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cronodevir

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  1. Simple as the title says. When I use the command scrapall, the game crashes as soon as I close the console. Any ideas what causes this? Active Mod Files:
  2. I am using the latest f4se. When I run the game it says my game version is 1.10.26, but f4se expects 1.10.20, and then it disables MCM, and I am sure some other mods don't work now either, for example, none of the hotkeys for place anywhere work. So does f4se support the latest version of Fallout 4 or not? Edit: Wow, so, I did my mod setup yesterday like 30 minutes before MCM was updated to 1.10.26, and thats what the error was for. I had just missed it, heh.
  3. Yeah, I am thinking of doing a mega dungeon hub type deal. So there will be one entrance into the hub on the surface which may have like an npc or maybe a whole tavern type deal, and then from there would be various ways into new dungeons. Possibly connected to vanilla dungeons. ie. spider web dungeons. That way I only have to alter the world space once, and then add doors to a few vanilla dungeons.
  4. So, with SE out and things going smoothly I have decided its time to make and release something. I have always liked making dungeons in morrowind, oblivion, and skyrim, though I have never released anything. I am considering doing it for SE. But, my main concern is how to implement them. I like what Forgotten Dungeons has done; but that takes up a lot of real-estate in skyrim. I have thought of doing the same but just having smaller doors around. I have thought of modifying existing dungeons and adding doors to sub dungeons. I have thought of making all of the dungeons enterable via reading books you collect (thus using up no worldspace and making dungeons random in how you find them). And I have thought of adding dungeon entrances outside of the skyrim worldspace, that is, you walk the roads outside of skyrim and just past the gates would be a new bit of landmass (very small) with dungeons entrances. I have thought of making one entrance to a hub and the hub would have more dungeon doors as I add them, but thats kind of boring, however I could work with that and make a story out of it. ANother way to do it would be to do a system how the (forgot the name of the mod, I think a world of pain?) dungeon in New Vegas was with the various redoubts connecting to new dungeons and old ones. So you would have a hub with like 6 new dungeons that you could enter, but each dungeon would also have a second exit/entrance located within an already existing dungeon. So a big system connecting a few vanilla dungeons together via new intermediate dungeons I make. Some things I want to keep in mind are: -We are talking 4 maybe 5 dungeons (big ones, 4-5 big cells each), depending on how much I get done. -I want them all radiant enabled. Which is why the book dungeon idea may not work very good.. "Hey, can you go find my lost iron ingot? its located in the book "Joe's Booktrap Vol. II" .... which is sitting on a shelf in Muzlft." Though, another reason I like the book idea is because I fancy myself a poet and I would have a poem sort of describing the dungeon. There are pros and cons for all of the ideas I gave, but what would you guys suggest? By the way I am not the best at the CK, I can snap peices together with the best of them and I used to do level designs in the Unreal Engine so making dungeons is my thing. This means there won't be elaborate quests in them, just pure dungeon crawling.
  5. Are there any mods that let you adjust the XP towards leveling up that skills grant you? Example; I may want to level up blacksmiting like normal; but I don't want it to contribute to my overall level. Or I may want to level up slower overall. I know there was skse plugins that did this but there was also .esp mods (SkyTweak specifically) that may not have required skse. Do such mods exist yet?
  6. You saying I can just slap in version 2 and thats that? Worth a shot I suppose. Edit: It does say requires SKSE when you dl it, will try it anyways. ===== Okay, so SkyUI does work, for the UI. But you still cannot place items into containers using the mouse. :( I installed it without the skse plugin so I don't know what effect that will have.
  7. Is there a mod for Skyrim Special Edition which lets you put items in a container with mouse click (and not ****ing R)? Started up a nearly vanilla play through of Special Edition today; nearly rage quit when I go to a chest and spammed my alchemy ingredients with the mouse only to find that I <retracted> ate them instead of put them in the chest. Attempting to "equip" some iron ingots instead of putting them in a chest was the last straw. I won't be playing Skyrim again until there is some mod for this stupidity. It is even more tarded when you realize mouse click lets you take items from chests in the first place. Is this really how bad the vanilla skyrim UI was back in the day? I never played without SkyUI. Why would -using- items even be an OPTION in a chest gui?
  8. IS there a mod for Skyrim Special Edition which lets you put items in a container with mouse click (and not ****ing R)? Started up a nearly vanilla play through of Special Edition today; nearly rage quit when I go to a chest and spammed my alchemy ingredients with the mouse only to find that I <retracted> ate them instead of put them in the chest. Attempting to "equip" some iron ingots instead of putting them in a chest was the last straw. I won't be playing Skyrim again until there is some mod for this stupidity. It is even more tarded when you realize mouse click lets you take items from chests in the first place. Is this really how bad the vanilla skyrim UI was back in the day? I never played without SkyUI. Why would -using- items even be an OPTION in a chest gui?
