrix\PC It has 8 Vanilla Files; audio.xml gameplay.xml hidden.xml hud.xml input.xml localization.xml postprocess.xml rendering.xml Under any specific menu heading there is a soft limit of 9 Named Mods, and a hard limit of 10, with the 10th using the name "Back". Any more than !0, will result in Mod Menus not appearing, and as most mods with menus are disabled, these will not work, except if you'd previously set them before adding more than 10 menus, and you will not be able to change them once gone. Using my current menu folder, I have 24 files, so 16 are mods AHDAutoLootConfig.xml AltHorseControls.xml CompleteAnimations.xml HPAS_menu.xml IceBreath.xml ImmCamMenu.xml modCombatStanceConfig.xml modEnhancedTargetingConfig.xml modFHUDConfig.xml modFMeditationConfig.xml modFriendlyStashConfig.xml modGSaWBCConfig.xml modIDDConfig.xml modMoreQuickSlots.xml modSortEverything.xml postprocess.xml thoughtfulroach.xml Using Friendly HUD as an example, open the "modFHUDConfig.xml" file, using Notepad++ (Or alternate good text editor, e.g. Not Windows Notepad) We see it starts like this, and every other menu file has a similar setup; <?xml version="1.0" encoding="UTF-16"?> <UserConfig> <Group id="fhudHUD" displayName="Mods.friendly_hud.fhud_hud">For every line that starts with; <Group id= We need to look at the Display name, and it starts with the word "Mods", which defines the mods folder. We want to create a Mods folder, and by looking at what names the Vanilla Files use, and not everything will show up, for example I can't get GUI, or HUD to even appear as a menu, so some experimentation may be required to get names that work. Important fact to note: It turns out that simply searching the files for the word "Mods", seems to only find the required entries, and as some of these mod files have multiple "<Group id=" sections, each one needs changing. Just use replace under the Notepad++ search menu. Put "Mods" in the Find box. (Not the quotes, I'll say if quotes are required). Put "Mods.Gameplay", or another section heading, in the Replace box, and click on Replace All These are what I've used to replace "Mods", Which provide 3 subsection headings (leaving 6 more to expand if required), and gets all of the mod menus in game, under headings that make logical sense. Mods.Gameplay Mods.Visuals Mods.User_Interface In game these Show as new Sections inside the Mods Section, they are; Gameplay Display User Interface Note: Visuals, appears in Game as "Display", I use this for my Camera, LOD, and Animation mods. I know "Combat" works as a heading, but haven't needed to split those out of my Gameplay section yet. Also I'm almost certain I know how the Order is determined, for both the Section Headings, and the Mods within those headings, it's purely on the Alphabetical order of the file names. So in my list The first file is "AHDAutoLootConfig.xml", which establishes the first entry, "Gameplay" is set as first section, and "Auto Loot" is the first mod under that section. The second file is "AltHorseControls.xml", which establishes the second entry, "Gameplay" is already established as first section, and "Alternate Horse Controls" is the second mod under that section. The third file is "AHDAutoLootConfig.xml", which establishes the third entry, "Display" is set as second section, and "Complete Animations" is the first mod under that section. The pattern continues, as far as I can tell, which apparently gives users the ability to establish a logical Order Control. This is new (to me), and comes as a result of explaining how it works in this post, and checking my facts first. I'm sure others have worked this out, but I've seen nothing posted on the subject. Much like mod folder names, it appears the Menu names, are never referenced by the game, or by scripts. It's the Contents of the files that the game uses, and the name seems to have no relevance. I'm renaming Mods to be Logical, and order both Sections, and mods Alphabetically, as named in the games Menus. ModsDisplayCompleteAnimations.xml ModsDisplayIceBreathSettijngs.xml ModsDisplayImmersiveCam.xml ModsDisplayIncreasedDrawDistance.xml ModsGameplayAlternateHorseControls.xml ModsGameplayAutoLoot.xml ModsGameplayCombatStance.xml ModsGameplayEnhancedTargeting.xml ModsGameplayGrindstoneAndWorkbenchCharges.xml ModsGameplayThoughtful Roach.xml ModsUserInterfaceFriendlyHUD.xml ModsUserInterfaceFriendlyMeditation.xml ModsUserInterfaceFriendlyStash.xml ModsUserInterfaceHUDPositioningAndScale.xml ModsUserInterfaceMoreQuickSlots.xml ModsUserInterfaceSortEverything.xml Note: GrindstoneAndWorkbenchCharges, actually appears as GSaWBC in game, but that's the poor naming choice the Mod Author used. I haven't figured out how I can change an existing Displayed name, it disappears if I use Grindstone_And_Workbench_Charges. The menu still appears, but as a blank unnamed button. It can be figured out, with time, but that's not the main point of this post. Now with those names, I have everything under the Mods Folder organised Alphabetically, in game. It needs further testing to be 100% certain there's absolutely nothing broken, but as far as I can tell, I'm 99.9% sure the GUI Menu names are irrelevant to how the mods settings work, you apply values to variables defined by the content of these files, not the names. To be clear I could have simply named these mod files 01 to 16, or A to P, to enforce the same in game order, but by using the in Game Menu Names, I can see at a glance, how many mods each submenu contains, and make sure I don't go over the 9 entries limit. That's how to organise you in game menus, so it makes some logical sense, and is easier to use, if you add even more of them. There's A lot more slots available, and if you ever fill all 81 of them, you can always add another menu layer, which would give you space for 729 Mods in total.
