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Sacremas

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    Norway
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    Fallout 4
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    Planescape Torment

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  1. People will say to get Project Nevada, and that's probably a good bet, but personally I prefer JSawyer Ult, which isn't compatible (even with the patch, really, it was meant to be played without, and there's replacements available for most PN features). I suggest you check out both it and all of PushTheWinButton's mods here; https://www.nexusmods.com/newvegas/users/13822205?tab=user+files This isn't a mod I've played with, but will probably be pretty good to enhance the general immersion of the world, as well as to provide actual gameplay once you mix in raider attacks and monster attacks (like from PushTheWinButton's Mojave Raiders and Mojave Wildlife mods) if you want to save a few of the travelers; https://www.nexusmods.com/newvegas/mods/64623 The Solid Project is amazing in terms of gameplay addons, but as of this typing it's set to Hidden along with the author's other files, hopefully because he's updating them, but here's a link anyway; https://www.nexusmods.com/newvegas/mods/63239 Also check out Sinitar's channel on youtube and some of his videos on great new mods and mod lists and features, like this one;
  2. In response to post #67937096. #67941336, #67941861 are all replies on the same post. Not entirely sure if it's even possible, but instead of an actual collection of mods to download like these usually are, how about a profile of mods to download into Vortex, you activate the profile and Vortex automagically downloads/updates the mods in the profile, with notifications and instructions if anything needs to be done manually, and a pre-set load order included? That way individual author pages still gets the individual download counts, and users not quite ready to start picking things on their own (the main thing I hear from my friends and in youtube comments alike on why they don't use mods) will still get a done install out of it.
  3. Yeah I'm on a Samsung Black SSD, with a i7-6700k processor and a GTX 980 with 16 GB RAM, so even with 241 active plugins and 566 installed mods I don't expect to run into too much freezes. Before this started and I got endless loading times suddenly I was playing flawlessly 3-4 hour sessions, however I ran into an issue that forced me to change my load order a little and uninstall some mods mid game (yeah I know you really shouldn't do that, but generally these were "harmless" non-scripted mods). I just wasn't sure if that or the 40 MB save was what was causing my crashes, as I'd really prefer not to lose my character and progress. Vault 88 I meant the Vault-tec Workshop DLC, it happened as I was clearing out the radioactive caves with the scorpions and swapping in and out of build mode to remove the uranium. That started freezing over and over again forcing me to shut the game down and load it before starting that section.
  4. I've been running a heavy modded Fallout 4 game with a lot of settlement building (inclduing Sim Settlements) and new quest mods (Fusion City, Tales of the Commonwealth, etc), and I noticed that suddenly I was constantly freezing on autosaves, be it fast travel or just exiting the pip-boy. I checked my save games folder and noticed that my save was currently around 40 MB. Unfortunately I had been using almost exclusively quick, auto and exit saves and the last hard save I had was Fort Hagen just before confronting Kellogg on level 15 (at this point the save game was 21 MB), where in my game I level 51 (with a 50 % xp reduction mod) and built 10+ new settlements since then and cleared 50+ locations, so I have little progression growth of saves to look at between those spots, not to mention I added a few extra mods between then to fix isses I ran into. I first started getting these freezes in Vault 88, hadn't noticed them at all before then with the game going more or less flawless with 3-4 hour play sessions before then, but unfortunately due to a mess up on my part I don't have a auto save from before then other than said Fort Hagen save to compare to either, nor did I think of to look at the save game size at that point... I am mostly just wondering what the normal "acceptable" save game bloat with Fallout 4 is considered to be, if 40 MB on a relatively advanced game likely means a dead game and I should start over with a different load order, or if it was just the good old autosave issue rearing its head and I should get a save game manager? Thanks for any replies.
  5. In response to post #56092771. You could just donate to them directly. I've done that in the past for some authors who's works I've used extensively. Other authors have Patreon sites and the like.
  6. In response to post #56081816. #56081971, #56082201, #56082696, #56082916, #56083201, #56083376, #56083496, #56083506, #56085356, #56086431 are all replies on the same post. There's some good points here. Let's take Bijin Warmaidens, likely the most downloaded (495k uniques) appearance overhaul type mod overall, featuring 22 characters in 1 esp, where under these rules it would have been more tempting to release each of them separately on 22 pages with 22 esps and tell the user to merge them themselves if they wish, aside from the hassle of setting up those pages and such of course. Though on the other hand the fact that it's 22 characters probably contributed somewhat to the high number of downloads. There could also be some incentive here to abandon popular mods and make a new one with varations instead of updating the existing one if the mod author is someone who could likely regain a lot of that popularity. And ironically I've been wanting EnaiSiaion to do exactly that instead of completely revising Ordinator (again) for quite some time now...
  7. Ah, thanks, that was probably it. NMM profiles thing and Wrye Bash ghosting messed up my mods badly so I'm reinstalling stuff now using MO, where most of my previous experience was in. I'll pick up that plugin and run it regularly.
