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Everything posted by psycros
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Mod search: the one with the consolidated Pip-Boy info
psycros replied to psycros's topic in Fallout New Vegas's Discussion
I figured it out, or at least I found one solution: DarnUI https://www.moddb.com/games/fallout-new-vegas/addons/darnified-ui-v04 -
I can install player house mods that either add interiors to static structures or ones that create a whole new building. What I can't get to work right is houses that replace a vanilla interior. A good example would be the Abandoned Shack near Goodsprings. If I enable a mod that alters the interior, they get merged...you have the original and modded spaces on top of each other. Is there a way to avoid this issue?
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Years ago I had a mod that improved the Pip-Boy by increasing the info density. It made fonts slightly smaller and consolidated things like character status (one screen instead of three). I thought it might have been Project Nevada but I can't find any mention of these features on its pages (including the Extra Options). If anyone has an idea of which mod this is I'd be grateful.
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I had been running a large Vortex collection and when I updated it a weird bug appeared. I have fully disabled all mods, deleted both my FalloutNV Steam version folder and the My Games/FalloutNV folder trying to kill this bug. I even started a new game and checked to see that all of the in-game options had reset to defaults, although "always run" was toggled on - I don't remember if this is normal or not. The game appears to be 100% vanilla when I'm launching it from the FONV launcher, but the bug persists. What happens is this: when I'm in VATS, after I've queued up some attacks and hit the activate (E by default) button, nothing happens. I can still click the on-screen "Activate" to start attacking but the keybind doesn't work. All other keybinds are working perfectly. EDIT: It gets stranger. I remapped the "activation" key to something else to see if that would work, but it didn't. I then tried mapping back to E and it worked! But that's not the key I really want to use, so I tried mapping activation to a couple others and none of them will work...but E still does no matter what "activation" is mapped to. I've only got 3 files plus the SAVES folder within my FalloutNV folder, which is what I remember from the last fresh install (and Steam says everything is good on its end).
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No matter what I do the mainframe won't let me choose "full region" or "full region - emergency" as options for the power output. With the first it says brownouts are likely and the configuration isn't set. If I pick "full region emergency" it says an overload is imminent and doesn't use the configuration. Trying to activate the reflector array just gives the usual "not ready" message in either case. Picking McCarran and the Strip, Fremont and Westside or Archimedes II saves the configuration. I successfully activated the array after picking McCarran so I assume it works for the other functioning options too. I did spot a nearby substation from atop the tower and got suspicious, so went to check that out. Inside (while being shot at) I found the terminal that activates the substation but it seems you need the power plant at full capacity to bring it online. This quest is rather vague, TBH..the array activation step isn't even a listed goal so I'm wondering if there's another one I'm not being told about. Any help is appreciated.
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How to mod a location in an existing game
psycros replied to psycros's topic in Fallout New Vegas's Discussion
I'm sorry, I realize now I was totally unclear about this. All I'm trying to do is install a mod that alters a location in an existing game save. It turns it into a player home and makes some minor changes to the interior. (I couldn't make a mod to save my life.) -
I'm almost positive that its possible to do this but I've forgotten how and can't find the info after lots of searching. I want to mod a location (a very small one) that I've already discovered. Specifically, It turns a shack into a player home. How do I go about this? Any help is appreciated.
