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fallingrising

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  1. Google has been tightening its security protocols. This may mean that you have been logging in to Nexus Mods for years with no problem, then one day you change your password or email address and, bam, you are subjected to endless security verifications. This solution worked for me: Go to Settings>Advanced>content settings>cookies. Scroll to the bottom. You will find a block that says ALLOW. Add https://www.nexusmods.com That solved it for me. Hope this helps.
  2. So grateful to everyone! What a great community.
  3. Over the past weekend many players purchased the Witcher Enhanced Edition game from steam yet were unable to play the game they purchased because Steam was not prepared with adequate CD keys. Steam acknowledged that this occurred because Steam was unprepared. In spite of this, steam stands by its policy that it will not offer a refund, even when players buy games in good faith but are unable to play them. This means that Steam refuses to be accountable for its own actions that result in receiving funds from players under what are basically false premises. The premise is that players will purchase a game and be able to play the game once the download is complete. However, steam is aware that they will not always keep their end of this simple consumer transaction. The only way for Steam to be held accountable for what is, essentially, a case of fraud, is for players to commit to the principle that Steam must be the retailer of last resort. In other words, any time players have the option of purchasing a game from a retailer other than Steam, this should be the option of choice. It is up to the actions of players to make sure that retailers are not rewarded for engaging in fraudulent business practices. Players must stand together in this regard to make the gaming world a place where players are not regularly victimized.
  4. Hmm, yes I wondered if the navmesh was still affecting them. Thanks for that tip. I want a simple way to get them off the ground to simulate flying or levitating in interior cells. I also want them close together so that, with collision toggled, they won't be affected by each others collision detection. This works for the player. When collision is toggled for the player, the player can levitate. But even with collision toggled for both player and npc, the npc's collision will still not allow the close proximity of the player or other npcs. At a certain distance threshold they repel each other. I have done this in other mods by scripting their location using setpos x y z etc. When a script constantly updates their location, it will overcome the action of their collision repelling things. I wanted a more free form solution. I have done this in Oblivion mods, simulated levitation just by toggling the npc's collision, and was hoping to do something similar. Thanks for the info.
  5. I am sure others have noticed that using the console command TCL (ToggleCollision), with an NPC selected as reference, does not fully turn off the NPC's collision detection. I am trying to see if it is possible to fully disable NPC collision. I have looked to see if it is a setting in Game Settings but did not find anything that sounded right. Nor did I find a setting in the INI file. Does anyone have any suggestions for where to look or what to do to fully turn off NPC collision detection? Help or feedback is much appreciated.
  6. As often happens as soon as I posted a message I found the answer. I will leave this post up in case anyone else has this problem. I had accidentally installed GECK New Vegas in my Fallout 3 folder. They are identical except for the read me files but they are NOT interchangeable. I was lucky to notice it really. (smacks forehead). I also saw that when you download the GECK at the Fallout sight you don't download the latest version. You have to download it then patch it. Someone suggested that this could be the problem so I did that also. Anyway, working fine now. Out
  7. I have successfully modded Oblivion for years and never had this odd problem. Any esp altered and saved by my GECK installation will not load with Fallout, even though it is checked in the DATA window and in Fallout Mod Manager. Any file created by my GECK installation suffers the same fate. If I download a mod from TESNEXUS it will load and play just fine. As soon as I use my GECK to alter the smallest thing in that file, then save it with my GECK (without changing the file name, textures, meshes, extensions, etc) the esp will not load even though it shows as checked in the launcher DATA window and in FOMM. I have tried reinstalling GECK. It is installed in the correct folder. GECK can load and read the esp's fine. When I alter them, GECK shows the alterations fine. If I save them and re-open them in GECK, that works fine, but the Fallout game does not load them. I have tried different versions of archive invalidation but that does not seem to be the problem. I can run anyone's mods fine, but as soon as I hit the SAVE button in my GECK that mod becomes unreadable by FO3. Anyone have any thoughts or suggestions? Windows 7 Nvidia graphics card w/512 Fallingrising
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