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Everything posted by Mortadella
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Would be awesome if someone could make a mod, which switches the sides of the 2 parties, like you then will attack a US base as German soldier. With switching all flags and everything else what matters. Of course the dialoges can't be changed easily, but that's just secondary. thx
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Hello, Could someone pls be so nice to make a mod for Undead Legacy which allows to use stoves/ovens for cooking. Maybe even in a way, that not all of them are working, but only like 10% and you have to find a working one first. Or to make a patch for Undead Legacy from a existing mod of this kind. That would be fantastic, thanks!
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- undead legacy
- working stove
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(and 4 more)
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Hello, can someone please make a mod for Undead Legacy which allows to get water from rivers and lakes? For my friends and me it's absolute unrealistic, that you can collect from a years old disgusting and bacteria contaminated toilet, but you can't take it from a clean and simple river or lake. Would be absolute fantastic, thanks a lot!
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Hello, can someone please make a mod which changes the control behavior of the helicopters in Undead Legacy, to be controlled just as any other vehicle? Normally the dude from UD mod, made the helicopter to fly forward when you put the nose down, like it would be in reality, but he didn't counteract the helicopter flying into the ground, if you do that. Also, you have to set the helicopter to a 90 degree, to get its full speed, which isn't more than a fast car. But on top, it's not possible to do either, since the helicopter will steer directly into the ground. To prevent that, you can only push the nose down to a maximum of 45 degree and constantly press the "fly upwards" button till your fingers hurt or it's steering into the ground, which results in slower speed than a car. Overall, the helicopter in UD is tortuous to steer, slower than a military truck and has only 1/3 carry weight of a military truck. I'm looking for someone who could please change the control and stats of the helicopters to: - "press W - fly forward", with dropping the nose slowly automatically and having it accelerate like a car and always to top speed, but not flying into the ground. Like hovering always at the set height. - steering up and down with A and D keys and faster than those 2cm height in 1 minute - steering left/right with mouse - At least a top speed of 100 (military), the normal one 80? and the single person 65? - a lot more expensive to buy in the store, maybe 1,2 million (military), the normal helicopter adjusted to it and the single person one could be left as it is. Would be absolute fantastic! thanks
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Could someone please create a mod, which will have the military helicopter fly at least 100 and have it a different steering? How it is right now, it's pretty much not worth to get a helicopter at all, looking at time/cargo. Also the steering is trash, you have to hold down the nose, to have the helicopter get speed, which of course will work in real life this way, but the helicopter describtion shows 75 as max speed, which is impossible to reach, because you would have to go into a nearly 90 degree angle for this speed to happen, and because of the way it got programmed, it will steer into the ground that way. Means you have to sit around 50-60 speed and you still will have to power press the W button till the keyboard brakes, or you're steering right into the ground again. Makes zero sense and I have no clue if this way of how physics should work for a helicopter sprouted from Subsquake or the game itself, but it's wrong in all ways possible. A helicopter rather should be steered like it's in every game, you press W and the helicopter flys forward while putting the nose downwards a bit, that's all. Up/down and steering should be equal easy. I hope there is someone who can do that, would be awesome! thx!
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Would love to see a mod which allows to have 6 instead of 4 custom characters in the team. Also a mod which reduces all scrap requirements by half and at the same time, adding a new "uranium crafting component" to the loot table, which is needed to craft nukes. And respec cheaper would be cool too yes. thx!
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Need a bit help with PerMa, everything is running fine so far, I can "reforge" everything to the PerMa "Reforged" Perk version, there is only 1 exception. When I craft the Elven Rogue Armor, a custom armor from Nexus to the Elven armor version (I've put it separately into the game, not replaced), I can reforge helmet, gloves and boots to the PerMa Reforged version, except the chest piece. It's not in the list, also not in a different name. Perkus Maximus ran without errors or problems, what I think should have added the reforged version of the Elven Rogue chest piece on its own. What would be the steps to add it to the "Reforged" list? How would I fix it? Can I fix it with TES5Edit, or do I have to do something special? Thanks!