  9. Quite Simply neither the NMM or Vortex, are suitable for Modding the Wither 3, there are specific problems with both of them, especially with the fact that neither can handle mods with DLC, or in game Menu content, or even apply settings files to your game. Outside of Bethesda Games Studios games, they are little more than put mods in one folder tools, and there use of Hard Links and/or SymLinks becomes a fatal liability, if any other tools are used to change mod content. Even with BGS games like Skyrim, they can't manage mods that have been changed with Tools Like FNIS, or Bodyslide, because these tools don't use Hard Links, and/or SymLinks, so NMM/Vortex treats the mods changes as Vanilla Content. My policy has always been to use a manager designed for the game/engine, rather than the Jack of All games, Master Of None that are NMM/Vortex. For BGS Engines that is Mod Organizer, and for many other games, you can fiond the best managers are made just for that game/ebgine. For the Wither 3 that is by far and away, TW3MM, and though not 100% perfect, it's far better than anything else, but the one thing you should never do is mix and match managers. TLDR, save yourself a whole heap of trouble, and Switch to the only manager worth using The Witcher 3 Mod Manager.
  10. Do you know how to get the game to use edited files? Do they need to be reimported to the pak archive or is there some file structure where loose edited files can be called? I've tried the former but quickBMS says "0 files reimported" as a result. I'm trying to swap a couple of individual gamepad bindings (don't like any of the 4 supplied layouts) so trying to reimport the DefaultInput.ini. My edited file is the same size as Obsidian's file (78.3 KB ) What files, the Config ini settings, hell no, why bother with that, I just used them in game, I made a mod with all the default Ini files repacked, just put then in the game The Outer Worlds - Default Game Folder Ini's at The Outer Worlds Nexus - Mods and community See this forum post, where I explain how user Config keybinds, differ from default ini ones. The Outer Worlds - Default Game Folder Ini's - Forum - Post #7 You may have to do a little trial, and error to get it working via the user config Ini's, but editing default ini's directly is always an option
  11. However, The Outer Worlds uses Pak v8, with UE v4.21.2 It's only after going though the above process, that It was figured out, and installing QuickBMS is much quicker than installing another UE version just to get pak extraction. Plus QuickBMS works with far more than UE4, it's a generic extraction tool, and has scripts made for most game engines. I realised I'd used it years ago for 1st State Of Decay (QuickBMS v0.9.2), while installing this newer version.
  12. Got it, you need a couple of things QuickBMS by Luigi Auriemma Download First Link QuickBMS v0.10.1 UE4 Script by SSH - Updated the script for pak version 8 - Extra 0x80 bytes at the end of the file Download unreal_tournament_4_0.4.23.1.bms Extract Files where you want them, I created a folder structure QuickBMS\Scripts The Pak Files are over 4GB, so you need to run quickbms_4gb_files.exe Quick BMS first Asks for a Script, so select unreal_tournament_4_0.4.23.1.bms Then it asks for the files to extract, I selected both, but as they are a linked set, you may only need the first one. <Path-To-Game>\Indiana\Content\Paks\pakchunk0-WindowsNoEditor.pak <Path-To-Game>\Indiana\Content\Paks\pakchunk1-WindowsNoEditor.pak Then select where you want the extracted files, I put data on a HDD, save my SSDs for running games. Any HDD:\Extracted\TheOuterWorlds\QBMS Now it gets to work, I can see Default Ini's, and that alone makes this worth the effort and it's still extracting as I type. \Engine\Config \Indiana\Config Main roadblock seems to be the UAsset file format, as no tools apparently exist to uncook these files, and UE doesn't uncook them anymore from what I've read on ZenHax Forum. I've got those Base Ini settings now, so thats a big help, as user ini's only show changes user makes in Game's Options Menu. Extraction still not finished, after typing all this out, currently at 12GB extracted, and Pak files are 36 GB, so takes a while, seeing many file types I didn't get with UEViewer so seems to extract everything. Finally finished extracting 62.1 GB (62.7 GB On Disk). 348,532 Files, 6,858 Folders.
