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doubleDizz

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Everything posted by doubleDizz

  1. I created alternate controls for TW3 years ago and I just re-did them so they work for 4.0. In my alternate controls, "Sprint" and "spawnHorse" were both under Left Trigger; whistling for the horse was a double-tap of the trigger, so it worked fine. Now with 4.0, when I release Left Trigger to stop sprinting, Geralt whistles for the Horse. Every. Time. This didn't used to happen. Can't figure out why it's going wrong now. Does anyone have any ideas?
  2. OK I think the problem is complete animations. Itâs conflicting with autoloot. Walking to take advice at any point here (please) lol
  3. In short: Geralt freezes for 3 seconds whenever I "loot" any object or enchant weapons or armor at a sharpening wheel/armor rack. I really want to finish this game. It's my biggest video game shame. And to do this, I'm firing up a save I haven't played since 2017. It has a bunch of mods I last set up to run on v1.31 and miraculously, it still works! But I have this really annoying issue where Geralt now freezes whenever I loot anything. The game doesn't freeze; Geralt does (you can even see the physics of his clothes flop as it waits for him to react again). To me, it looks like a missing animation, but it lasts 3 seconds. It also happens when I try to use a sharpening wheel or armor rack to enchant my gear, except in those instances, no animations happens. He freezes for 8-10 seconds. I made this modlist when NMM was running, so VORTEX doesn't even have the mods loaded. So I'm kinda stumped how to fix it. Also, I haven't used the script merger in YEARS. Can anyone help me work out how to fix this issue? The folders in my mods folder are: mod0000_MergedFilesmodAtmosphericNightsBasemodAutoLootMenumodCharacterLightingFixVanillamodCompleteAnimationsmodHDReworkedProjectmodHDReworkedProject2modImmersiveCammodImmersiveHUDmodImmersiveMeditationmodImmersiveMotionmodImprovedSaddlebags_x1_5modMapQuestObjectivesmodNoCSLmodnostorymodNPCScabbardsFixmodQuestLevelinBaord
  4. TW3 doesn't need a plugins tab. It's different to TES games. YouTube How to NMM and Script Merger Witcher 3. You'll need to understand both to run multiple mods on TW3
  5. Has anyone noticed we no longer have a working dark night mod for TW3? Darker Nights has been pulled and Atmospheric Nights has a bug that breaks it (see here). I think there's one that affects night time but it's a ReShade and I'm using my own ReShade so it's not an option. Kinda sucks man... Anyone know how to fix the Atmospheric Nights' problem?
  6. It seems more than a few mods have become obsolete with the latest official patches. I've just spent over an hour uninstalling all my mods and re-installing them one by one to fix script errors. The culprits ended up being mods that were no longer needed but were causing these errors. NMM has a neat function that shows an Exclamation Point icon when a mod is updated. When a game has a new patch, I open NMM and check for these '!' icons and update the required mods. Can I please ask anyone with a mod that you are abandoning to update your mod version, just so the icon appears on NMM. This is the ONLY way a lot of NMM users will know that your mod should be deleted. Thank you.
  7. Good timing lad. I don't have a job anymore, so I might have time to actually do this... I'm killing the days playing Witcher 3 atm, but if the itch occurs, I'll see if I can make any headway in this. Have to learn a lot though, so don't expect it quickly =P
  8. Saw this when turning on the MotionSicknessFocusMode. I've already got the Alternate movement enabled in the game menu, but the EnableUberMovement in gameplay.ini = false....? Anyone know what it does?
  9. This is really bugging me. So many interiors go darker after you enter them. Great example is the brothel in Novigrad. I'm running a ReShade preset and have my gamma set perfectly for most areas, except when I enter the places that have the auto-darkness switch, then I can't see s#*!. Is there a mod or some file tweaks that removes this auto-darkening?