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It could do like the Camping mod where it doesn't touch the skill trees at all but adds it's own that you see when interacting with a campfire. There are a lot of mods that use this style in fact. Holy smoke..I just found out this exists: https://www.nexusmods.com/skyrimspecialedition/mods/17774. Not only that, its integrated into Hunting in Skyrim! How did I miss this?? I'm assuming this is the one that OP says lacks depth, but Hunting in Skyrim is pretty darn deep so...I dunno. Maybe the mod author was limited by the engine and couldn't give the fishies nearly as much love as all them animals I used to skin :tongue: Also, there's a couple more that apparently were never ported from Oldrim: https://www.nexusmods.com/skyrim/mods/16139 https://www.nexusmods.com/skyrim/mods/65613
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I don't disagree completely with Bethsoft's decision to simplify the standing stone experience in Skyrim, but I think they went too far. I suppose that things like runestones and heaven stones might only found in Cyrodiil so I can accept that. I also don't object to not being able to pick up a second birthsign power - that actually makes sense. However, eliminating birthsigns altogether is a retconn I really didn't appreciate. The lore seems clear that birthsigns are common to all races across Tamriel although being able to permenantly change my "birthsign" at will is a bit silly. Worse, they still didn't get the balance right on a few of them..as they are now nobody ever takes once-per-day ability signs like The Serpent. I would love to see a birthsign/standing stone mod that does the following: * A birthsign is chosen at character creation. If character later uses a standing stone of a different birthsign it temporarily alters your birthsign for six hours (somewhat like Oblivion did). Reasoning: this gives someone a chance to grind up skills they might otherwise have trouble advancing. Say you get to level 15 or so and realize that your lack of melee ability is really hurting you. Head to the Warrior stone and get that combat skill advancement bonus for a while and go pound every mudcrab and wolf in sight. If you really, really needed to use a limited birthsign power this would also be a way to do that assuming that you could travel to the stone and then to wherever you wanted to use its power within the time limit. * Ideally, there would be a countdown timer shown next to your temporary birthsign's effect. When the six hours were up your actual birthsign would be restored. * Obtaining a temporary birthsign has a 24 hour cooldown to prevent abuse and also to prevent offending the higher powers. Example: you were born under the Mage sign but really want to be better at sneaking. You activate the Thief stone and proceed to sneak halfway across Skyrim. After six hours your Mage sign reasserts itself and you can't use another standing stone for 18 hours, with one exception: if you use the stone of your chosen birthsign while a temporary one is active it immediately switches you back to your chosen sign. The standing stone cooldown still applies, however. I've taken inspiration from existing birthsign/standing stone mods as well as Oblivion's birthsigns. The goal would be to make every sign viable regardless of what playstyle you go with, allowing for both well-rounded and very specialized builds depending on race + birthsign combos. This is what I would suggest: The Warrior | Deal 10% increased base damage with weapons (i.e. before other effects factored in) including unarmed; +15% skill advancement for combat skills (one-handed, two-handed, block and heavy armor); The Lady | Fortify Health 25 pts; Stamina and Magicka regenerate 20% faster The Lord | Restore 75 Health over 15 seconds once every twelve hours; Fortify Speech 10 pts; Take 20% more damage from fire The Steed | Move 20% faster; Fortify Stamina 20 pts The Thief | 20 additional Armor Rating as long as no heavy armor is worn; All stealth skills advance 15% faster The Lover | Once per day, you can paralyze a foe for 10 seconds; Resist Paralysis 20 pts. NOTE: Resist Paralysis might need added to game, therefore might not be possible Alternative: Resist Magic 20% The Shadow |Once per day, turn invisible for 60 seconds; Fortify Sneak 10 pts The Tower |10% reflect damage; Fortify Lockpick 10 pts The Mage | 30 bonus Magicka; all magic skills advance 15% faster The Apprentice | 50 bonus Magicka; Magicka regenerates 15% faster; 50% weakness to magic The Atronach | 100 bonus Magicka, Magicka does not regenerate, 50% chance to absorb spells The Ritual | Once per day, heal yourself for 100 Health; Once per day, cast Mass Turn Undead; Fortify Conjuration 10 pts The Serpent |Once per day, potent poison at up to 20 ft range (60 damage over 10 seconds). Resist Poison 10 pts; +10% damage from cold Some of these might not work out as well as I'm hoping, particularly if someone is using mods that modify racial abilities. Therefore I am totally open to changes (particularly by anyone seriously thinking of trying to build this little mod) . In any case, I still think its a significant improvement over vanilla and more balanced than other mods of this kind I've seen. I only wish I could figure out mod editing and do this myself but I've tried and it seems completely over my head. I've done some basic scripting and even model editing in a few games over the years but TES tools are incomprehensible to me. Also, something I was wondering: is it possible to add birthsign/standing stone effects beyond the original 13? If so that could make for some really cool options like different effects based on time of day standing stone is activated.
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Actual fishing in Skyrim would be fantastic. They have fishing rods and other paraphernalia laying around and you can encounter fishermen right at the start of the game - the fact that nobody has done this already is really kind of baffling. I'd say that any river should be fishable for salmon and whatever else is normally in there. Other than mudcraps, salmon and slaughterfish I really don't know what other water critters are in the game. I suspect you'd need to add a few different species including eels to make it work. Something like this would go fantastically with CACO if a patch were created. Still bodies like ponds should probably have a different variety of fish than rivers, or at least a different ratio of likely catches. I freely admit to being a fishing nerd in MMOs and in a beautiful game like Skyrim I really miss that. I suspect it wouldn't even be that hard to add fishing-related quests. The only real issue for me is advancement: logically there should be a fishing skill. I've tried to read up on it I'm still not sure if its possible to add more skills to the game or if there's a hard limit and you'd be forced to replace an existing skill with a new one.