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Fallout76custom.ini patch 1.1.5.7
Mortadella replied to Mortadella's topic in Fallout 76's Discussion
Ah ok, nice to know. Thank you a lot! -
Hey friends, I can't figure out over google and this board, how the correct lines for the custom.ini atm should be written. Hopefully someone has fast easy help for me, because i new stuff of the game is invisible for me. My Custom.ini lines atm are: and second line:
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Hi, First problem: I'm not able to get perma working with dual sheath redux. Whenever i put a "reforged" weapon on the left hand, it vanishes when sheathed. This happens only with reforged weapons over Perkus Maximus, all other "normal" weapons work absolute fine with DSR. Sorted by LOOT, DSR patch is listed after PaMa. I'm running skyproc with sum and what I've read about it is, that you have to run DSR after PatchusMaximus. SUM does it, but even if i manually run the DSR patcher, it does not work, sheathed left hand weapons still vanish. I found this on reddit: https://www.reddit.com/r/PerkusMaximus/comments/2mc0mj/important_dual_sheath_redux_patcher_after_perma/ Telling that i should take a bat file from the perma patcher, copie it to the DSR patcher and rename it to the DSR patcher .jar name. What makes absolute no sense in any way. Because firstly, you can't have 2 equal named files in the same folder and secondly, there is only 1 line in this few kb file and this line is related to Patchus Maxmimus. But maybe i get something wrong, english isn't my native language, please correct me then. Second Problem: When i use swords on back with xpmse, installed step by step with the video guide at the DSR site. But when I'm moving and drawing weapons at the same time, the left arm has no sword drawing animation. I did everything i could found and yes i used finis7.0 and put the 2 marks at the top lines. Anyone who can help me please?
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Hi, I'm playing with Perkus Maximus and also installed Amidianborns armor textures as well as Amidianborn content addon and so far, everything is fine, I now just encountered a problem with the Nordic Armor. Normaly i can reforge everything, but when i crafted the 4 pieces from Nordic Armor, chest, helmet, gloves and boots, no "reforged nordic ..." in the smithing list showed up. I then used the console with "help nordic 0", but it couldn't find anything than weapons. Then i used "help reforged 0" and i found nordic armor parts. BUT it was called "Nordic Armor Brown fur", "Nordic Gloves Brown fur", ........ and "Nordic Armor White fur". I installed a "black fur" variant with amidianborn. The thing is, those are textures or not? This shouldn't touch the variables in any way right? I'm extremely confused and could need some adivise. Thanks!
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- perma
- amidianborn
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Hy, I was searching for a mod where you can cast all spells instant and instead of "casting" the the spell, you get a cooldown based on the time, the spells original "cast time" would be. Sadly i couldn't find any. Just "tools" what let you cast a spell by hotkey, while the spell doesn't even need to be equiped. Thats NOT what i want. That's the reason im here. Is a mod possible, what switches all spells to a way you pull the trigger and your char instant shoots the lightining bold, for example. Then you get those 0,5 seconds cooldown shown maybe as a small destruction spell sign timing back in a circle and you can pull the trigger again. But this should not work on "hotkey press", but only like normal game behavior. Means, you must have equiped the spell to cast it. I hope i described it somehow adequate. It shall give the game a bit more action to the fight, less concentration to casting spells.
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LE Changing the way conjured creatures are bound to the player
Mortadella replied to Mortadella's topic in Skyrim's Mod Ideas
Thank you, looks interesting. But atm it's not for permas skeletons. -
hy, are there any .ini tweaks for the magic aiming in third person, like there are for archery? for example: f3PArrowTiltUpAngle= I'm not able to find anything with google.
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Hi, Complete Crafting Overhaul Remake has a option to strengthen the enchantments on various armors/weapons over mcm. I'm playing with PerMa and i mostover like it a lot, just not the nerf to enchanting. Luckely, CCOR can buff this, many weapons/armor enchants can be buffed by 50%. But, at the point "head/gloves/boots" you can only put the trigger from -50% to 0% instead of -50% to +50% like at all other armor pieces. How could i alter this value from 0 up to +50 like the other triggers? I've looked into TES5Edit and saw that there is a tab called "perk" with tabs for the enchantment buffs. But i can't figure out what i have to change or even what specific value i have to change. I just see a million questionmarks :laugh: I guess it just would need someone with a bit more experiance than me to figure it out in seconds. Would be absolute awesome if someone could through his eye on it and tell me what i have to change. Thanks a lot in advance! Edit: I guess that there are 50 parameters, who will have to be changed or be added. I would be totaly good with something at mcm like, one new trigger point, what directly boosts to +50% enchantment strength. There is no need for +1% till +50% new added points. Or even just changing the -50 to +50.
