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RS13

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Everything posted by RS13

  1. I'm using the Shadowscale armor and it's incredible exceeeeept that when I look down in first person I can see the armor. I find this incredibly annoying. Does anyone know how I would go about fixing this? I assumed that setting the first person model to a blank nif would fix it, but crashed the game, so I guess that's not it. Any ideas?
  2. Nevermind, realized there was an SSE version of K-ENB.
  3. I'm finally making my way over from Oldrim, where I used K-ENB. I was wondering if anyone knew of an ENB for SE that was similarly colorful and fantasy-esque? Thanks.
  4. The Obsidian PR Manager Mikey Dowling said that there are not currently plans to support mods for The Outer Worlds. I made a (respectful) petition that I think you guys would be interested in. src: https://imgur.com/a/0Ty2I24 Petition: https://www.change.org/p/tim-cain-obsidian-please-support-modding-in-the-outer-worlds-c1bd9125-cd5c-4df4-b5ef-5c91418c2062?recruiter=775487245&utm_source=share_petition&utm_medium=copylink&utm_campaign=share_petition
  5. Just reading the title I knew who posted this. Don't feed the inzanity.
  6. Obviously, we don't know if TOW will have mod-support, but I'd be interested to know how Unreal compares to Creation wrt mods.
  7. I'm not sure why, but there's no dead cells nexus, so I'm asking here. I'm trying to make mods for the game, but everytime I try to open on o the mod tools I get the following message: The action for "" argument is not found, please refer to the doc Parameter name: StrAction I ran that through google and all I found was this https://www.reddit.com/r/deadcells/comments/9547r0/modding_atlastool_help/ in which some moron says rtfm without of course, bothering to rtfm and see that the fm says nothing about this. So... does anyone have any idea what could be going on here?
  8. Yeah, this seems right. I bet this is exactly what happened, and it's why they seem surprised that there's not much excitement for this.
  9. Why yes, I DO think FO4 and FO3 was aimed at the same audience. No one could objectively look at FO4 and not notice the massive similarities to the previous three games Bethesda's made. Of course, FO4 was the worst received of those games, so it obviously didn't deliver what it's target audience expected or hoped for. But that just means that Bethesda failed, not that they succeeded at delivering something else.
  10. It's clearly not the same as their typical audience, but they keep telling us this isn't for the Rust crowd either. So... who is this for?
  11. That makes one of us. I'm having more fun imagining the ways Bethesda's going to screw this up. :p
  12. Well, they can't do that for sleep since we can't accelerate time in a shared world. Not sure if eat and drink are unchanged.
  13. Yeah, I was thinking this too. As much as the gunplay mechanics improved, by mid-to-late game the healthscaling ruined the combat. Now, this was easily fixable with mods, but without mods, I honestly prefer Fallout 3's combat system. You would hope they'd realize how terrible the health-scaling was, but in the game footage, the enemies seem really bullet spongey.
  14. Remember that time Bethesda made a modding site and forgot the search bar? I'm sure they'll include all the basics this time though.
  15. This topic should be closed because Zanity is either outright lying or wildly ignorant of the law. There is simply no precedent of the sort he claims there is, nor would anyone even vaguely familiar with the working of US law think any court would possibly hand down such a sweeping precedent.
  16. I don't really buy it. I can get behind the idea that this is a cash-grab exploiting the Fallout brand. But your claim is more than that. It's also that (I) they are shelving the Fallout brand as a single-player game and (II) they are doing so because "They are perfectly aware of all the problems Fallout 4 has, and they are perfectly aware of the state of Fallout as a franchise... they sure as hell know the limits, of what they actually CAN do with Fallout." Starting with (II): none of the problems with Fallout 4 were because it was a Fallout game. The problems, imo, were that there were very few meaningful choices either on a grand scale or on a conversation-by-conversation basis, that almost every quest was solvable only by violence, and that the major factions tied directly into the main quest and thus deprived us of fun side quests after we finished the MQ. None of that owes to it being a fallout game. It's the result of bad design decisions, but decisions that they could have made for TES or Starfield. Second, I don't see them stashing it as a single player game. It's just leaving money on the table. By the time they're working on FO5, FO76 will have been running for years, and they won't be draining it by releasing a single-player focused Fallout. Even if they don't want to put the work into making a single player focused Fallout, they could just license the franchise out a la New Vegas. The fact that they haven't done that tells me they still care about the franchise, even if they're willing to experiment with it more than TES.
