Jump to content

SpartanXZero

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by SpartanXZero

  1. As a user of Acro's 3BA I've tinkered a bit with all these settings an see some measure of success an plenty of failures before resetting an reworking. I do have some questions regarding the float, valid ranges and standard float range. As some categories are not simply 0 to 1 ratios (0.00 to 1.00), which act more like a percentage. While others appear to work, with ranges beyond 0 to 1. Is there an absolute range limit like you would find in the generic constraints for xyz? For example, Restitution. I've seen postings regarding the valid range being limited as a 0 to 1 range, yet this document (which often is cited as the page to work from) shows that range can be any? Is there a agreed range of what seems to have the best application of results, without going to far off the curve. Such as 0-100, or ? An as far as the example goes.. any of the categories that suggest any float valid range. Would they also adhere to these constraints, an if so when would a valid range become extreme, or simply no longer register? Here's an example of one of the bones I've tinkered with. Trying to get a semi-realistic leg that reacts with a proper impact effect from movement or collision. I've marked the locations in the bone listing with ? for uncertain ranges. When first applied In game they appeared to improve, but lowering them now seems to have minimal effect or change.
  2. Alright so, I've kinda been hunting around for a way to slow character level progression. Since I find I level up far too quickly to explore everything properly and end up being overpowered for the quests, locations and or mobs. I've seen various mods that apply aspects to what I was thinking on but they either swing the pendulum too far one way or another. Am aware of mods such as Experience, Uncapper, Sleep to level up, as well a variation for Ordinator to slow down level progression. These are all great, while I can play with the ini's to tweak various rates to strike a better balance I'm still finding somethings missing. My idea is to provide these goals. Leveling through quests/exploration as the bullk provider to leveling combat xp, reduced to small fractional gains, modified by level of mob vs level of player. With some way to cap out after X kills of same leveled mob. (This way players don't just continuously kill level 1 skeevers all day long in order to level up) Skill progression (uncapper does provide the base of what I'm looking at) Capped at a variable based on level of player, so level one player doesn't grind out to skill level 100 by repeatedly using a skill endlessly. Perk unlocks Hybrid Reward system from skill use progression and a variable multiplier for level Every 10-15 levels in skill rewards perk Every character level rewards a % variable multiplier perk? (so say 0.2 x level = every 5 levels gain additional perk) Now I would like to know if it's possible to have Perks rewarded without leveling up? If a character grinds out various skill trees to the restricted level maximum they should gain the perks without needing to "level up" This way character development would reflect a more natural on the job progression. Leaving the health/stam/magicka and other benefits coming from actual level ups. Now if this is doable with the mods above, or a mod I'm missing, I would love to know how I can do this.
  3. Thank you sir for this post.. as I had been wracking my brain to why this occured with Aela as well.
  4. Per the install instructions in SKSE64 archive, did you put Skse64_loader.exe skse64_1_5_53.dll skse64_steam_loader.dll in the same directory as SkyrimSELauncher.exe and SkyrimSe.exe did you follow these instructions? And hey, thanks for the advice anyway! So what files were the issue for you. I have this exact same error, as well have followed the same steps as you had and still get the error code.
  5. Thank you for those ideas. At least that will potentially give me some clues to read the inventory without opening the character, if I already know that NPC is fracked. It could help narrow it down some. I was unaware of those console commands. I'm late to the Skyrim party so to say, I've only had the game for less than a year, and only spent half that actually playing on an off, decided to just dive into figuring out the modding aspect to get the full bang for my buck experience. So many games to play, so little time to finish them all. :) On another note, after messing with load orders and recompiling with LOOT a few times, junking a few redundant mods and useless mods (taking up an esp slot for next to no actual immersion experience). I also eliminated Amidians skyforge weapons (since every item will not register textures showing up as purple, no matter how I structure that mod in my list) I haven't had a re-occurrence since. Also, same save game that had the NPC shopkeep at the Huntsman lodge who crashed when interacted with, no longer crashing. This is not to say that CTD won't resurface somewhere else, so far, so good.