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Really wish someone would provide a real fix for this - preferably Bethesda by finally getting a QC team. My setup: Windows 10 running Skyrim SE + SKSE64 Stereo speakers with stereo configuration No audio enhancements, volume leveling, etc - Windows sound control panel defaults only No headphones or mic plugged in
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I love GoG mainly because their games don't force me to run a stupid always-connected program in the background.
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Since I'm stupidly poor this would be pretty welcome prize.
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Vortex only sees one game install, the Steam version of FONV. I also have the GoG version installed. My assumption is that it no longer actually scans your drives for game folder but merely reads stuff from C:\USERS\[username]\[game]. It also won't import my NMM setup for NMM which is installed 100% default on the same drive as the Stream library. The program also looks like its meant for tablets which is pretty silly..not an attractive UI at all, very busy and too many screens.
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TBH I wouldn't mind some Steam cash. I'm dirt poor.
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http://www.nexusmods.com/skyrim/mods/30968/? It claims to be incompatible with Bandoliers - Bags and Pouches and I've been experimenting to see if this is the case or not, but it definately DOES have dynamic speed based on your load.
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A do-it-all immersion mod like Project Nevada where everything Just Works. Why do I have to choose between restoring the much-beloved athletics and acrobatics skill OR having bags and backpacks? Surely this can all be made compatible, esp. since Bethsoft has used the same engine for a decade now. I want the best of Frostfall, Real Shelter, RND, Hunterborn, Athletics Training and CCO/CCB and the gear that enhances those experiences in a single magnificent package that's fully configurable to user taste. If I could have a working encumbrance system - i.e. limitations on the size of items you can carry - that would just be icing on the cake. Oh, and to the maximum extent possible NPCs would be subject to everything I've mentioned. This single megamod or family of 100% compatible mods should be refined, stable and continually supported. It should NOT start screaming about "too many scripts!!" just because it begins to snow at the same time I'm skinning a pelt. I honestly don't think this is an impossible dream considering the strength and ingenuity of the community. Heck, almost everything I'm talking about has already been done - there just hasn't been quite enough focus on compatibility (esp. with the mods that aren't supported any longer). This effort would provide a new baseline for those who want a deeper and more rewarding Skyrim. I know that until someone can pull this off (either through orignal mods or the mother of all bashed patches) I won't even bother getting past the first couple levels. Its just not worth it - the vanilla game is a bigger theme park than World of Warcraft and I can't take it seriously at all. Maybe some of you folks have actually achieved what I'm talking about here but I've been fighting since late November to make this game more than a half-baked console port with very little success. If not for a few pre-assembled mod collections nice people have uploaded I woudn't even be trying anymore. I can't find any good info on how to edit mods, solve conflicts or anything like that. All that the tutorials talk about is adding content to 3D cells and stuff like that..nothing about changing the properties of items, default values, etc.
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Ridiculous number of items on slain targets?
psycros replied to theclawhorn's topic in Skyrim's Skyrim LE
You probably should've started your own topic instead of necroing this... fyi you might want to link to a pastebin of your mod list. Not many people like to download files. LOL, and when I start a new topic you'll complain that "you should have just posted in the topic that's already there!!!" If a problem hasn't been solved then it deserves to be bumped anyway. -
Ridiculous number of items on slain targets?