  10. If you have a working solution on how to rollback to pre-1.3 (official), please make a new post and explain it step-by-step for people. There's people like you that came here asking for help. Be the person you were looking for when you first posted.
  11. A lot of people will have already figured this out, but in case you haven't: It's just a simple work-around to get past the Steam notification error that occurs when trying to run pre-1.3 Fallout on Steam in Offline Mode. NB: This will only work if you have not finished downloading the 1.3 update. With Steam open, check when the FO4 patch download initiated. Change Steam to "Go Offline" mode. Exit Steam. Go to your Steam root directory (wherever you originally installed it), then go to \steamapps\downloading folder and delete any files and folders corresponding to the date the FO4 update began. WARNING: Deleting the wrong file could delete updates for other games. So if you're 20GB into a new download, be very careful about which files you delete. Think before you delete. Once you've deleted the files, download Bilago's Fallout 4 Configuration Tool from the Nexus. Follow his installation instructions. Launch Steam, select "Go Offline" mode. Launch Bilago's Config Tool .exe file from your Explorer. DO NOT click Play in Steam.The launcher should execute, click Play in the launcher. Game will load. Again, pretty simple. But here it is spelt out plainly if you are stuck.
  12. Instead of scripting the NPC to animate to the container and get the items, I was thinking it could just be a script that applies the stuff in the box to the NPC's registered as Settlers in the Settlement. Hard to know specifics before Bethesda deliver a modding kit, but I'm thinking there must be some register for NPC's to be "Settlers" in every Settlement. If the mod's script could get the unique ID's from that register, then unequip all from those ID's, then using a pre-designed selection criteria (maybe a lookup of NPC's strongest stats for matching equipment), starts getting items from the container and setting them in the NPC's inventory as equipped... I agree, adding animations and all that is way too much. It needs to be more of a magic box, just so it runs efficiently.
  13. Basically, this mod would be a Settlement item (eg: Resources > Miscellaneous > Auto-Equip Settler Container) that is a large, existing container; you place the container in your Settlement. Once dropped, you exit Build mode and dump all the weapons, armor and clothing you don't want into it. Then after you've finished loading it up, you "Activate" it and it equips all the Settlers inside your settlement with the equipment. I've collected a ton of weapons, clothing and armor; but I cannot be bothered walking around to all my settlements adding these items to each the NPC settler. There's over 20 of them! A later staged version of the mod could perhaps copy the way Local Leader > Supply Lines works and link multiple Auto-Equip Containers at each settlement. In terms of lore or RPing, this makes sense because the settlers are meant to be people. They should be able to equip themselves. NB: Could also be called SETTLEMENT ARMORY, but people would probably expect an actual armory building that could be built then (later version?).
  14. The rug glitch allowed you to clip Settlement pieces into each other, creating things like seamless Junk Fences for perimeters and so forth. This is the glitch: https://www.reddit.com/r/fo4/comments/3seyo0/building_tool_the_power_of_rugs/ But over the last 24 hours I've noticed it doesn't work anymore... I think maybe it was patched out? Is anyone working on a mod to allow us to clip objects through each other again? I will send you good thoughts and praise your name to people I meet.
