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Posts
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Everything posted by Raspysalsa
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This may be entirely niche but my friend was experiencing this exact issue using the load order and mod setups i had sent him using the Mod Manager's "export mods as zip" option and it fits the description 1:1. The issue was solved after I found a file called Current.Json in the zip file of mods i sent him seemingly created by the mod manager itself, and it was hanging out in his mods folder causing said issue. See if you have a current.json file in your mod folder. if you do move it to desktop and report back on your findings if things change plz.
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Posted in troubleshooting, but wanted to see if any NV wizards or folks who have experienced this prob before are on this forum as well. Post was: I was getting my modlist all rounded out, have many mods and just installed weightless hardcore ammo and manual reload and ammo count. I'll load into a save, play for about a minute or two and then once getting into combat, and it seems on enemies throwing out combat quips will make everything else in the game go silent. Load order is as follows: 1st Vid is just the bug happening in regular gameplay, 2nd is the bug happening when paying attention to console, sounds die after "flipper flipped #2" pops up. After some experimentation i guessed that "Somehow, And i might be 110% wrong and dumb for this, but it seems like this flipper flipped thing is related to some kind of incompatibility relating to animations? I disabled sprint on companions in enhanced movement and got about a minute and a half longer of playtime before flipper flipped back up. Turned off the animations in titans and i feel like it got longer. Keeps happening though." If anyone has any insight as to what's causing this, or just lmk if i should just do a fresh reinstall, i'd appreciate.
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So: further musings on this topic. Somehow, And i might be 110% wrong and dumb for this, but it seems like this flipper flipped thing is related to some kind of incompatibility relating to animations? I disabled sprint on companions in enhanced movement and got about a minute and a half longer of playtime before flipper flipped back up. Turned off the animations in titans and i feel like it got longer. Keeps happening though. Little too demoralized and tired to keep going today, wish me luck tomorrow.
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How to Update a Mod for Stardew Valley?
Raspysalsa replied to Tdigirl145's topic in Stardew Valley's Discussion
From the mod's description: "If updating, delete the old version of the mod. Do not just overwrite it." Depending on the MM You're using (Vortex, NMM, Mo2) The option itself will be different, but i'm P confident you can just disable the mod itself (uncheck it) right click the mod and find a remove/delete option in the menu that pops up. After that just redownload from the nexus site, reinstall and you'll be good. -
I was getting my modlist all rounded out, have many mods and just installed weightless hardcore ammo and manual reload and ammo count. I'll load into a save, play for about a minute or two and then once getting into combat, and it seems on enemies throwing out combat quips will make everything else in the game go silent. Load order is as follows: ^footage of the bug happening I've looked in FNVEdit and can't find any glaring incompatibilities jumping out at me, can't figure out the issue. Google says it might be audio driver issues so i'm currently in the process of re-installing those. IF I find a fix i'll lyk, if anyone can figure out what i'm going through you'd save me a lot of brain cells.
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I hate how bulky and stupid looking the default flamer is in fallput 4. Lord knows you don't want a weak, short-ranged joke when you're purifying the wasteland. If granddad proved anything, all you need is a tube and two tanks filled with gasoline and napalm. it'd be neat to be able to crisp mothef*#@ers without feeling like a spastoid.
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it'd also be something if the sights could get changes as well to a more classic peep sight
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The smg gets very little love anyway :(
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All bethesda games have had weapons on hip, even in TES games. it was a strange choice to remove it in this game
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It would look a ton better, but i'm not sure if it'd be possible. there would need to be a change in animations and stuff so
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I've been primarily using the SMG for my latest playthroughs, and don't have many complaints about it aside from the fact that the drum mags are big, and ugly. I'm not sure if a modification like this would be possible without the CK, but it'd be incredible if someone were to make a model for the magazines that were more like the classic WW2 variants. http://www.rockislandauction.com/photos/57/p_standard/YJD706-G-F2-L.jpg
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Feral Ghouls using Ghost People Script
Raspysalsa replied to Usiel's topic in Fallout New Vegas's Mod Ideas
http://www.nexusmods.com/newvegas/mods/45392/? There is a mod already out, i'm not completely sure it works though. -
I'd be interested in seeing a mod (if there isn't one already) that allows the player to rename their weapons in the game through either MCM or some other item. I'm not sure if this is even possible (i'm under the impression the only way to change a weapon's name is to wade through the game's files themselves, so this could be impossible) If a mod such as this already exists then it'd be awesome if I could get a link.
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Zombie mod Headshots only. (realism?)
Raspysalsa replied to Raspysalsa's topic in Fallout New Vegas's Mod Ideas
an enemy cant have a limb blown off if it didn't die. im saying that only the head will have no DT, whereas all limbs will have massive DT. -
http://www.newvegasnexus.com/downloads/file.php?id=37067 heres the current mod page. i would like a tweak that made the zed's defenses able to withstand any hit, maybe causing knock-downs, but only dispatchable by a bullet/ax to the brain. I'm feeling editing the DT on the zombies body would be hilariously easy, but im just not a modder. THATS WHY IM TURING TO YOU, FORUM! so, if i could get some halp on this
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More hostile, random wasteland!
Raspysalsa replied to Raspysalsa's topic in Fallout New Vegas's Mod Ideas
iloveyou thankies! -
More hostile, random wasteland!
Raspysalsa replied to Raspysalsa's topic in Fallout New Vegas's Mod Ideas
and yes, sorry, this is pretty vague -
I would love a mod adding random slaver camps, random conflicts between ncr and legion forces, and jus t and all around more populated wasteland. (for better and for worse.) i have pretty much done it all. I just wish that while trekking from goodsprings to nipton i can get attacked by a roving band of slavers, get taken captive and break out. or liberate legion prisoners from the NCR. or vica versa. a big beef i have is that enemy camps will be completely abandoned after 1 attack. why not make it constantly hostile? if there is an existing mod, can i please have a link to this?