  8. Playing a heavy modded SSE, mods like Wet & Cold, Open Cities, various Birds mods, 4k textures on everything and ENB, Falskaar+Bruma+Nocturnal+Elsewyer, etc., with 450+ plugins. Game is going fine with only a single crash in about 15 hours play so far, but I have this weird issue with vanilla events having a very strong delay. When I got to Riverwood I wanted to do the good old smithing intro quest, I craft an Iron Dagger, and the quest doens't update, I head into Riverwood Trader and the quest updates as soon as the new cell is loaded, I go out and give it to him, he hasks for temper and same thing, except this time I had to finish all of bleak falls before he would accept that I had tempered the damn dagger, crafting the leather and hide helmet works once I go into Riverwood Trader each time, while tempering the helmet works instantly when I hammer it. When I finish Dustman's cairn and return Vilkas waits for me fine the entry into the Companions proper works fine, but then Kodlak doesn't have the post-joining dialogue about werewolves, and doens't tell me to go get my skyforge steel. I haven't tried going back to him since. At the same time I'm playing Amorous Adventures which has of course a lot of similar events, look a small chest then talk to companion, talk to several characters and have them to each other, etc, and it's going off without a hitch. Convenient Horses intro quest likewise, worked fine, all mod events in general go off without a hitch, as do certain events like absorbing words. But with the large delays in vanilla events I'm figuing finishing vanilla quests like graybeard tests, which I'm on my way to now. Note that Helgen sequence went through in it's entirety without a hitch, as did talking to Gerdur after escaping with Ralof. Anyone have any idea what could be the issue here, how to troubleshoot something so specific and how to fix it? EDIT: Tried removing several mods on another play, still no luck. Adrienne in Whiterun is the same way with the blacksmith tutorial, and if I try to challenge Uthgert to a fist fight she takes my money and walks away, if I start combat after that I unequip my weapon as clearly the game thinks it's time to brawl, if Uthgert is in the same area still she comes after me to punch me, but even if I punch her out she doesn't have the dialogue about the fight.
  9. Having issues with an endless loading screen problem. Or rather I never get to the loading screen to begin with. It occurs if I load a game inside an interior cell, like Temple of Kynareth or Sleeping Giant Inn, if I try to exit the regular fashion through the door like a normal person, I am faced with a dark screen with the loading screen never appearing at all. If I in the same game enter the Sleeping Giant then do my thing there then go out through the door, it goes without a hitch. If I do via consoles "coc riverwood" which puts me maybe 20 meters away from where going out the door would have, the game loads fine, so it seems it's the loading door itself and only on games I load inside the interior. I am using SKSE, Crash Fixes with it's mod preloading via the DLL in base Skyrim folder, an ENB and a properly defined ENBoost (4096 for playing in Win 10). I have high quality graphics with Vivid Landscapes, Noble Skyrim, all of Gamwich's mods and Kountervibe ENB on a decent level system running a GTX 980 that usually run at 60 FPS and can play for several hours at a time, so it's not performance related almost certainly, it just seems to be something odd about those load doors, and I'm tired of having to use console commands to leave dwellings I have saved inside... Going to try with AlignHeapAllocate=1 and CustomMemoryBlock=1 now.
  10. Don't know if this has been suggested, but how about an automation script to add tempering recipies to armor and weapons from mods that do not have it?
  11. In response to post #41268885. #41269455, #41269515, #41270195 are all replies on the same post. The site is usable on smartphones now, I used it during my holidays a week ago, made a post on Ordinator's pages and all. It just requires a LOT of zooming and messing around. And yes, typing can be painful, especially with autocorrect enabled on another language. X(
  12. Having a weird and ugly graphical issue, there's a T-posed shadow of the characters often around them, very visible in shadowy areas like in the sewers during the prologue, or infront of SFXes like fog or a fireplace, such as the soldiers sitting around the fires in the camp in the very beginning, which you can see below. There's a disjointed shadow of some kind around characters, not a solid shadow even but basically chest, then gauntlets, then head, in a T-pose, with no connecting them. Anyone have any idea what is going on here? http://images.akamai.steamusercontent.com/ugc/261586443458164507/0D34C624CFBE25D7837A2606F11E40C92EA039BB/ No ENB/Sweet FX, all settings on Ultra running GTX 980, Win 10/DX11. Tried disabling blur and depth of field as well as reducing shadow quality, no effect. Have a few mods active, but mostly either texture based (changing color of mage's trousers, etc) or XML based (Weight Watchers).
  13. Hey I'm looking to start a new game up in the near future (within a couple of months) preferably using the After War Nevada overhaul. However one set of mods that I really want to try out becuase I have never actually played through any but the start of the first one is Someguy2000's New Vegas Bounties series and other mods like The Inheritance and Russell. Hence I was wondering if anyone was working on a AWN patch for these mods? Because I have not played them before I would prefer not to have to make them myself, I can if no one else intends to but that will involve digging through the files and changing stats on NPCs and weapons I have never encountered in the game and thus potentially ruining the plot for me. Hence I really hoped someone was either already working on it or wouldn't mind providing a patch.
  14. Errr... tell me you don't mean for every NPC entry. Because UNO covers almost every single named NPC in Skyrim, male and female.
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