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LenKagetsu

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Everything posted by LenKagetsu

  1. It also reeks of "pander to the social media crowd". I'm abandoning ship because every site I've seen do this in the past five years invariably went straight down the tubes afterwards. I feel the administration is not coming clean as to why this obviously mobile-pandering design is being forced on a demographic entirely of PC users. I'd like an answer to this question; "Are you doing this because sponsors or search engines twisted your arm?"
  2. The design looks like a generic trainwreck designed for mobiles, despite the fact that this entire website from start to finish is aimed at PC users. Are you sure you hired a professional and not some guy who just fell out of a fad-of-the-week course on web design? The claim of "good practices" is also something I thoroughly disagree with, the search filters being moved from the side to a nasty menu at the top is the exact opposite of that, especially on a site like this. It's five times the size and has more empty space than actual content. The only good thing is how images are handled. The rest of it is dreadful and soulless.
  3. I think the site underwent some recent changes on the back end. Clear your history relating to Nexus to fix it. I had the same issue with tabs and screenshots not functioning at all until I did that.
  4. Sadly no, but just about everything ASLAL does can be done with SU, and if not it can be attained very quickly. For instance you can immediately become the thane of Whiterun and pick a side in the civil war off the bat, and choose your starting location. Equipment can be consoled in if it's not up to your standards. Only real exception is Legacy of the Dragonborn's relic hunter start but that requires you to be the dragonborn anyway. SU has better stability regarding the main quest circumvention anyway (ASLAL has to force the issue to allow the civil war to progress). What is it you want to do that SU cannot but ASLAL can?
  5. I'm more worried about the ones that are going to run to every single mod on the entire site and scream "PLZ UPDATE DIS 4 TEH BUGGY SKSE64 PLZ PLZ PLZ". My condolences to everyone who tries to read the comments on a mod looking for a solution to their problems. In fact, isn't badgering modders to update/port bannable? If not, it damn well should be. Entitled brats.
  6. It's more I wanted to know if they were reportable or not because I thoroughly despise people that use them. Thanks.
  7. Been wondering this as I've seen a few, and the search on this site being buggy means I can't find this out myself, and a quick glance at the TOS showed nothing. Are URL shorteners verboten or not? Common sense tells me they aren't allowed but I'd like actual word on it.
  8. I've been looking at the creation kit for a few hours now and even something like this is over my head. I tried to open up Ordinator to see how that did it for the axe perk but it just made the creation kit crash even if I did the .ini fix and so on. So I make a request. Simply put, I'd like an option that adds armor-ignoring bonus damage equal to a percentage of an enemy's max HP when you attack, with a customizable cap. So hitting a Draugr Deathlord at 600~ HP will do 60 extra damage if you had a setting of 10%, but an attack against a Legendary Dragon at 4163 HP would do 100 instead of 416 if you capped it as such. Basically; it means that even if you'd normally do plink damage, you can still take on stronger foes but without adjusting damage so you one-shot everything else. The HP inflation of Skyrim is a major annoyance and I feel that a flat maximum of how many blows something can take would be a good option to have.
  9. I think a good idea for a race power would be an always-on version of Instinct from Campfire which also detects life. This can be fluffed as their antennae providing a very powerful sense of smell and touch. This would make them an excellent choice for people who want to play assassins, alchemists, or assassin-alchemists without resorting to magic. Let's be honest, bugs have been sneaky poison users for eons.
  10. Decided to experiment with modding the XP curve since my current setup is a bit of a hack that mandates outside mods to work properly. Without a mod to change the training limit, it is possible to get "stuck" at certain levels. To fix this, I want to make both XP level requirements (I can already do this) and XP granted from skill-ups static values so that every X skill-ups grant you one level. Can I use the CK to make all skill increases give the same XP amount regardless of the skill's level? I currently use the uncapper so tweaking that is welcome.
  11. You can blame LOOT for that, and the mod order list on FWE's page is rather outdated so could you elaborate where the blackened patch is expected to be? Being it's after all its masters I don't see where else I could put it. I rearranged things a bit and when I loaded my autosave in the offending room it was stable but I was killed by the first two super mutants, but when my autosave reloaded it crashed after a few seconds, so that's something. Does MMM change enemies after the spawn, meaning it's just pure luck if it breaks or not or did I manage to fix something?
  12. http://www.nexusmods.com/newvegas/mods/50880/? Only one I know of.
  13. When I enter Dupont Circle Station from any entrance, the game crashes in a few seconds. pausing the game with the console or opening the menu does nothing to prevent it, so I can't get a list of actors. When I disable Mart's Mutant Mod and its dependents, it works fine. The only enemies that appear in there in vanilla according to the wiki and my own non-MMM runthroughs are super mutants, raiders, and protectrons. I never have problems with places infested with ghouls or raiders, but I often crash in the city areas (including the areas surrounding dupont circle station), so I'm fairly sure that something is going wrong with the super mutants. I've fought Floaters, Centaurs, and Abominable mutants just fine prior to this, so I think it's a leveled encounter that changes a vanilla mutant. Here's my load order.
  14. In response to post #35649942. #35650687, #35651037, #35653332, #35654932, #35655107 are all replies on the same post. Nail on the head. Until internet advertising is regulated very strictly by an agency that has sharp teeth, people will continue to block them. We need addresses for the advertisers, one-click methods to find out who serves an ad, and tight region regulations to ensure that they cannot use the "but I'm in china" defense when an ad causes problems. I want to see ad agencies serve up ads while shaking in terror at the ever-lingering fear they will be fined into dust or even jailed on conspiracy cybercrime charges for a single malicious ad. When <a href="blahblahblah><img="URL"></a> is the only safe way for them to display an ad, I will say "Mission accomplished".
  15. You can try Mart's Mutant Mod and tweak the options to your liking. There's one that reduces the amount of Wasteland encounters and a lot of the content in it can be disabled to minimize its impact.
  16. So I figured out the missing issue. When installing Shojo and the Hairpack, it overwrites some set by Children of the Wasteland. I was able to do Zeta without any problems at all. Unfortunately it was boring overall due to it being glass cannons everywhere. I had to reinstall the entire game and all my mods to get it working again. If anyone else is having an issue where entering an area in the outdoors causes a random crash, open up the character generator and make sure none of the eye files are broken.
  17. When I decided to go and do the Zeta DLC just to get it out of my hair, the game would crash whenever I went anywhere near the area. Anything significantly further than the powerstation would immediately cause the game to freeze, or create a CTD. Here's my load order. I think it might be an issue with skin or eye colors, as my game sometimes crashes if I pick certain eye colors during chargen, but I'm not exactly sure why that happens or how to fix it without redoing every single mod. I think that because my game sometimes crashes out of nowhere if I go to certain places, but I can usually circumvent this by going away and coming back to reset the (allegedly crashing) random encounter. Not the case this time. Even using movetoqt crashes it instantly. If there is such a thing as a crash log, telling me how to enable and find them would probably help. And yes, I run on admin and they are all master updated. I think it's just a missing file that's causing problems. Mods are handled with NMM.
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