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niichttt

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  1. On the topic of this thread; It's a technical marvel in all rights, scripting, the various updates that have sort of been drip-fed through to the users before release, it's all been amazing. Same for some of the armor, weapon, and a few setpieces, that were fairly well done. Downsides are writing that varies from "slightly better than the worst of Fallout 3" to "worse than any writing in any mainline title" and I don't think I have to really say that it's hefty task to write for a mod of such caliber, but it frequently falls in its stops and is only picked up by some specifically stellar character writing, which sadly is also dragged back down with the poor writing of the worldspace. But, again, it's a sight to see and take in, and all of the tweaks and fixes to the engine have been a blessing from every part of the team that deserves it. And really, out of all of the things in the mod (before the egregious garbage that's recently come to light), people have really been attracted to non-issue spots. Some people getting angry over a faction that has never really had any chance to be a playable faction, lore wise and logic wise, or outright lying in some rare occasions (e.g. one, very specific, and very relevant user claiming "oh everywhere you walk has you doing a risque act with characters constantly." or having to include irrelevant drama to the mix as well) It's added to the issues the mod has at hand and not in any good way. The need to dramatize something standard for every mainline game in the series, or just never adding to actual, legitimate criticism, will toxify this Nexus to horrible amounts. I unfortunately cannot further support the work myself because of some of the creative directions and decisions in this mod that I've come to learn of through all of my playthroughs. No, it isn't only the Trochili, for their over-the-top 'actions'. But rather some of the far, far more obviously dubious decisions, and the defenses of said decisions. Whether those affect you as seriously is up to you, but I am of the belief they were handled 'poorly', to say the absolute least. Hopefully this will set a standard; background check those you choose to befriend or work with. Regardless of notoriety on the Nexus.
  2. I can confirm that this is caused by Slow Death. Another user (@taberone) contacted me via PM and confirmed it as well a bit far after the date I originally posted to avoid necro'ing this post, but I never got the time to investigate myself until recently. The likely culprit for this issue is the 'SlowDeathBEScript' script.
  3. Yeah, I had read through that issue and realized it was more of the issue with post-processing mods or a-effects overlapping or not being able to work properly in certain areas of cells. It's odd though because it's specifically on corpses as entities, even those untouched by mods (example being the Drowned Vault Technician ghouls in Vault 34, they're invisible.) But usually this issue causes any entity within that area of the cell to be invisible, the PC, NPCs, companions, and so on. I had uninstalled Dynavision 3 and completely deleted my save files, and then started up a new playthrough and it still had the same issue, in tandem with me disabling the previous mods I downloaded (AWOP/Nevada Skies Redesigned). I also do not have ENB enabled, only ENBoost following Gamerpoet's and the Mod Conflict Wiki's settings. Which would rule that out. Not an issue with overlapping mods, as various corpses from the base game or separate mods will have their corpses disappeared, and has been thoroughly checked through in xEdit to ensure this is true. Obviously not an issue with BSA Redirection or Archive Invalidation, since the NPCs can be seen fully when resurrected. Not an issue with V3.0 Shaders being enabled and the shader package 17 'transparency fix' doesn't solve this either. Didn't act ignorant either, and didn't touch any of the dangerous INI settings. Decided to wipe it back entirely, not a clean install but removing any severe mods, FOMODs, etc. outside of VUI+, UIO, NVSE, JIP LN, etc. basic UI and scripting capability mods that would not interfere with corpses specifically, of all entities. Still an issue. The only conclusion I can come to now is that this could be file corruption (I don't know how or especially why specifically with corpses, though), the amount of plugins and assets bearing down too heavily on the engine (doubtful, because I have constantly gotten a clean 60fps with no drops fairly often outside of major settlements, while far underneath the new plugin limit, with little crashes and stutter issues at hand.) Or it's just one of the possible cumulative effects you have when a modded game directory is up for almost a year, going through multiple large mods such as FNC, DUST, etc. that have likely left files in, even though I've repeatedly checked after uninstalling them to not leave anything behind that could cause an issue like this. Regardless, I've done a clean install and will attempt to capture when and how this happens in the future. My only lead on this would be my last two paragraphs, since this seems more like an issue with the engine rather than any separate individual issue caused by another plugin or asset, etc. Thank you for your help with this anyway, I've had this issue with FO3 in the past and I've still been needing to do clean installs for this very reason every year or so. Hopefully sometime soon I'll be able to stress test my install and attempt to understand why this is further without running into the more obvious and solvable issues.
  4. SOLVED: Caused by the mod 'Slow Death.' Hi, I'm having an issue with regards to any type of preplaced corpses in game, regardless if it's from primary ESMs for the game, edited ones such as NVR3's McBain's corpses or Ringo's sacked caravan guards, or even entirely new preplaced corpses such as Mojave Travel's Wanderer corpse near the motorcycle, or AWOP's explorer corpses in it's dungeons, turning entirely invisible and having no physical form to interact with, but can still be opened/searched as a container. Haven't been able to pinpoint this down as it was only an issue very recently since I only a few hours ago started a new playthrough, only adding onto it by downloading Nevada Skies Redesigned and redownloading AWOP. Wasn't an issue in my previous 100+ hour playthrough with 220~ mods (I have the plugin limit fix and my system runs comfortably with all of them, no memory issues), or my full New California playthrough. Unchecked and rechecked Archive Invalidation on MO2 and FOMM (alternating between either, not both at the same time of course), and ensured there weren't ITM records in the aforementioned mods, specifically any of the corpses. Removing AWOP, it's patches (Qwinn's NVR3 patch and Spice of Life patch) and Nevada Skies Redesigned, and even starting a new game afterwards didn't solve the issue. And since there haven't been any topics on the forum similar to this issue, I decided I'd post this up. This also isn't a 'body replacer missing a mesh or texture' or something similar. The corpses are entirely invisible, head to toe, regardless of the armor or lack thereof. They cannot be shot, will not gore, cannot be moved physically with the grab key, and only can be interacted with as a container. I can stand in exactly the same spot and not be invisible either. EDIT: Resurrecting the corpses makes them fully visible, even after they are killed as well. Images here: https://imgur.com/a/UIcHA0u Load order: https://pastebin.com/CNmLX5cs (215 plugins enabled, 220 total)
  5. Ah, okay. I knew you could modify the derived stats that come from having your limb health reach 0, which then automatically enables them, but didn't know about the inability to alter the formulas. Thank you.
  6. I'm trying to change old penalties/add new penalties to having a crippled limb, and while it's possible to do this with the 'Concussed' actor/base effect for head crippling, I can only find the spread/aim wobble increasing effect for arm crippling, speed mult penalty for crippled legs, and the stagger mult penalty for the torso. I don't see any actor/base effects for those conditions, such as the -1 END gained from having a crippled torso, or lower melee/unarmed damage with crippled arms, and was wondering if it is possible to modify these stats, or if they're hardwired into the engine itself.
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