  9. Even when they are not robots. I have had wild mongrel explode, as well as super mutants, raiders, bloatflies, etc. It only happens like 50% of the time and they all explode as if they were legendary robots. I get rads, I see the exploding animations and sounds and the area is irradiated after the fact. So, proper nuke explosions are happening. I have no perks from the vanilla game that add an explody effect, nor do I have any weapons or gear that does. It has happened with 10mm pistols, hunting rifles, laser rifles, and so on so weapon choice is irrelevant. I think it has even happened when a companion kills an enemy (codsworth, piper..) None of my perks say anything about nuke detonations for enemies either. I am not sure this is a glitch, it feels more like an effect on me thats simply not written down anywhere. It doesn't happen on a new character. I am also not wearing power armor. Not actually a bad thing, would be a cool game mode.. I just wished I knew why and how to prevent it. I don't believe any of my mods add such an effect but here is my mod list anyways: GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 SpringCleaning.esm=1 DLCNukaWorld.esm=1 ArmorKeywords.esm=1 Unofficial Fallout 4 Patch.esp=1 Homemaker.esm=1 TrueStormsFO4.esm=1 BetterGenerators.esp=1 BrighterSettlementLights_ExtraBrightv1.1.esp=1 CBBE.esp=1 CarryWeight500.esp=1 CarryWeight25Strength.esp=1 Classic Fallout Music.esp=1 Companion Infinite Ammo.esp=1 CraftableAmmo.esp=1 CraftableAmmo_plus.esp=1 Easier Hacking - 1 Word.esp=1 Guaranteed Pickpocket.esp=1 dD-Enhanced Blood Basic.esp=1 dD - Limited Blood Decals.esp=1 Faster Terminal Displays (20x).esp=1 Fr4nssonsLightTweaks.esp=1 LegendaryRarity50.esp=1 LegendaryAllDifficulties50x.esp=1 PipBoyShadows.esp=1 100%pipboyshadows.esp=1 100%Shadows.esp=1 Pinkhl50%NoShadows.esp=1 LongerPowerLines3x.esp=1 LoweredSprintAPDrain.esp=1 Perk Magazine Material Fix.esp=1 SC_ExpandedScrapList.esp=1 TrueStormsFO4-FarHarbor.esp=1 TrueStormsFO4-EarlierSunsets.esp=1 TrueStormsFO4-EarlierSunsetsFH.esp=1 Unlimited Sprint.esp=1 Workshop_Planters.esp=1 LegendaryModification.esp=1 LegendaryModification2LM.esp=1 LegendaryModificationCSA.esp=1 LegendaryModificationGroknak.esp=1 LegendaryModificationMisc.esp=1 LegendaryModification - DLC Far Harbor.esp=1 LegendaryModification - DLC Far Harbor (2LM).esp=1 1. My Quiet Island.esp=1 NEST_BUNKER_PROJECT.esp=1 Armorsmith Extended.esp=1 FogOut.esp=1 move that workbench!.esp=1 BetterJunkFences.esp=1 DD_All_the_COncrete.esp=1 BetterShackBridges.esp=1 SSEX.esp=1 Elys - SettlementBuildMaxSize.esp=1 Northland Diggers New.esp=1 OWR_CraftableDecor.esp=1 OWR_CraftableDecor_CW.esp=1 OWR.esp=1 SatelliteWorldMap.esp=0 mso_sms.esp=1 UncappedSettlementSurplus.esp=1 DarkerNights.esp=1 TrueStormsFO4-NukaWorld.esp=1 DarkerNightsDetection.esp=1 BetterNightVision.esp=1 AutomatronUnlocked.esp=1 Buildable_PAFrames.esp=1 moreoil.esp=1 Nuka World Bot Fixes.esp=1 TraderShipments 2.esp=1 th1nkEyebot.esp=1 th1nkEyebot-WeightlessMiscMods.esp=1 th1nkEyeBot-FarHarbor.esp=1 th1nkEyebot-WeightlessMiscModsFarHarbor.esp=1 th1nkEyeBot-OWRBAddon.esp=1 ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1 SettlementAttacksBeyondFH.esp=1 SkjAlert_All_DLC.esp=1 DLCFixes.esp=1 Merged Patch.esp=1 CROSS_Jetpack.esp=1 SurvivalOptions.esp=1
  10. Enemies are terrible at reacting. Is there any way to fix this? I currently play a caster character, my form of attack is on-touch damage spells. I am pretty strong at it, I kill most characters in one hit (fire/ice/spark 20pts for 5s on touch (so, 60pts for 5s). So, its pretty nasty). One of the issues this has brought up is enemy reaction times. Enemies simply don't attack me until a few seconds after I am very close to them. I can even click on them and it says "this person is in combat".. then they become active a few seconds later. Normally if my spells were not 1 hit kills it wouldn't be an issue because they could react and attack before I kill them. Since I kill most npcs in one hit (I even killed Dagoth Fovon in one hit), there is no real engagement to be had. One of the mods I think may be bringing this issue out more along with my touch of death is that I am using a faster movement mod (only the fast option) so I do tend to get into melee range a lot faster than in vanilla morrowind. This would further shorten their reaction window. The game is by no means easy, I still die pretty easily, and my combination of mods gives most npcs some very nasty spells. (I can post modlist if need be) It is just that often times I can run up and slay npcs before they can do anything. If they are in a group then maybe they will get some hits off. Is there any way to make them react sooner? This goes the same for creatures as well. Bah, maybe magic is just too OP for this very reason.