  13. Like I said, it seemingly now needs a Manifest file, and can't5 find it, there are also some "Bundle" files in <Path-To-Game>\Indiana\Content\Exported\BaseGame\Design that need extracting. I also wouldn't be to sure there's no encryption, from UE end, UE Viewer is regularly updated, and apparently needs the correct UE version number to extract the Pak files correctly. I've only recently got the tool, and there's been 4 versions in a month. UE Viewer v19.9.19 UE Viewer v19.10.9 UE Viewer v19.10.15 UE Viewer v19.10.22 Site does have a forum where more info is likely found. UE Viewer (English) - Gildor's Forums
  14. Unfortunately, UE has changed the way the UnrealPak, exe works since Codee Vein came out Code Vein used UE v4.18.3, and a simple batch file was all it required Getting Started · KarbonAKitt/CVWiki Wiki Trying to use that in TOW gives this error G:\Extracted\TheOuterWorlds\Vanilla>G:\Extracted\TheOuterWorlds\Vanilla\\UnrealPak.exe pakchunk0-WindowsNoEditor.pak -extract "pakchunk0-WindowsNoEditor" LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Fatal error: [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3797] LogWindows: Error: Trailing magic number (0d) in '../../../Extracted/TheOuterWorlds/Vanilla\pakchunk0-WindowsNoEditor.pak' is different than the expected one. Verify your installation.I tried downloading UE v4.21.2, which Is the version used by TOW (See IndianaEpicGameStore-Win64-Shipping.exe > Properties > Detials > File Version), and copying that version over, but it called for missing files. I got it running, but saw a different error, that I can't nowreproduce, and now I get same Magic number error as above. What it did say was it expected to find a Manifest, of the pak contents, and did not find it. Not sure if that's inside the PAk but it's certainly not outside them. All is not lost though the second option, The umodel Individual-Extract MethodDoes work, and with that tool you can view the assetd using the tool by double clicking on any file. It's more geared up for textures, and meshes from what I can see.
  15. Second Uploaded "Mod" is.. Skip Startup Splash - No Intro Videos at The Outer Worlds Nexus - Mods and community Created by: Obsidian, the page claims. Really? So these renamed empty text files were created by Obsidian. Were they really? 1st The Skip Startup Splash files, are not needed, and you can just delete the originals. 2nd More ironically the Character screen audio intro still plays, whether you delete the files, or use the mod, so these are just useless. 3rd The mod author even gives the wrong location for the files in his description, %LOCALAPPDATA%\Indiana\Content\MoviesCorrect Path is: <Path-To-Game>\Indiana\Content\Movies Finally he's disabled the posts tab, so I can't even let him know about these errors, posting this here is my only option. For the Best Setup The best place to start at, for setting up any PC game, to start playing, or modding is the PCGW - PCGamingWiki Site, with this games settings being here The Outer Worlds - PCGW - PCGamingWikiBeing a wiki, it takes a few hours before fixes get going, for new releases, but often the basics, like where the hell be my save files, are known before release.
  16. I don't understand why Nexus Mods has always restricted itself to a narrow strip, using only a third of my Browser Window. The amount of extra scrolling I have to do because this site won't use my full screen width is ridiculous. Main problem now is they seem to want to play hide and seek with so many pages, and features, making users learn the new system, just in time to have to relearn it, for the next years site redesign. Seems to take more clicks each time to do what this site was created for, finding mods. When I click on a Game, I want to see the latest mods, and or updates for that game, as will most people that select a game on "NexusMODS". Also why in hell can't it remember my preferences, I'm sick of having to go through this ball ache every time I want to mod a game. Click on Games Click on All Games Click on Sort by Click on Name Click on Order Click on Ascending Then after All that, I'm only shown 48 of the 808 games So one more time Click on Show me the other 760 damn games, because the game I want is not in the first 48. 7 damn clicks to get to where I need to be to find a game by it's name, in a logical manner (Download count is not logical). I wouldn't mind if the most obvious way to search for a game, Alphabetically, through the entire games list, isn't the default setting. If I could set it to remember that, it's my preference. Give us the ability to set our own preferences, for these default views. Then you can have all the convoluted waste of our time multi-pathing your design team makes worse with every update. While we can have the efficient, one click system we all want (Even though we all may want a different end result).
