Jump to content

Zuzaski

Supporter
  • Posts

    49
  • Joined

  • Last visited

Everything posted by Zuzaski

  1. Nah, just everyone else is too busy being a kleptomaniac space pirate on playthru number one to even realize or care a mythical new game+ option exists. Carryweights, limits or in what container to put outpost and ship items might be an issue. Eventually skyrim and fallout auto sorting linked crafting chest mods will be remade for space. Something like that could be adapted. also triple posting is silly.
  2. On earth with normal gravity, yes. with planets and moons with lower gravity, shrug, normalcy might not apply. But, I was surprised Martians and everyone else in game seems to be same height. Then again, The universal use of artificial gravity on ships could be an answer. Hidden grav flooring in residential and city areas to keep local gravity around one G for the meatbags. hmm, localized gravity changes, something like that will be a mod I might attempt to figure how to make. for now, one could use setscale command on Npcs that bother ya. 0.9 to 1.1. Or just enjoy the tall space babes.
  3. Mods pages say something like this: Enable archive invalidation by adding the following lines to your StarfieldCustom.ini: [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= For whatever reason, that alone does not work for me. I found a method that does work 100% for manual loose files and vortex. Go to ye old fallout 3 mod https://www.nexusmods.com/fallout3/mods/944 ( yes, I did contact him to thank him for this. unknown if he will be back online soon) download the Manual version. You need the ArchiveInvalidationInvalidated!.bsa from it. Throw it into Main game data folder "steamapps\common\Starfield\Data" or fire up a hex editor or notepad++ hex plugin and paste this into a new file and save it as ArchiveInvalidationInvalidated!.bsa 42 53 41 20 67 20 20 20 24 20 20 20 03 07 20 20 01 20 20 20 01 20 20 20 01 20 20 20 02 20 20 20 02 20 20 20 20 20 20 20 20 20 20 20 01 20 20 20 36 20 20 20 01 20 61 20 01 61 20 20 20 20 20 20 20 20 48 20 20 20 61 20 The gist of the hax file is that it is a valid bsa, but contains nothing or some value that tells the gamebryo engine to also load loose files. Some of the wordings changed since fallout3. go to Main game folder steamapps\common\Starfield\ open main Starfield.ini go to [Archive] copy and past next line over SResourceArchiveList= SResourceArchiveList=ArchiveInvalidationInvalidated!.bsa, (including trailing space) so that the hax bsa is listed first copy and paste Starfield.ini as backup somewhere in case of overwrites. then if for whatever reason you haven't already, go to Documents\My Games\Starfield and make sure that StarfieldCustom.ini contains [Archive] bInvalidateOlderFiles=1 just those two lines for the archive section. Anything else is had no effect for me. Hazzah, hazzah, the table flippin thing works. Adoring fan, do the thing! also, for whatever reason a data folder gets made in Documents\My Games\Starfield for screenshots and some mods say stuff goes there. I don't like that nonsense, so I cut and paste that into main game folder and created a sym/junction link to make windows treat folder as if it exists in two places, but is physically in main game folder on one of the big ssds. https://winaero.com/create-symbolic-link-windows-10-powershell/ or conext menu addon https://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html this approach will work with vortex as well, just occasionally look at main and data folders to make sure stuff is put where it should and cut+paste if not. some game tips: to re-color whole ship, double click to select all. When you save up a few skillpoints, exploit the recruitment simulator for leveling up pilots level - exit after level 2 or 3, re-enter, do again for best use of time. Pilot level 3+4 let yo use more modules and build bigger. New Atlantis has low selection of modules so don't waste time designing stuff there. Go elsewhere for more options like Cole's hometown or other major hubs. Stealing or boarding (default pirate or spacer or merc) ships is a challenging but effective way to gain ships or credits. Go have a party in outpost number one where ya stash adoring fan and the main two npcs from the prologue. Hazzah!
  4. After much swearing at the absurdity of low cargo space and management, I gave up and gave myself 99000 carry weight. I can pretend that the bulk of the stuff is in one of my outposts and a team of minions and some portals shuffles stuff around. Having a ability for separate containers to link to a hidden base container would be nice for later. Fallout 4 was able to have that without needing script extender https://www.nexusmods.com/fallout4/mods/20936 once xedit or something is capable of dealing with starfield similiar could be done. even such things like the autosorted ingredient containers for skyrim.
  5. Speaking of interactions in game world, I picked up a soccer ball in the well, intending to throw/put it closer to the goal with the kids. Every guard in the level aggroed and shot at me. Just as bad as accidentally a chicken in skyrim. Worse, guards would not acknowledge surrender. I died a confused bloody mess, reloaded, tgm, grenades for everybody!, then reloaded again. Same can happen for other items.
  6. Doh. Its a different mod that's linked to on that mod's page that does the uniques; Enchantable Unique Armours and Reclassified Masks
  7. I had the same thing happen to me. to get rid of it permanently: open console: ~ click on dragon. input commands; press enter after each one kill disable markfordelete the dragon should disappear with the disable command, weather it does or not, close the console and fast travel somewhere and enter a building save the game. It should be gone now.