  11. I see, basically nothing can be done, heh. I did all of that before posting. Thanks anyways. I will enable papyrus logging to see if that gives any insight when the next crash occurs. Edit: Welp, I removed Safety Load and then this happened. Wow, every bug I have mentioned in this thread has occurred for the first time since skyrim has come out. I think some combination of mods I am using have updated to become broken or something. I have been using basically the same combination of mods since 2011. While the game is as stable as it has ever been, I am getting weirdness like this. Another example, in Bleakfalls barrow I was getting "warped" around a lot. You walk through a door way or something then suddenly you are "pulled" back a few meters over and over. I also kept getting "pushed" through the dragon claw door. Lots of weirdness. http://i.imgur.com/F6CYC6a.png Well, restarting skyrim fixed this texture problem. Strange. How can a program randomly fail to load resources sometimes and not other times? Edit2: Actually, no, that didn't fix it. Some weapons were missing textures on the second load. So now, my skyrim is failing to load all of its resources... because I removed saftey load dll. That is annoying. Edit3: This is also a thing, but it only happens around this area of the pale. (Near where Aamers Refuge is), some of the grass bugs out depending on which angle you look at it. http://i.imgur.com/eeeMxID.jpg
  12. Rather than start a new thread I figured I would stick in my current one. I have a new issue. Every once in awhile my game crashes when I -exit- my inventory. It isn't reproducible however I am very sure it only happens when I favorite an item and then exit the inventory. It happens maybe once per play session. (Each play session lasting 4-6 hours.) I have no custom mods that touch the favorites system other than SkyUI. Most commonly it seems to happen when favoring potions. As soon as I hit esc the game quits to desktop. Active Mod Files: I found this at the bottom of my skse.log [06:23:47.363] [SkyUI Active Effects]: Missing icon [06:23:47.363] elapsed: 0.01904296875 [06:23:47.363] magicType: 4294967295 [06:23:47.364] duration: 6 [06:23:47.364] magnitude: 0 [06:23:47.364] subType: 20 [06:23:47.364] id: 3641247600 [06:23:47.364] actorValue: 4294967295 [06:23:47.364] effectFlags: 270538757 [06:23:47.364] archetype: 1 Could that be the cause? Everything before this is just saving logs. I will change back to the default SkyUI icon set anyways.
  13. Nah, I got it fixed. I edited my post above. Thanks for your help though. Actually, I do have a bit more of a serious issue. The mouse doesn't work in the MCM, only keyboard. :/ Nevermind it just "fixed" itself.
  14. Don't have any of those mods in that forum thread (I have read about a dozen therads on here and reddit and step about this so far, still nothing.) I could try disabling mods but that is such a pain in the butt having to redo every patcher and the bashed patch every time I disable and renable a mod. That is easily 10 minutes per mod. This exact mod setup has worked, there is nothing new about it other than a reinstall. I guess I'll try it without the patches first. Edit: Well, that was easy, it was Grassification_SFO.esp ...right at the bottomish of my load order (hours of work averted!). It isn't missing any masters or anything so I don't know what the issue is. :/ Edit2: well, turns out I had it installed incompletely, didn't have the ini edits required. However, even after adding them proper it still hangs at the main menu. Dunno what else I can do. Will update if I fix it. This is actually one of my favorite [top 5] mods too :/ Edit3: Fixed it. :D Apparently I had the wrong SFO version, I downloaded the "no grass" version because it says that it should be used with grass mods... grassification is a grass mod. But, the normal version is required apparently. That is kind of confusing. Anyways. Game loads fine now. (Watch there be another issue when I start a new game...(Miniedit: heh, there was another issue, the light in RaceMenu doesn't work :tongue:))
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