  17. It is available now, site may have gone down, but here are the Dropbox links if it goes down again ModManager (x86) 1.0.0.59.zip Direct Dropbox Link (32 bits) : ModManager (x86) 1.0.0.59.zip Direct Dropbox Link (64 bits) : ModManager (x64) 1.0.0.59.zip
  18. It uses windows Explorer to browse, so this issue is with Explorer, not DAIMM. I've usually fixed these sort of issues in two ways, either just wait, and eventually (upto 5 minutes), Explorer will usually start responding. Alternatively, use task manager to restart Explorer. You need to click the more details button in W10, if using W7 you may need a more useful 3rd party Task Manager, I use Process Hacker 2. Try restarting the Windows Explorer App, but that may not help. If not, you need to scroll down to the Bottom, and restart the Windows Explorer Background Process, listed under Windows Processes section. That restarts the Desktop, and Taskbar. This usually fixes these Explorer issues, but if not Restarting the PC is the next step. If you still get the same error, after that Make sure .NET Framework 4, and DAIMM are repaired/reinstalled, that's all I can suggest, as if none of that works the issue is with your PC, not DAIMM.
  19. tried several Witcher 3 downloads, Ghost Mode -2 files from A Night to Remember Appearance with Glowing Runes resulting in 0MB files The test download file, was also 0 Mb with a 8.3 MB .part file that never got any bigger. All were successfully downloaded with the Europe 2 premium server links, and a final E1 test was still broken.
  20. Never to late to post in a relevant thread, and you're using Memory Blocks Log, so you need to know if the it's hitting maximum, which will cause a CTD. Some of it may not apply to your particular situation, but the Important Points section does, and it's easier to cut and paste than retype same info Here's my previously posted info, that can always warrant repeaing Some notes Always double check my info, 32-bit Skyrim will never be updated by Bethesda, so my info won't get obsoleted by them, but we do gain knowledge, and make, update utilities. I can't emphasise enough how useful STEP, and MO Guides are, not for there specific mod choices, but in the fact they are the only reliable collective source for heavily modded specific issues. Skyrim Revisited is my go to guide, over their for how to mod Skyrim to the max, and again it's the methods used that are important not specific mod choices. Skyrim Revisited: Legendary Edition - A STEP hosted mod guide created and maintained by Neovalen Memory Blocks Log, and SkSE settings, mismatch Basically Second Block should always be set to 256 MB, because that's the maximum it can use, higher settings have no effect in game Bethesda in there "Wisdom", added the second Block to the first, and SkSE uses Bethesda's numbers, even though they are adjusted. Memory Blocks log reads the unadjusted figures, and doesn't add 256 MB to it's results. A case of one being a setting, as Bethesda uses it, and the other being a reading of the raw numbers. Assuming your settings, are the SkSE.ini settings, in your first block is actually only 256 Mb, not the 512 MB Bethesda uses to set it. If you're hitting 256 MB in Memory Log it's causing a CDT, and given your stated hardware, you'll do better with provided settings, in my spoiler info. If you're not hitting the Heap Memory limit, you mat well be hitting the 3.1 GB VRAM limit that 32-biy Skyrim has. Crash Fixes is a mod Ill assume you have, and take note, of the fact it also has Memory Heap settings, don't use them with SkSE's settings, either one is fine but not both. If you want to take advantage of ENBoost's capacity to use all your 8GB (ENBoost theoretical max is 128GB) of system RAM, You must use Windows 7, Windows 10 has a hardcoded 4GB RAM limit for DX9 games, which is a 32-bit system limit, ENBoost does not work om W10, due yo this hardcoded limit (as far as I know this hasn't changed)/ENBoost uses ENBHost.exe to add a 4GB chunk of system RAM, and if it needs more runs as many processes as required, DX9 allows this to work, but W10 limits DX9 to one $GB process.This allows Skyrim to go above it's 32-bit imposed 4GB RAM limit, and also stops it hitting the 3.1 GB VRAM limit, by handing the excess off to system RAM via ENBoost. Giving 32-bit Skyrim the graphics power of a 64-bit machineThis is separate from the main use of ENB Series, all the extra eye candy stuff, and though created for ENB's, can be used without them.There are other reasons for CTD's, main one being other use of scripting, and that can be the underlying reason for choosing which of several mods you should use. Depending on how important a mod is to you, determines how much you'll put up with CTD's, the usual advice of save often. I'd always use the CASM - Cipscis' Automatic Save Manager With over 200 mods installed, STRP is the best place to get help, I rarely frequent the Skyrim pages anymore, I'm playing, and modding other games these days, so can be slow to respond, simply because I've not seem the post.