  15. It took a lot of work, and a lot of frustration. I started with what I learnt from Fallout: New Vegas ('hey! TES5edit is just FNVedit!'), then I unlearnt some things ('wait is that how BOSS works?'), and then I learnt the rest ('oh, those scripts/mods cause save game bloat...') until eventually, I was the proud owner of a stable, running, heavily modded Skyrim save game. And what a game. THEN My previous experience with Skyrim prior to this point was 30 hours on console as a Khajiit Ranger/Assassin (duel wield enchanted daggers makin' you tired, scared and moving so fast your blood is just a blur!), and more recently a female Nord who left Riften after the mysterious death of her adventuring spouse. The Khajiit adventures were grand. It was Skyrim and it looked better than Oblivion did! But he never got to finish his quest as unfortunately some other game of the month came out and I forgot about him :confused: . Kora, the redhead Nord was something else. This was not the Skyrim I saw on console. Loaded with 100+ mods, this was some next level s**t! And loading into a random location from Alternative Start running, was surreal. Level 2 and travelling to Ivarstead? Everything could kill me. Wolves were a challenge. Bandits made me fight my flight. Trolls... run. Unfortunately, due to a massive scripting crash (Papyrus; more leaning) caused by a combination of Footprints, Claralux and Player Headtracking, I had to abandoned Kora in Winterhold. I must be horribly pessamistic because my minds likes to create clousure by imagining she was torn to dealthy shreds by the next pack of wolves she encountered. :sad: Thanks brain. [at this point I was going to put up an image of Kora, but they didn't upload to Steam! Wah. Will later tonight, promise!] I got to writing posts, and sneaking occasional questions on the chat [MASSIVE thanks to GrandBulwark and the gurus who lounge all day in the chat. I'm having trouble remembering names, but your avatars will be etched in my memories!] and eventually I found culprits, deleted pex files, edited INI files, and swapped out ENB after ENB for that perfect look. NOW Using Alternative Start again, I roll anew. Big. Mean. Green. I am Orsimer. --- My name is Gohr ( :blush:) and I exit the Longhouse like I do every morning. My eyes are flooded with the brightness of the sun (Real Vision ENB), I can smell the rain in the not-to-distance mountains (Climates of Tamriel), my head spins from the alcoholic abuse the night before (Realistic Needs and Diseases). Except, this isn't like every morning. I'm in my father's armor. Why? I struggle to remember, then it hits me. "Burguk!" I yell. My brother killed my father. My YOUNGER brother, killed my father. I stormed inside, grabing my father's Orcish chestplate and gaunlets, but only managed to equip one before my stomach presented itself on the floor. I must have blacked out. How dare he step past his position! It was not his time, it was mine. I remember more... he fed me mead all night prior. He deceived me! I storm across the stronghold and demand my vengeance. Burguk smiles, then accepts. It's not until I lift my arms I realise I have made a mistake... I am in no shape to win. I try and fight, but years of training together gives Burguk the knowledge to win. I'm slower, and less resistant to his fast hands. I fall, and then I am banished. I barely made it out of the gates with my fathers equipment, luckily Nagrub saw the vomit across the metal and chose not to have to deal with it. I pick myself up and head west as the air begins to chill (Frostfall), I need to find shelter and warmth. Soon. --- Here is an IMAGE of Gohr, just before he remembers what happened the night before. Ah bugger! I have to log off. I didn't actually mean to write a fiction piece about my latest character! Sorry :laugh: . My plan was to explain how I got to where I am now, and each time I explained a modified part of the game, I was going to link to that mod. Hm... In short; I'm playing on Legendary difficulty. But I don't want to say anymore than that now though, especially about how I'm SURVIVING as a level 8 on the hardest game mode, because, well, I might write some more soon! This is actually kind of fun!
  16. Hi. I'm getting mega frequent CTD, which occur in the following ways... after entering 3-4 interior locations one after the otherconsistently when changing to a different exterior cell. I recently uninstalled ClaraluxPlayer HeadtrackingWearable Lanterns.I also uninstalled WetCold because I thought it was the culprit, but this did not help. I believe Claralux is causing the crash, so I waited 30 days in an interior cell, saved, closed, relaunched and ran outside to the next exterior cell. Game still crashed like clockwork. My load order... Last 3 timestamps from papyrus log... Can anyone tell me what RaceCompatibilityInitQuest is?