  6. Hello, relatively newbie mod user here, I've been on n off modding my game from small scale to large scale with relative success (an plenty of failures in the learning process) for the last few months on n off. I've followed the STEP process, following the CORE build then branch off from there to tailor the mod more to my liking. Now my issue. Is a CTD with inventory or shop inventory interaction. It's not constant, and appears to be random with a few minor cases. I should also clarify it's also not an actual CTD, but simply locks up the moment I interact. the UI switches to an inventory framework, but locks up before showing any items. So I can't exactly narrow down to if it's a particular item from content added, or simply generic content of particular note. I have a strong notion it is item related, as it seems NPCs that have sparked the issue tend to be bandits, wearing fur/hide equipment, but I could be wrong. I did uninstall gear content mods, in hopes the issue would clear up. In one particular incident I had happen during a savegame on a followers quest line. The save started me in whiterun and involved going to a cave system bandit hideout. To which I removed mods and attempted to repeat but the issue with the same particular NPC kept occurring. To which I concluded 3 notions. 1. The content mods were not the issue. 2. The savegame had already pre-generated the gear in question to which mod removal didn't clear the issue, even if the item(s) causing the CTD were removed. 3. Something completely different than what I'm thinking it could be. NPCs that have so far generated the problem. Bandits in cave southeast of Whiterun from Jenassa's questline. NPC shopkeeper in the huntsman lodge at Whiterun. So, if it's items, I'm guessing it's either leather/hide/fur, or bow/arrows. Any ideas on how to find the culprit breaking my game?
  7. How did you resolve your issue? As it would seem I've currently encountered this recent issue, always with inventory interaction, either as NPC loot or NPC shop. Nor the same individuals (in regards to new games).
  8. I totally love this idea. Melee option would start with default combat knife, with a damage variable based on positioning of attack. front / flank /rear. Also an adjusted variable for targets wearing armor or robotic/cybernetic (none/light/combat/heavy/robotic/etc). Various new melee weapon cat types. Alloy, Laser, Vibro, Psionic. Each type having unique dmg profiles suited best for certain target types. Alloy (simply a stronger combat knife variant, early tech), Laser (next gen tech), Vibro (armor pen vs robotic/cybernetic), Psionic (higher dmg vs psionic aliens, does nothing to robotics/cybernetic) Could even include a sword option for specific soldier classes; especially in LW mod, combat swords could be options for Scouts / Assault sub classes as well any Psionic enhanced. This would require a 3rd weapon slot option for melee only
  9. New Mission types Pilot extraction - interceptors downed by Alien craft, could have a % chance of pilot survival. A team would have to extract the pilot before either Aliens, or EXALT agents capture him. Team must extract pilot safely or risk the captured pilot revealing XCOM base location information from torture. Bonus reward for mission success, additional SPEC soldier the pilot would be looking for payback.This could be turned into a 2 part mission if parameters were set for certain conditions during the 1st part of the fight. If the pilot was successfully extracted by the enemy (Alien or Exalt) there could be a follow up rescue mission? Alien Crash retrieval - A % of Crash missions landing in urban/populated areas could add civilians to the zone that need to be safely cleared from the crash site. Could add​ in a small perk for panic reduction based on how many civilians were safely rescued.Alien Assault on military base - NPC soldiers engaged with the Aliens, severly outmatched, but still fighting. Could be an interesting twist on a civilian rescue mission. NPC soldiers would engage Alien targets, but would be less effective than rookie XCOM soldiers and easily panic'd. Bonus panic reduction as a high success could have a dramatic panic reduction. Bonus perks could be a random mix of additional new soldiers enlisting, or single experienced special ops. Gameplay/Interface Team Designations - While I realize thinking this idea is a simple one, I'm sure it's not for modders to devise. I do think it could give players a real quick formula to maintain squads that are tailored for unit cohesion/progression, as well some