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PiAndBlood

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Posts posted by PiAndBlood

  1. We encourage people to gather here and share their research as it was before with games like XCOM.

    Three questions:

     

    1: Do you two take mod commissions? Been sitting on an idea. And I don't have the time nor skills to make a mod on my own. The idea is pretty much inline with what can already be done (Looking to the Track On Line mod as an example on modifying what gets used for certain "Skills") to make the game more realistic and less... "Crutched".

     

    2: Since the game is way more stable now and bugs aren't a major issue (That I've seen. I play it every day and have had minimal problems, and no game-breakers.) do ya'll plan to make more mods for it despite the Dev and Publishers being silent about anything and everything? I ask this because on your post on the Mod Loader, you mentioned this issue.

  2. Just want to add some more observations I've made with further testing.

     

    It seems that anything other than "true" will force the toggle to go to false. So when I was checking the status with GameOptions.SetBool("Developer/FeatureToggles", "RainMap", status), it will just set it to false. lol

     

    Now, if we just use these:

     

    GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true)

    GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true)

    GameOptions.SetBool("Developer/FeatureToggles", "Weather", true)

     

     

    And forego the "checking the status" to keep them on true, you can see the road/pavement got wet as if there was rain. Not the typical wet road/pavement we see at night.

     

    Now, there is only the rain drop filter and the rain sound effects that are missing.

     

    Interestingly enough, when I loaded a save with a scripted rain sequence, and you try to disable it by GameOptions.SetBool("Developer/FeatureToggles", "RainMap", false), then reenabling it, you can actually toggle the rain filter. The sound remains though. For the wet roads, to disable their wet effect, just disable "ScreenSpaceRain" and/or "Weather" - either one will disable it on there on... this is an important observation IMO, which I will get into detail down below.

     

    So this now leads me to believe there is another parameter for the rain sounds and the rain filter that I can't figure out =[

     

    I also believe the rain filter is controlled by the RainMap and something else that I can't find, because you can see the wet road/pavement effects will not work if only one of the ScreenSpaceRain and Weather parameters are set to true - they BOTH need to be true for the effect to work. Thus, RainMap and the mystery parameter needs to be set to true for the filter to show, and disabling RainMap hides the filter during my tests, because both RainMap and that mystery parameter need to be set to true to work.

     

    If anyone figures out the rain sound parameter and the mystery rain filter parameter, let me know!

     

    That was a mouthful lol

     

     

    Any updates on your end? I've hit a brick wall.

  3.  

    https://github.com/WolvenKit/BraindanceProtocol

     

    Need Cyber Engine Tweaks.

     

    I haven't found out how to get the toggle rain script to work though. If anyone finds out, let us know!

     

    Just tried that out and there were some commands from the lua files that were outdated. Like when I was testing the BD.Cheats.Player.AddMoney(amount) command, it was pushing the old command of Inventory.AddItem("money", quantity), thus not giving me money. Changed what is found in player.lua to the new command of Game.AddToInventory("money", quantity) and then tried BD.Cheats.Player.AddMoney(amount) command again, and it was then working.

     

    This lead me to believe the command for the rain toggle may also be outdated...

     

    I can't seem to find the rain toggle command either, but I decided to copy over what I found in the visual.lua which has the rain toggle, and pasted in player.lua and under "function Player.AddMoney(quantity)" part of it, since I know the command is BD.Cheats.Player.AddMoney(amount). Plus a few changes to make sure the variables will align, then I got this message in the console:

     

    "Failed to find game option "FeatureToggles/RainMap'!"

     

    Since it was pushing GameOptions.SetFloat("FeatureToggles", "RainMap", true); This could very well be an outdated command...

    Oh soooo close...

     

     

    Yeah, no luck on my end either. Been goin' bonkers trying to figure this out.

  4. It's california, so a lack of rain should kinda be normal, just lika in LA, and it DOES rain from time to time, it's not only scripted, I had many times walking around doing no missions at all and it started raining. However, what makes no sense is the wet streets ALL the time. So therefore, more rain should make absolute sense.

    IRL sure, in lore sure. But f*#@ that, if people want a mod that makes the game dark and always rain then how does it hurt you? Some people have different tastes.

  5. Is it still raining in the game?

    Believe since 1.06 I haven't seen any rain in over 50 hours.

    After 1.06 all I've seen is rain in scripted situations. No natural/dynamic. Kinda depressing really. I really hope this becomes a thing for us rain lovers.