  17. Just thought up in the Nexus chat. Description A camera mod which changes the camera positioning during all conversations to a Mass-Effect style, close-up cut to the talking face. In points Any "game-pause" conversation initiates close-up shot of talking NPCIf multiple members in conversation, camera cuts to talking NPC. If possible, add mid-shot and group-shot cuts if dialogue is quite lengthyWhen NPC dialogue ends, close-up cut of player's toon and dialogue optionsShould work regardless of player using 1st-person or 3rd-person That's it really. Would be great to make it compatible with other conversation mods like Player Headtracking, etc. :thumbsup: :thumbsup: :thumbsup:
  18. I've had a few friends pick FNV up on the cheap through recent Steam sales and I've offered to help them mod their game as heavily as mine. Instead of getting them to download all the mods, I posted some DVD's with step-by-step instructions on how to get the modded game running. Now I know we all know how hard modding FNV can be sometimes, but after proofing my instructions, I couldn't believe how truly brutal it really is. After reading the instruction, one of my mates replied "screw this, this is too hard! I'm just going to play the vanilla version." hahaha. Anyway, here's the instructions I ended up sending out, for your reading pleasure... ----------------- LEGEND FNV = Fallout New Vegas NMM = Nexus Mod Manager NVSE = New Vegas Script Extender FOMM = Fallout Mod Manager (a defunct mod manager) ENB = 3D graphics modification API (not an initialism) FNV ROOT FOLDER Find your “Steam” folder, then it should be steamapps > common > Fallout New Vegas INSTALL ORDER Install 7-Zip, file named “7z920.exe” - Whenever you open a .rar or .7z file, you want it to open with “7-Zip File Manager” not “7-Zip GUI” (the GUI application doesn’t work.) Open the DVD/ENB 161// folder and open the file “enbseries_falloutnv_161”, drag all the “Injector version” files to the FNV root folder. - Create a shortcut of the ENB Injector.exe and place it on your desktop. Open the “Enhanced Shaders” file in the DVD/ENB 161// folder and drag all the files to the FNV root folder. - Some files will overwrite the ENB 161 files from before, but that’s ok. In the HD Textures folder, copy all 3 “NMC Texture Pack” files into either the FNV root directory or the /data folder (check the readme file in the archive for the correct location), then double-click the first one and click the “extract” button in 7-Zip. - Afterwards, delete the archive files. - This is a permanent change to the game’s textures files. The author literally made a new package yesterday which now works with NMM, but we’re already at the mod quantity threshold (130), so this is probably the better way to do it anyway. Find the NVSE file and check the readme on how to install (I’ve forgotten) - Open steam and run the NVSE.exe file, it will load FNV. - Close the game. NVSE is now patched in the game files. Open the FNV4GB archive file and drag the contents into the FNV root directory. - Open enbinjector.ini with Notepad and add “FNV4GB.exe” to the process order (or whatever it’s called) Install the Nexus Mod Manager, following the prompts. Then run the application. - Open the “Settings” and find the “Fallout New Vegas” tab. There is a “command line” option at the bottom. - You need to add the file path for the FNV4GB.exe file to this line. Mine is something like D://Steam/steamapps/common/Fallout New Vegas/FNV4GB.exe. Click ok when done. - At the top of the NMM application you should see “Launch FNV” with a small down arrow, that arrow button will display more launch options. One of them will be “Launch Custom FNV”. That’s the one you’ll always need to use. - Close NMM. The next part I haven’t tested… Experiment #1: - copy everything from the NMM MODS folder to the NMM application’s “mods” folder. - Once complete, open NMM. Check the “mods” tab, if it’s chockas with mods, then don’t worry about experiment #2. if its empty then this didn’t work, close NMM. Experiment #2: - Move all those mods you just copied into a temp folder, eg: …Nexus Mods Manager/temp// - Open NMM again, select the mods tab. - On the left are a bunch of Windows 98-looking buttons. The top one has a green plus, this is “add mod” - First mod to add is the ArchiveInvalidationInvalidated. Once loaded, double-click the mod, it will appear as a checked mod and now in your plugin list. - Now, add every mod one by one (sorry) to NMM. - You can save yourself some time by adding the mods in the same order I have them. I’ll send you