  21. I'm not convinced there are that many actually, just because somebody lists something, and list completists copy every list they can find, into some supreme "master list", doesn't mean they actually work. Skyrim has a similar problem especially with Ini settings, even Bethesda default is full of settings from older games that just don't work, and that's just a fraction of untested user ones going around. Search for BethINI for fixing that game Ini's. The list I rely on (link in post above) only mentions three actually tested god modes. god god2 god3 They are Toggles, so using same command again should reverse the setting. As to why they exist, it's called developer console for a reason. All console commands are created to provide a dev with useful shortcuts, used in testing how the game works As to why so many suggestions get offered, the ones with spaces may "work", but just apply the basic god mode, with rest of the command being ignored, or just not work at all. Also, when using modded versions, the mods may also add extra codes. There are a couple of dev console extension mods that do that as well, and most users don't say exactly which mods they're using. This is what I understand these 3 tested settings do, and it seems reasonable, but it's not confirmed as correct, and I've never used them. god = Infinite Health, and Stamina god2 = Finite Health - Infinite Stamina god3 = Infinite Health - Finite Stamina Finally, I'll quote this from the guide, as it's the most important point it makes. That's about it, always remember these commands are not designed for the user, CDPR devs were using them with an unfinished game, and they aren't bug tested for the finished game. So always make that rollback save, and be prepared to use it.
  22. Came here to complain abbout the resetting of the All games window, why bother asking me wjhat settings I want, if you reset them on reload, let me save my preferences, including showing me all games from the start. All the extra clicking that's now required, to see what I want, is extremely annoying. You limit the favourites to 8 games, but that's where I can put those I use all the time. The All games page, should show all games alphabetically by default, and if loading those useless pics for each one, is why only first 50 get shown, just provide the functional list of names, the old site does. Yet I hate having to always untick the damn things, and like it, or not it's been causing a long standing issue that this change may eliminate. The fact is this is just a small part of the issues caused by linking of Forum pages to Nexus Mods Posts. Despite appearing on both sites for many years, certainly while using the name NexusMods, if not also during the TES Nexus period. The formatting system the Forum uses very well, has been utterly broken on Nexus Mods posts. Emoticons are just a small example of the issues caused by the many incompatibilities, with the Forums BBCodes not working at all, or very badly on NexusMods On the Forum I can enter a file path like so D:/Folder/File.extension On the Posts Tab D:/ becomes an emoticon Even using a code box that's supposed to preserve the contents exactly as written, exhibits this behavior, and I hope this changing emoticons to default off will eliminate it, once and for all. I'm extremely disappointed that the WYSIWYG editor used on the forums for many years, has not been added to the sites new design, and honestly I'm surprised the opportunity hasn't been taken to fully integrate the two sites.# At the very least I expected the Nexus to make the one post/two locations system actually work correctly, but without at least the ability to show accurate forum formatting on the on NexusMods posts, it's impossible. My main gripe has always been NexusMods wastes the majority of the Monitor width, unlike the forum, and have never understood why it's restrict5ed to that central slice. It should adjust to fill the available area, not just the cente 1/3, or new style 1/2. And another thing, Allow me to turn the Media, and News sections off completely for every game, in the settings, if all I want to see is mods, I want to see more mods on each page.
