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Everything posted by G1996R
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Hey guys, just wondering if anyone has seen something like this. I've used Rugged Race in the past and never encountered this issue. If anyone could advise, I'd be very grateful.
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[Mod Request] Auto-hide spacesuit while on ship.
G1996R replied to LostCosmonaut's topic in Starfield's Mod Ideas
Agreed, it's absolutely mind-boggling that this isn't the case by default. My experience has been that the game thinks it's acceptable to take off my spacesuit while outdoors on a planet with 0% oxygen, though, so I'm not surprised that this other seemingly logical thing is not implemented. Poor effort by the devs on both counts here.- 13 replies
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- mod request
- clothing
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I agree wholeheartedly! I didn't follow the news for this game, so I was mildly disappointed to see just how much space traversal is tethered to fast travel. I don't necessarily mind that in itself, but I feel that they didn't put enough effort into making it as immersive as can be. The least they could have done would be to make the required menus and screens accessible directly from consoles within the ship in real-time and not from a completely detached pause menu. It's a pain to have to constantly get up from the pilot's seat and walk to the navigator panel knowing all the while that you could have just pressed M while still on the surface of the planet you just visited. Feels like the choice right now is efficient but boring or immersive but tedious and sluggish. I was playing Mass Effect 2 recently, and even that handles space travel in a much more immersive way despite ultimately being a glorified fast travel.
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- landing
- fast travel
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When I visit Cydonia with the "hide spacesuit in settlements" and/or "hide helmet in breathable atmosphere" options checked, my character is wearing ordinary clothes and/or has their helmet off despite the fact that Mars' atmosphere is clearly not breathable. This may also be the case for other planets with a similarly hostile atmosphere - I've not had the opportunity to check - but I'd be surprised if it was exclusive to Mars. I know the term 'immersion' is bandied around a lot, but I really do value it highly - especially when it comes to Bethesda games. I can overlook the usual whacky Bethesda bugs that are so bizarre and short-lived that they're funny, I can overlook the unfortunate framerate I'm personally experiencing, but one thing I can't abide is a persistent break in immersion. I'd like to lose myself in space after a hard day's grind, and so it bothers me that seemingly basic survival considerations have either been overlooked by the developers or are bugged. You may say that I'm unreasonable for being frustrated if it is the case that it's a bug, but the reason I'm frustrated is because I have this feeling that addressing it will be low down on the devs' priority list. I'm surprised that I've not already been able to find a mod to fix this glaring issue, which is why I'm asking if anyone else may have experienced this issue. If anyone shares my woes or is aware of a quick fix for this problem, I'd appreciate either the solidarity or the solution. Thank you.
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This was exactly the issue, it was due to TTW bsas not being added to the archive list in the geckcustom.ini. Thanks for your response. If anyone else encounters this issue, add this: [archive] SArchiveList=Fallout - Invalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, TaleOfTwoWastelands - Textures.bsa, Fallout - Meshes.bsa, Fallout - Meshes2.bsa, TaleOfTwoWastelands - Meshes.bsa, Fallout - Misc.bsa, Fallout - Voices1.bsa, TaleOfTwoWastelands - Voices.bsa, Fallout - Sound.bsa, TaleOfTwoWastelands - Sound.bsa to the geckcustom.ini
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This might work for you: 1. Extract the BSA with https://www.nexusmods.com/fallout4/mods/78/ (it works with NV or whatever other bethesda game you want to use it with) 2. Find and edit the file you need to edit 3. Make an empty mod in MO2 by right clicking in the left pane and selecting "create empty mod" 4. Replicate the file structure of the thing you want to edit inside that empty mod the file structure (in this case it would be "misc\menus\container_menu.xml" if I understand you correctly) 5. Activate the mod in MO2 and it should overwrite the original Good luck!
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What was the solution? Some people might face this issue in the future and your post may come up in their search results - it could be a huge help if you explain how you fixed it
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Essentially certain items and objects within the GECK return an error marker in the render window of a cell. It seems pretty regular across most interior cells and at least Goodsprings has a few of them from what I've seen, although I imagine there's more across the WastelandNV cells. It seems to be mainly impacting creatures and architecture meshes, but all these meshes show up absolutely fine in game. Also, a separate but possibly related issue I have is that some cells just outright refuse to appear in the render window. I can anticipate all of this being a big issue in future when I attempt making new cells/quests etc. I have tried extracting the bsas and linking to the .nif that way, which usually works with armours but has not worked this time. Also I'm using the GECK extender Error markers issue: Cell not showing in the render window: Any assistance would be greatly appreciated! Thanks
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NifBashed armour missing a piece in GECK/Game
G1996R replied to G1996R's topic in Fallout New Vegas's GECK and Modders
Thanks for your help! I sorted it out. Basically I'd created the error myself while messing around with the outfit in blender. Importing the vanilla outfit and editing it in outfit studio worked. -
Hi everyone, I'm hoping someone might be able to help: I've been making my first armour with Outfit Studio and I when I imported it, the vest piece and body/arms piece from the Merc Grunt armour disappeared in the GECK. I thought it might be a bug so I tested the armour in game and nope, the piece is still missing. I've checked and re-checked a few times in both Outfit Studio and Nifskope and each time, the piece shows up fine. I've also tried removing and re-adding the pieces in outfit studio in case I mucked something up the first time, but the same issue occurs. I'm at a bit of a loss, can someone ID what's going on? Thanks very much. Also, not sure if it's relevant but the Merc Grunt armour that the piece is taken from shows up fine in game Here are some images: https://drive.google.com/file/d/1iUmTqcDccQl1F7-bkdEIh6spQqds2chJ/view?usp=sharing https://drive.google.com/file/d/1MerDhFwCWxCWhh3NQeO36hGIA19xcORe/view?usp=sharing https://drive.google.com/file/d/1pzaicF1tk9IZF1_soDyN2xfGJ5hDbrnd/view?usp=sharing
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For example, if I wanted to make a 9mm bullet that spawned an NCR ranger wherever it hit, is that possible? If so, would it be a complex process? This is my first real foray into modding with the GECK so just toying with the first idea that popped into my head. Thanks for any advice you can give in advance!