an email tonight with a screenshot of my load order... If you add them randomly, you’ll need to re-arrange them later into the correct load order, so up to you. (You’ll need to move the ArchiveInvalidated mod in the load order though) Eventually you should end up with all the mods installed to NMM. Make sure the load order is correct with the screendump and the same plugins are unchecked. Once you’ve done that, close NMM. Install FNVEdit (at this point I’ve forgotten if this is an install exe or an archive drag and drop file…) and open. - When opened, you’ll get a list of your NMM load order, all the checked and unchecked boxes should be the same. Click ok. - FNVedit will now check your load order for conflictions. Wait for “complete” or “successful” in the status bar. If you get an error, we’ll have to sort it out online. - Right-click on any of the plugins in the left panel, move to other > create merged patch. Name it whatever, eg: Merged Patch v1” - FNVedit will now create a new plugin (it’s pretty quick) that will solve any mod conflictions or duplications. Those are what cause crashes. - Click the close button and it will ask if you want to save your Merged Patch. IMPORTANT: In the save pop-up, there should ONLY be your merged patch. If anything else pops up as well, eg: Fallout.esm or HonestHearts.esm, uncheck these. Once you’ve only got your merged patch checked, select save or ok or whatever. Hard yards done. Re-open NMM. Check the bottom of your Plugins load order, your new merged patch should be there. Make sure it’s checked. Double-click the ENB Injector.exe shortcut on your desktop. This will load up ENB. Launch the Custom FNV option via NMM. YOU SHOULD NOW BE RUNNING YOUR VERY OWN, HEAVILY MODIFIED, FALLOUT: NEW VEGAS!! Now go to bed, it’s midnight already. -----------------
  19. Just NMM. I need to learn BOSS, I didn't get it when I tried to wing it. Right now though i've got a super stable load, no crashes, merged patch rom FNVedit and correct lighting (was having problems with nights). woo!
  20. I would vote you a "Nexus Forums Champion" and a little nexus mods icon medal under you avatar. SEE YOU WANT ONE NOW. <---not yelling haha
  21. Sometimes when I generate a bug to cause FNV to crash, I get stuck on the loading screen (no biggie). The problem however I'm unable to End Task FNV. I CAD > Task Manager to get back to desktop, but FNV will sit over my desktop as a black screen which I cannot minimize and I can't see Task Manager or anything else when I alt-tab. Is there a mod or another app I can run to force close FNV in these situations? My only solution currently is to CAD > restart PC =[ thanks!
  22. I also want to mention I am not saying anything against the support in this section of the forum. The replies and information I've seen on other threads is really good and I can tell people do care. It's the Mod Troubleshooting sections that are unfortunately not as active (except maybe the Skyrim one). I know everyone has lives and this is why modders cannot answer 20 questions a day on why "mod x isn't doing y like it should." Maybe something that just acknowledges a user's assistance to a section of the forum (or a specific mod), could help. Like "champions" for the mod (they could be the modder's champions haha). Being a champion of a mod sounds pretty cool?
  23. Realize? You must not have read my second comment. Simply, I put an idea forward for an assistance incentive scheme based on my personal experiences, get told it's not a good idea, reply that something should still be considered, then get told that people are helpful and a scheme is not required, despite my own experience in not getting assistance. Yes I'm a little frustrated, but more so by being told there is no problem/you haven't researched enough. "Work for yourself, find information, troubleshoot on your own. Ask for help only if absolutely necessary, as a last ditch effort." I have done all these things. I have also refrained from providing examples of the lengths I have gone to to fix my issue, because that is not the point of this thread. You all see no issue, so lets not worry about it. Let the beginners flounder in their frustration and assume they haven't been meticulous in their troubleshooting. I'm sure some of them will make it.
  24. You may be able to get quicker advice going to the Darn UI Nexus page and click on the "Forums" button. That will lead you to the specific mod's thread. Good luck.
  25. 14 hours of modding, 45 minutes of playing...
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