  23. Your problem is you're not using the correct command, as far as I can see. Witcher 3 is unusual in that console commands are case sensitive, and all the confirmed lists I've found use, small case for the instruction, which isn't one you say you tried. god Finding a reliable list of tested commands can be difficult, as many lists try to add everything without testing, and don't retest after patching I'm not a prolific user of the console, and updating my Mods after a long gap in playing, but this list is linked from the current Debug Console Mod Witcher 3: Debug Console Commands - MMO-Game.EU Also no need to use a mod to enable Debug Console anymore, if you didn't know Find this file in your game folder General.Ini Manual Install [Path to Your Game]\bin\config\base\general.ini Steam ..\Steam\SteamApps\Common\The Witcher 3\bin\config\base\general.ini GOG Galaxy ..\GOG Games\The Witcher 3 The Wild Hunt\bin\config\base\general.ini Open the file and add DBGConsoleOn=true, so the file contents match this [General] ConfigVersion=2 DBGConsoleOn=true Unfortunately, the key used varies with different keyboard layouts, it’s not the standard console Key most games use, which is to the left of the 1 key. You’ll have to figure out your specific key bring up the Debug Console using key American Keyboard: ~ (Tilde located Left of 1 key) British Keyboard: ‘ (Apostrophe @ Symbol is the shifted choice)
  24. Not really a quest counting game, but lots of them, found this apparently from official game guide Secondary Quests: 146 Total number of 268 Quests and for fun, there are 199 Gwen cards to collect That's not counting the expansions, it's a huge game, and every quest is fun, and interesting, even the occasional "Fetch Quest". One of the first side quests you can find, is a fetch quest to get a frying pan, out of an house you're stood next to. Sounds boring, but it's not , and though it's very short, it sets the tone for how every quest is treated. Plus side quest decisions change how events play out, No "They'll Remember That" hints to tell you how important each choice is. Difficulty Just the Story (Easy) Enjoy a Smooth Ride Through the World 100% experience - Enemies have -50% health and do normal damageToo easy in every wayStory and the Sword! (Normal) You're Happy to be Challenged 100% experience - Enemies have 10% more health and do 40% more damageName describes it, only swords neededBlood and Broken Bones! (Hard) You're a Seasoned, Demanding Gamer 90% experience - Enemies have 20% more health and do 130% more damageI'd start here, far a more authentic Witcher experience, potions, and oils neededDeath March! (Very Hard) You're Truly Insane and Loving It 80% experience - Enemies have 80% more health and do 230% more damage.You need every weapon in your arsenal here, and the skill to use them. The first big test, and one of the toughest fights in the Game is the Royal Griffin, in Velen. The Entire Velen Area is basically a no hand holding tutorial, to learn all the basics. You really need to do all the side quests to prepare for the griffin Of course how tough you find the game, will vary depending on your own abilities. I'd suggest Blood and Broken Bones is the best starting level, and see how you go with it. In the end you decide which you want, but try to do the main quests at the suggested level, or lower. If you do all the side quests you can become over levelled, though you can set it to match you, its designed to not do that. Above all have fun, and use the mods you want to enhance an already great game.
  25. The Bethesda community is unmatched with any game, the Nexus was built on that community Look at these numbers Nexus = Hosting 241,290 files for 488 games Skyrim = 55,077 = 22% Skyrim SE = 9,260 = 3.8 % Oblivion = 28,529 = 11.8/% Morrowind = 4,643 = 1.9% Fallout 4 = 21,548 = 8.9% New Vegas = 18,614 = 7.7% Fallout 3 = 14,534 = 6.0% Total = 152,205 = 63% The Wicher 3 = 2,142= 0.89% The Witcher 2 = 407 = 0.17% The Witcher = 174 = 0.07% The BGS Engine games are an extreme exception, and the core games Nexus mods grew up from. No games modding, look good when compared to them. Excluding those 7 Bethesda Games Studios Engine games Nexus = 89,085 files for 481 games That gives an average of only 185 mods per game. Witcher 3 has an healthy number, for a game with poor mod support. Witcher 2 had better modding tools than any of the Bethesda games, but still got less mods than Witcher 3. As somebody whose been modding this game since the start, Apart from the fact that the tools are not ideal that restricts the ability to mod, which limits numbers, but that isn't the only reason. CDPR fixed most of their bugs, and added many of the best mods to the base game. Every single update CDPR provided, made half my mod list obsolete, so many mods are no longer even needed. A lot of v1.22 mods still work with 1,31 GOTY edition, and never needed an update, and plenty of mod makers stop modding once they stop playing, with most games only a dedicated hard core keep at it. Many of those abandoned mods are actually updated by other mod makers. See this "Mod". UNOFFICIAL 1.30-1.31 Mod Update Project by AeroHD If you compare everything to Skyrim, you'll always be disappointed, stop looking at what isn't there, and start looking at what is actually available. Generally you don't need to make drastic changes to the Witcher game, and with more than 2000 mods to choose from, there's lots of choice. Final point is, you don't even need an active community to use mods, once devs stop patching the game, most mods work forever. Some of the best games to mod have little to no current activity, though finding mods for long dead games can be more difficult, other sites do exist for many games. Nexus has become popular only since Skyrim, ModDB , and others before it. and for many games, there are sites dedicated to just that game/franchise.
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