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Hi, i play Skyrim with PerMa from Tend0 as a Necromancer and since ever, the way how Skyrim handles creatures who follow you, bothers me a lot. It's like a preinstalled bug work. Your dead thralls for example are like half lotto, if they go through the next loading screen with you or not. Then with Tend0's mod, you can conjure skeletons. Those often do vanish by loading screens too or even die from it. Is it possible to create a mod or more like system added to Skyrim. what works like a box where everything what follows the player, gets "saved" into and reloaded after every loadingscreen? I try to explain what i mean. A addon program (like SKSE) what will alter/change the behavior Skyrim handle "following creatures" completely. This program will save up everything what's following the player. For example, you got 6 skeletons, 2 dead thralls and 1 follower. Now the program will save those variables like putting them into a box and whenever the player goes through a loading screen, everything following him will be deleted and those variables in the "box" will be put out and sticked to the player again. This should include the gear or any optional parameters who can be given to following creatures/followers. A program like this would prevent many bugs appearing from conjuring. Is this possible?
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How would i edit a mod to my private liking?
Mortadella replied to Mortadella's topic in Fallout 76's Discussion
Anyone who can help me pls? I can't play anymore until this is fixed. I know there are dozen of people who can help with just writing one line of text.. -
Yes i thought about that too. Should be something like, while infight, those actons are blocked.
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If you're at the quest menue, you can let you display the selected quests position with a button, for the controller it's "RB", no clue what's for keyboard, but it should be shown on the buttom.
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Thaddeus, is that you?
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Hi, i tried googling and searching here for how to create a mod for FO76, but i can't find anything about it. I guess, you just need to have a overall understanding of the matter in general, what i can't bring over from FO4 to FO76. The only thing i did in FO4 was installing mods and sometimes to look into FO4Edit, to bend some mods for my own personal liking. Now there is a nice work of "registrator2000", it's called better inventory. It's really a nice mod, but something bothers me a lot. It adds "filters" for the inventory and i would like to delete 2 tabs of the "AID" section. What program would i have to use and could i just open the file like with FO4Edit and delete those 2 tabs? Thanks in advance for any help! :smile:
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I would like to see a mod or .bat something (sry i have no clue about this topic) what automatically re-/or overwrites the Fallout76.ini. It's pretty annyoing to do it myself every time i start the game, because it's deleting all changes even you marked it as "read only". That would be absolute awesome! If possible.
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Yes i totally agree, would be awesome if someone could create a mod or custom control map to recreate the Fallout 4 controls. At best with custom buttom mapping, where you can use "hold B" and so on for extra assigments. Like "hold X" is stash weapon. A shame a Beth for including it for the players, instead of throwing a lot of commands on 1 button..
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Hi and thy for reply, no i googled a long time for it. I found out, that recaptcha can stuck in a endless loop with Chrome, no plugin fault too. If you often have to solve a recaptcha, it will need more tries every time trying to solve it, because the host site, will mark you as bot/spam. In my case now, chrome is in a total loop, it only tells me to choose the traffic lights, even to i do it 110% right, it dismisses and then there are ~6 attempts, where i have to click "next". After that again it's traffic lights to solve and of course, it's unsolvable again. This does not end. Because of the massivly often forced to click "next" problem, recaptcha does save something to a spam controle, i did not understand it. But there was a site, where you can check your ip if it's affected. Out of i guess like 50 emails they get checked for this spam controle, i had 1 saying my ip would spam. Thats the reason, recaptcha does not let me solve it. Even to my ip changes every 24h or when i disconnect my router. Developers are aware of this problem with Chrome, they stated in reddit, but atm there is no work around. And as i said, with for example Microsoft Edge, i solve every captcha first time. Why even did you guys use now recaptcha for the login? I hope this is somehow understandable :laugh: Update: While i typed this wall of text, a friend told me to try ctrl+shift+n for incognito mode, worked like a charm! If anyone else ever is affected from this problem too :)