psycros replied to theclawhorn's topic in Skyrim's Skyrim LE
I'm having nearly the exact same problem but its only with bows and crossbows (and their ammo). If a humanoid like a bandit or gaurd dies he'll look like he just cleaned out the Drunken Huntsman. Not only will they have multiple types of bows/xbows but two or three of each type AND usable projectiles for all. In a few instances I've even seen arrows or bolts of more than one material type on a mob. Finding a dead bandit with three longbows, two hunting bows and a steel crossbow or two is common, and steel or iron arrows and bolts as well. (Oddly I don't think I've seen a mob with more than one type of crossbow on him - more than ONE, yes, but of a single material type.) My theory? It seems like the random loot table for ranged weapons is being applied multiple times for each mob. The bows/xbows and ammo are totally appropriate for the mobs but its like the loot gods let them reach into the goody bag 2-3 times. I've tried removing anything I thought might affect loot tables and either starting new games or loading cleaned saves but nothing seems to fix it. I had almost decided that NPO Crowsbows was to blame but I see you aren't using it..so now I'm clueless :sad: Like you, I also do the bashed patch any time I install or uninstall a mod (and run ASIS if I even suspect loot or spawns are affected). Right now I'm having three issues that I'd desperately love to see fixed: * The aforementioned multiple ranged weapon loot types on dead mobs; * A possible conflict between Athletics Training and something else that causes my jump height to become very small at a random point after I leave Helgen (about half of what it should be, even taking the mod's new limits into account); * Expanded Towns and Cities new shopkeepers intermittantly not offering a merchant dialog; * ETaC intermittantly having missing texture issues, esp. with the interiors of inns and the NPCs who work or hang out there. Morthal was an absolute mess. I eventually just uninstalled ETaC and now I'm going to try JK's cities, which is sad because ETaC's Riverwood looks ten times better than JK's. I fear what Whiterun will be like :ohdear: I've attached my mod list for consideration by those who actually understand Bethesda mod conflict resolution (I sure as heck don't). Its acaully a comma-delimited CSV but the freaking site won't accept that extension. And naturally Mod Organizer doesn't let you export it by load order - only alphabetical. SIGH.. -
I have the exact same problem. I'm using the STEP Extended install that I'd been using for most of January plus a few immersion mods (Frostfall, RND, Hunterborn) and a couple other gameplay mods like Combat Evolved and Apocolypse Magic. A week ago I had to restore my HD to an older image that didn't have Skryim installed at all. Just as before I installed Mod Manager, the entire STEP Ext install and RND..but now RND doesn't work. I can go into MCM and start it, all of its options become enabled and I can tweak them just like before. However, there are no messages or sounds, no stat changes and even the hotkeys don't do anything. I'm completely baffled..it worked perfectly for two weeks when I first installed Skryim with the exact same mods I'm running now (I saved my entire mod list to an Excel file so I knoew exactly what I had installed before). Now nothing I try - reinstalling it, reBASHing, etc - gets it to work :(
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Sounds like some pretty solid updates. I would personally LOVE to see notifications for replies to your comments (with links). As it it now you have to dig through every single thread to stay on top of a discussion.
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I'm overjoyed to hear that we'll soon know when someone replies to a comment. Let's face it - the comment system is used more than the forums because its integrated into the main Nexus site. Its the first line of communication for everyone. Another thing I would dearly love to see is the ability to make fully expanded advanced searches the default for an account. Its annoying to hit that search link up top, click "advanced" and THEN have to expand all those trees. I really miss having the full search dialog right next to the file lists - SO much easier. Basically anything that makes searching quicker, smarter or easier to get at is a huge plus in my book. Regarding the impending sight makeover - please, for the love of all that's good and true, NO FLAT DESIGN BS. Seriously, I cannot express how much this affront to user-friendliness needs to die. Something that I really think needs to be encouraged is documentation within mod archives. Its silly to have to go to the Nexus every time you need to view the info about a mod. How hard is it for authors to stick a TXT file in there? I don't know what could be done to incentivize this but I really think its should be a priority. Maybe have a gold star to show "hey, this modder actually cared enough to include instructions!" And TWO gold stars if its NMM/BAIN compliant. Some kind of badge of honor system. Maybe there could also be some kind of searchable tag that modders who either can't or don't want to make FOMODs could use to request help from others in the community. This could be expanded for other purposes: I could imagine "need" tags like "needs mod manager data, "needs a new developer" (when mods are being abandoned), "needs compatibility patches made", and so on. There could even be an optional new tab on a mod's page explaining the details about what's needed. Wishing many, MANY more great years for the Nexus :)
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You might want to take a look at SM Plugin Refurbish by Strategy Master. You'd hardly guess what it was from the name alone, but here's what the description says: "These esps will stop the official plugins from starting automatically and require you to do certain things to start the quests." Fantastic! Thank you very much :dance: (boy I hope it works, LOL)
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Anyone know of a mod that requires certain conditions to unlock the DLC quests? Example: you must be a member of the thieves guild before receiving the Thieve's Den quest. That sort of thing.
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Is there an item sorting mod that only changes the names of items w/o messing with the actual item properties? I keep trying sorting mods but they all seem to alter things, causing all sorts of compatibility issues.