immersion to the gameplay. A roster setup for players to design and save Pre-set squads under a unit designation. This would most likely result in some additional menu option under the barracks as well mission launch team selection windowsSquad setups would be assigned any labelled designation players would like; Alpha Strike, Delta Force, SWAT1, SWAT2, etc.. Would allow players to build preset teams with class mixes that are best suited for handling specific mission threats, or simply A, B, C, D etc.Wounded team members in the infirmary, selecting the designated squad would still fill out the team loadout with the remaining active members (ready or fatigued) for active service. Any spots that wounded members would take up, would remain empty so players can quickly sub in missing personnel. More Voicpacks Halo series (Chief, Cortana, Red v Blue, Church, Caboose, Sarge, etc) Mass Effect (Miranda, Liara, Garrus, Jack.. etc.) Borderlands (Tiny Tina) Battlestar Galactica (Boomer, Starbuck, Six, Apollo, Adama) Firefly (Captain Malc an the crew) Additional armor models (either a default armor, or setup for specific types) ODST/Halo armor/helmetsMass Effect armor/helmetsColonial Marines (Aliens)Imperial Guard (Cadian/Kasrkin)More Helmet variations, Nightvision goggles, Balaclavas or half masks with skull motif's
  10. First off, before I ramble about my idea. I love this long war mod, adds so much more depth an longevity to this already great remake of the old classic title. It's absolutely brilliant in it's scope so far. An I love the current idea of Exalt having a way to "levelup" in competition with the players. I'm not sure if this is already on the table or works for the LW project crew. So here's my idea... To include a system for players to design and save Pre-setup squads under their own unit designation. This would most likely result in an additional window menu option, as well a squad selection/designation build in the barracks view. These squad setups would be referenced to whatever designation the player decides to use, be it Alpha Strike, Delta Force, SWAT1, etc.. This would allow players to build preset teams with class mixes they've selected for rapid setup at the launch window. They could setup these teams for handling specific mission threats, or simply A, B, C, D etc. Maybe they have specific soldiers that would be more practical for certain mission types such as Extractions, crash recovery, assaults, terror attacks, base defense, etc. Now, even if there are wounded members that would be on a preset unit roster in the infirmary, selecting the designated squad would still fill out the team loadout with the remaining active members (ready or fatigued) for active service. Any spots that wounded members would take up, would remain empty so players can quickly sub in missing personnel. While I realize stating this idea as a simple one, I'm sure it's not for programmers/modders to devise. Yet I think it would give players a real simple formula to maintain squads that are tailored for unit cohesion/progression, as well some immersion to the gameplay. Feasible or to difficult?
  11. Suggestion, for future additions to XEW:LW. Pre-built squads, not so much as the mod that remembers the previous team used last; but allowing players to make preset rosters listed by a unit designation. Referenced by whatever designation the player decides to use. Alpha Strike, Delta Force, SWAT 1, etc.. This would allow players to setup units of pre-made class mixes to quickly be setup in the launch window that are designed to handle specific mission threats. Extractions, crash recovery, assaults, terror attacks, base defense, etc. Now, even if there are wounded members in the infirmary, the active members (ready or fatigued) will still fill out for active service. Any wounded members spots remain empty so players can quickly sub in the missing personnel.
  12. I would like to make a request from any modders that are good with making voice packs look into building some more voice pack mods to add into LW. Male an female, specifically female characters modded voices are lacking. Halo series (Chief, Cortana, Red v Blue, Church, Caboose, Sarge...) Mass Effect (Miranda, Liara, Garrus, Jack.. etc.) Borderlands (Tiny Tina) Battlestar Galactica (Boomer, Starbuck, Six, Apollo, Adama) Firefly (Captain Malc an the crew) just to name a few, an thank you to whoever takes this up. Also anyone modding up more armorset models? Would be kinda cool to see some ODST/Halo/Mass Effect armor sets introduced to the customizable options.
×
×
  • Create New...