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OgreSamanosuke

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    Fallout New Vegas, Team Fortress 2
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    Planescape: Torment

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  1. Can't seem to locate any mod that currently does this, and trying to abuse the console to force radiant quests has flat out not worked for me. Basically I wanted either a way to force Preston into giving me the quests for the settlements I'm missing and are quest only (County Crossing, Somerville Place, etc), or flat out flag them as already owned.
  2. I can't be the only person that has noticed or been frustrated trying to add spice to their settlements by manually placing objects like Nuka Cola, food, magazines, newspapers and the such; just to see all but the Nuka bottles fall through whatever they're sitting on the next time you load into the zone. Hoping someone has a way to allow placeables to be set as static so their position is fixed and even a mini-nuke going off wouldn't move them, let alone the weird clipping issues. Either that or fix the models in the first place so shelves are actually usable, because for the most part they currently aren't.
  3. Awesome find, this was driving me batty. For anyone that is having the same problem I'm having and not seeing these options ingame it's because you're calling up the ENBseries options and not ENBlocal. (This seems related to hotkeys designated by your ENB profile, too inexperienced to fix this explicitly.) You can still apply this fix by just going into your FalloutNV folder and opening ENBlocal.ini and it'll be the second to last option or so in the file.
  4. There is no details labeled tab in 0.7.3, so I just copied over the block from the summary window, which is a little more verbose. Removed the entries that were from files that aren't active, and one file Proudspire Dirty Edit is my own personal patch to fix some conflicts in ELFX and Proudspire Manor Refurbished. Also dunno why it's saying Dawnguard needs cleaning, it was one of the first things I did was to clean the ESMs.
  5. Only enchanting related mod is Enchanting Freedom. And I've toggled it on and off to see if it made a difference, which it didn't. How can I get LOOT to spit out a modlist dump? Couldn't find that option. (Using 0.7.3 PR)
  6. Armor has no cap, at least not in the function of amount of armor you can get. Maybe it can only reduce damage to 20% if that's what you mean, but I'm walking around with like 600 armor.
  7. I know you can reach 100% Fortify Destruction, as that's been a long standing trick to get free weapon enchants. One of my friends was the one that reminded me, as he just did it in his game so his Blade of Woe never ran out of charge, and we're both using USKP so it wasn't ever changed in that. To my knowledge, the only stat that is passively capped is Magic Resist never being able to exceed 80%, and probably the same of the other resists. Health, magicka, and stam have no limits as with the old Fort Resto pot trick you could give yourself 2.7 billion health.
  8. It only does it with Fort Destruction anyway. I have 3 +health enchants and 3 magic resist enchants, and those all show stacking fine along with my other sources of them like Lord standing stone.
  9. I highly recommend you get Grass on Steroids, Skyrim Project Optimization, and Remove Underwater Grass in there. Assume you're already running SKSE for the memory patch right? Your computer isn't far removed from mine, and I'm running almost everything you have plus a lot more, except RLO (way too dark on my monitor) and I'm almost always at 60fps. Only a few areas are janky, like outside the Heartfires houses and some poorly optimized housing mods. The only other one I don't have that I can't speak on is Open Cities, though I know it causes lower performance around major towns. But sounds like you're getting it everywhere, not just at them.
  10. I've looked through the few mods I use to modify spells and enchantments, and can't seem to find any logic to this. I put 25% Fortify Destruction on my helm, chest, ring and neck, but only two show up in my passives section of Skills page. When I hover over the helm/chest that show up due to their other enchants, it shows those as the only enchants they have. If I take off my ring/neck, the helm/chest will populate, but then ring/neck won't apply. It's kind of maddening.
  11. Yes, I tried the kill command numerous times, as I said. I tried toggling essential on and off and killing at all phases to get him to stay down, nothing worked. I've since did more digging in Creation Kit to track down exactly what quest starts this (MS01IntroWorldScene) and if any mod I have edits it, none of which appear to. USKP edits Weylin and Margret, but neither are made essential. Something is protecting them, but I haven't the slightest clue what or how. I've even tried random tricks like the bEssentialTakeNoDamage = 0 setting in skyrimpref.ini. He doesn't even act like an essential, as he doesn't ever fall down. If I smack him upside the head he'll just whine at me, put his weapon away for a second, then pull it back out and run at a guard a second later.
  12. The moment I walk into Markarth, Weylin does his usual bit of trying to stab Margret, for some reason she won't die and runs off, often before he's even about to stab her, then he does his usual screaming and goes about attacking guards. Here's the problem, HE WON'T GODDAM DIE. EVER. Since he's constantly fighting, he puts the city on lockdown as per the quest, and I can't start Forsworn Conspiracy or do much of anything in town. He's not essential, as I've tried using console to toggle essential off and kill him manually or through console, neither works. Tried to see if anything modified him and Margret into this bugged state with TES5Edit, but I'm borderline retarded on how to properly use it. I shouldn't have any mods editing Markarth except the Unofficial Patches. If anyone can give me advice on how to get Weylin to die and fix this, or some other method to stop his nonsense I'll take it gladly. Hell, I'll take a crash course in TES5Edit if anyone is willing to see if it is the fault of a dirty edit in a mod.
  13. Hoping someone will know this, as I've been able to find it in the site upon reinspection. The short story is NV broke at some point of me not playing it, bought up the DLC during the summer sale and wanted to go back and play. But game was broke, so after two reinstalls that didn't work, I wiped all my mods out and reinstalled one last time, and it worked. I used FOMM to check my save for all missing files, and replaced them all but one, the armor I was wearing at the time. The file has the super cryptic name of mysteriousoutfit.esp (but wasn't of the Mysterious Stranger), and I can't seem to locate it. It was a set of female focused armor, leather based, that came in like 9 pieces: Coat, Shirt, Pants, Corset, Shorts (I think?) and a handful of others, and was mix and match. So anyone that can tell me exactly what the proper file name is, I'd greatly appreciate it. Scoured both Armor and Clothing subcategories and either missed it, or it's where it doesn't belong.
  14. That's not ambiance at all. That's game mechanic changes. I already have those how I want, as I don't like many of the blanket changes FWE and FOOK make. Ambiance, as in mood and environmental stuff.
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