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lincolnshooter

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  1. AE is just SE >1.6. On GOG its all AE, its just with and without the additional DLC. Personally I'd suggest just getting it without the additional content as its kinda meh, the good stuff (e.g. Kingath's bard college) is extra. In short unless its a mod which needs those official DLCs (which I doubt any will as there was some issue regarding those sorts of mods being published) I doubt it'll be an issue.
  2. So I had a set up that I thought was good so I boot up using alt start and open some containers and notice that after I close a container it immediately opens again, before being closed again. Odd I think, perhaps online guides will help. None did, but one last hope was script lag. So I used Elephant's Script Latency Tester and the lag went from ~60ms to over 1000 when opening a container. Papyrus logs didn't show anything of note. I've attached everything I can think of. Load order (aka MO2 right panel) MO2 mod list (aka left panel) Papyrus log modlist.txtist.txt Papyrus.0.log
  3. Trying to load up a mod that needs all the DLC as masters and I am getting this issue.
  4. Hi, I was wondering what the best way to add existing vanilla animations to weapon mods which lack 3rd person power armor animations. This is a stop gap for mods which lack correct 3rd person animations, while not close to ideal they would allow for functionality where there currently is none. I am trying to fix an issue with my larger weapon replacer mod and this is an issue for some of the weapons. EDIT: for an example of a mod which did this the 1897 mod used the lever action animations for third person power armor. EDIT2: testing out some weapons to see those with an issue it seems like a heck of a lot are like this, perhaps somehow disabling them in power armor may be easier? EDIT3: Yeah I think there is a reason people haven't tried to do this, 3rd person power armor is pretty broken, ok new plan disable the weapons in power armor Thanks for any help.
  5. OK so I assume you mean by this attach this script (as is?) to the weapon (see images). I imagine I need to modify it such that these are not in red? If so what parts need to be altered. Thanks
  6. Hi, I primarily "make" replacer mods and I was wondering if anyone knew about scripts and the like. Basically users have reported issues with weapon mods I've added to my levelled list replacers not working correctly with power armor. This is the case, however as I don't play with power armor I didn't notice. Anyway I either have to remove the weapons (they're good so I'd rather not), create animations for power armor (sounds like lots of work) or somehow make it so people cannot use the weapons in power armor. Now I think this is a good idea from an immersion POV anyway, but its also a quick solution to this problem. Perhaps attach a script to weapons which runs on equipping that checks if the player is wearing power armor and displays an error in the top left of the screen and unequips the weapon. For NPCs a similar script could run but this time it could alter their weapon (I assume add an item and equip? perhaps this "item" could be a dedicated levelled list which could be staggered by level) so they can actually fight the player. Any thoughts on the viability of this approach? And and advice for how is actually best to do something like this from a scripting POV (e.g. are there template scripts I could adapt/etc). Thanks
  7. I suppose an easy way to "lore" the lower powered ammo is poor storage and powder degradation, and while that tends to have the opposite effect irl perhaps the powders used in the fallout universe degrade in a different fashion, after all it is probable that it the resource wars alternative powders were at least experimented with if not used for large volume of fire weapons like miniguns
  8. Basically I am getting tree lod reflections acting strangely despite the ENB and SSE fixes being enabled. https://modwat.ch/u/justaredditsock This video should clearly illustrate what I am seeing. I've tried searching for this issue but results seem to revolve around people having black boxes as reflections which is not what I am having.
  9. "hopefully it releases before the next fallout game is released." - Don't worry if we ever get another fallout game we'll no doubt have no desire to play it.
  10. Hi, I'm trying to diagnose a crash, the last part of my papyrus log is filled with lines reading "error: Unbound native function "ScanCellNPCs" called", does anyone know what mod could be causing this? Or of any mods that use this function. Thanks.
  11. Unfortunately this occurs with the official plug-ins as well
  12. I checked the integrity of the game cashe of creation kit and all files are present, as they are for the base game
  13. I recently made a merged patch and was told (by the program) that I need to rebuild navmeshing. So I load up the creation kit (something I have not used) and do the standard things (allow multiple masters and add the dlc .bsas to the ini files). I load up the CK and load the patch as the active file and get this error "Assert File:..\TES Shared\misc\BGSLocalizedString.ccp Line: 2871 LOCALISATION: Error opening or reading strings file" I click ignore and the creation kit dies. Now from the forum searching I have done this effects people who are playing the game in a different language, but I am playing an English release of skyrim (UK, not US, idk if that makes a difference, but to be sure I applied the fix suggested on the foreign language issues, by adding a sLanguage=ENGLISH to the ini). Anyway idk what is causing this issue or how to solve it. Now I am running it through mod organiser with the steam app id fix.
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