  8. Some non-generic armors are not upgradeable even with the perk. This mod makes them upgradeable: Lost Art of the Blacksmith
  9. You might be able to use another that bug I encountered to fix it. The Lightning Cloak spell makes all my zombies/summons die/dispel whenever I cast it. if you don't have it yet, the console code is: player.addspell 3aea3 At lower levels you may not have enough magicka to cast it, (317 w/o perks), so toggle god mode for the casting: tgm If you want the spell gone afterwards, use: player.removespell 3aea3 Stay away from friendly NPCs while the cloak is active (60s)
  10. I have cutscene lags too. the sound will play fine, but the video will crawl @<1fps and hang. The next sound will not play until the camera finally moves, when it happens for any character for a conversation, that conversation will super lag no matter what choices I pick, companions, or how far back I load the save from. The lag is so bad that a 30 second conversation can take 10 minutes+ to end. it happened at the landsmeet on my first playthru and was solved by uninstalling all weapon and equipment DLCs. second time,@ redcliff...solved by disabling dialog sound and enabled subtitles. third time, at redcliff again edit: installing patch 1.2 seems to fix it edit: 12/19 happened again @ proving fight GRRRR
  11. ArchiveInvalidation Invalidated doesn't care were you run it from
  12. use fomm and the toggle invalidation button and check for updates to some of your mods Killable Kids has been superseded by Enhanced Children this - FOSEPerception Distance.esp needs FOSE get FOSE and start game thru the fose exe EVERY time use patch 1.7 or 1.1+fakepatch \/ see my sig linky for links and more details on how mods work \/
  13. CTD on startup is usually cause by a masterfile not being found in fomm it says on the bottom part what masters the mod needs masters must be activated and above the sub mods
  14. 2 comments on one of my files disappeared http://www.fallout3nexus.com/downloads/file.php?id=8364 no idea why
  15. I want a NPC to draw a weapon from inventory at the end of a script the trouble is, the player gives it to him, and it could be anything I looked a the groovy mod what with its draw/holster weapon, but thats no help because I cant find what how grovysettingalert global value changes something grrr I need this, otherwise there's a second or 2 until the npc pulls a gun and spins around, when its supposed to sneak up with guns a blazin thanks in advance
  16. how does AI work with movable stuff? Do NPCs see thru everything but statics? Can I hide behind a 6 foot high pile of miniguns?
  17. I found many tutorials and combined all the links together into one easy post \/
  18. easy you use the sharing and caring mod to make a girlfriend from the wasteland take her to yer hideout take her clothes tell her wait for you there use your imagination its better than any current companion mods
  19. edit nevermind found a way: script on npc ref self getself Begin OnLoad self.removeallitems boxREF.duplicateallitems self 1 end
  20. no reinstalls needed its just a probably a different file format zip, 7z, and rar are all compressed filetypes 7zip is a free program that can open all of them www.7-zip.org/
  21. I made big list of tutorials for newbies (and not so newbies) its in my signature \/
  22. In a mod I'm working on, I want to make what's in a container control what is in a leveled list so I can change easily, ingame, what outfit and gun a certain NPC will use without having direct access to said NPC ie; I put stuff in box NPC wears stuff in box but NPC has no reference; it's spawned, so leveled list is the only way? RemoveAllItems unfortunately cannot edit a list what script command would I use on an activator that does the job? vanilla or script extender; doesn't matter as long as it works Thank you in advance kind soul who replies with answer!
  23. In a mod I'm working on, I want to make what's in a container control what is in a leveled list so I can change easily, ingame, what outfit and gun a certain NPC will use without having direct access to said NPC ie; I put stuff in box NPC wears stuff in box but NPC has no reference; it's spawned, so leveled list is the only way? RemoveAllItems unfortunately cannot edit a list what script command would I use on an activator that does the job? vanilla or obse; doesn't matter as long as it works edit nevermind found a way: ref self getself Begin OnLoad self.removeallitems boxREF.duplicateallitems self 1 end
  24. legos tend to stick together stacks of cars are more fun :yes: you can make a building out of em in the geck and blow em up ingame to reset the mod (to blow em up again) simply have a savegame at that location check my supper linky sticky for tutorials http://thenexusforums.com/index.php?showtopic=112021
  25. When working with multiple peoples, have a main esm that has everything that is considered complete in it, and each person have their own esp It requires a bit of juggling the plugin merger and fo3edit If you cant figure a placement in the wasteland consider GTS http://fallout3nexus.com/downloads/file.php?id=3157 (this way the place could be located anywhere in the world) Be careful with planning big mods; its too easy to want to do everything and get discouraged Check out my super linky list for tutorials and such http://thenexusforums.com/index.php?showtopic=112021 mafia in the wasteland sounds sweet; good luck
×
×
  • Create New...