  17. Don't feed Zanity. He thinks he's the only person on Nexus who sees the truth, and he comes out every now and then to declaim it at us like some Zarathustrian prophet. He doesn't interact. He just posts obnoxious walls-of-text accusing everyone of being too in love with Bethesda or whoever to see how are going to ruin everything you love. Don't bother trying to converse with him. It's not worth it.
  18. Exactly. I hate to hope it fails, but I hope it flames out hard.
  19. Well, if the stutter comes back when you turn it off, then limit it I guess. Bethesda games are tricky things, so go with whatever works.
  20. Glad to hear fastsync has improved your experience. I might try leaving the framerate uncapped. What fastsync does is render as many frames as your hardware allows and then drops the extra frames, thus avoiding screentearing. So FPS detectors will detect your frame rate as being higher than 60, even though only 60 frames are being shown to you per second. Now, I don't understand the ins and out of it, microstutter is the result of poor frame times, so (as I understand it) rendering more helps because it the GPU drops frames that are rendered at irregular intervals.
  21. Have you tried setting you game to fast sync? That might help. I used to use Rivatuner to help with this, but a recent update made the game crash if RT was running at the same time.
  22. Yeah, I've had this problem before too. Have you tried turning vsync off and/or running in borderless window? Those two things seem to help.
  23. Sidenote I: removing mods that merely change values is really no different than removing mods that change values. It's just changing numbers. If you can safely change them by adding mods, you can safely change them by removing mods. Sidenote II: Merged patches are unsupported by FO4Edit. I know wryebash just came out for FO4, but I'm not at all convinced it's something that most modders should be using at this point. IMO, you'd be better off learning to use FO4Edit and making your own patches as necessary.
  24. Yeah, this is mostly not true. I'm sure Bethesda has said that the game does not support removing mods, but they've also said the game doesn't support using the console. Bethesda's advice on this subject is very cautious precisely because they don't want to be responsible for breaking your savegame. Now, removing mods midgame is the *most* dangerous of the 3, but in many cases it's as safe as pressing the play button. Retextures, or mods that merely change values existing forms or settings (things like mute player voice, create your own difficulty, darker nights, frassen's lights tweaks, Better Mod Descriptions (but not necessarily it's patches)) are completely safe to remove. Mods that merely add non-scripted items or objects to the game are also fairly safe to remove. The real problems start to show up when you start removing mods that change things that are really crucial to the way the game functions (like factions or vanilla quests.) But by far the most dangerous mods to remove are scripted mods. This is because scripts can continue to run even when the originating mod is removed--they get "stuck in the savegame." But, because they objects that the scripts are looking for are missing, they won't find them, freak out and CTD. This was especially bad in Skyrim because the whole thing was propped up three toothpicks and some bubblegum and would crash if you gave i a nasty look or just because it was Tuesday and f*** Tuesday. As far as I know, scripts still get stuck in the savegame in Fallout 4, but the engine is on the whole MUCH more stable. In my experience it rarely causes a problem (though I'm sure it still can!). In fact, in Fallout 4, my crashes are almost always traceable to (I) screwed-up form IDs (II) Screwed up meshes. Now, still, as with everything, it's at-your-own-risk, so I'd recommend you don't remove a mod unless it's causing you problems. Don't remove a mod mid-playthrough just because you don't use it. On the other hand, if a mod is making the game unplayable, then remove it. After all, what do you have to lose?
  25. I did that and it downloaded 10.40. Edit: I deleted 10.40, quit steam and tried again. This time it downloaded 10.64. Yippee! Also, f*#@ Bethesda.
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