  6. In short, has anyone figured out how to edit this at all? I've been trying to find out how for a while now and was wondering if someone else had any luck with this. I want to max out a single typhon ability but the limit is 3 before turrets start firing. With all the possible Typhon Mods in the game, it seems kinda odd it's set at 3 total and I wanna change that to maybe 5 or 6.

  7. I know this is an old thread but i recently found a solution that worked for me.

    >right click your shortcut or NMM.exe and go to properties

    >look for the tab at the top labeled securities

    >select your user account or whatever administrator account you are under, i.e [email protected]

    >click the edit button located under the box listing the user accounts

    >make sure all option are selected, from full control to special permissions

    This is from a windows 8 asus pc, also dont bother trying to change the permissions for the system it wont let you unless you know some 1337 hacker type stuff.

    Hope this works im gonna try to spread it around other forums and threads! it only took like 5+ years to figure out :laugh:

     

    Confirmed to work. Was having the same issue as the OP except on Windows 10 Pro.

     

    Thanks man! Can finally enjoy FONV with mods again!

  8. My dream mod would be a mix between an epic quest, a new home, and a deep dive into Dwemer lore. Locked doors with mathematical codes and puzzles, the need to decipher symbols and learn their meanings, and ancient secrets to unlock a gateway to the stars above. The mod has too much to list here, and I'm currently writing the story for it which I would love to hand to a modder who wants to do something more than make another hack and slasher quest.

  9. So I recently watched Dragon Ball for the lolz of it and then realized the concept of how Sayians get stronger is basically by nearly dying and fully healing.

    So basically I'd like to see a mod that take out all the healing potions and the ability to magically heal yourself save for maybe one high tier spell and one rare potion. Once you've gone under 5% HP and somehow survive you "Recover" for 24 hours (Sleep in a bed) and when you wake up you gain a random skill in a MCM chosen path (Stealth, Combat, Magic) and get a "Survival Theory" temp buff that makes you gain 25% more XP in all skills for the next 12 hours.

    :D

  10. What is the possibility of this. If you have a son or daughter, it activates a PermaDeath option in MCM. When you die you assume control of your child and grow, essentially a new character but as a legacy. You'd get legacy perks as well from your father/mother to help you level and skill faster. Are there any mods like that?

  11. Ah yes great guide. All this time I've just been mass uninstalling and guess working with load orders save for the ones I'm told to do via actually reading a modders Mod Description (I love it when modders give a very long and detailed description. My issues always happen with mods where it seems kind of short with no real tips on load order/fixes, that or it's out of date and I failed to check that.

    Time to download TES5Edit and Wyre Bash

  12. Hello everyone. Alright so I'll get into the nitty gritty on this.

    I would like to have someone build a player home, preferably close to Whiterun, maybe put the entrance on the mountainside on the way to it from Riverwood. This will end up being a quest as well, for those who got the time to read feel free to PM me your email so I can send you the script I'm writing as this will end up being a mini story. (Note it will be quite long and the build will end up being a medium sized estate.)

    First off it's not a normal above ground house, instead it starts out as just another cave. As you go into the cave you find a Dwemer door with Four pipe systems that both have 4 switches on them, two doors on the left, to on the right, above the door is a symbol and there will be a paper explaining what it is. Once you solve a specific answer to the puzzle the door unlocks and you can go into the first room to the next puzzle which will lead into the great hall of your new possible home. The puzzles are all meant to make you think, look for clues, and learn certain symbols and the numbers behind them, maybe do some math. I plan to write up the lore and reasons of it all once I find someone willing to go the whole creation kit thing. I just need someone who is good with building and scripting switches.. ( The puzzles each would get more complex, getting wrong answers will spawn centurions and traps.)


    The end game of this is you get to be the "High Engineer" of an underground Dwemer hold that can be populated by NPC, followers, and friendly automations.

    PM me or Email at [email protected]

     

  13. Look at the date of their posts dude, always check the date, you're a tad late on the reply (Necro), also notice the guy is banned as well, he can't see your reply. At any rate is there something other than Children Of The Sky? I wanna make a child character and have her be an engineer/vampire hunter (Engineering Mods + Dwarven Mods + Children As Followers is great for Father and son Dragon Hunts by the way.)



  14. Pardon me as I put my skull and brains back together as my head has currently exploded with immense joy. I miss having massive battles, sadly the game CTDs no matter what since the latest Skyrim update. However that don't stop me from having 30 minutes here or there of massive battle killjoy. I truly cannot wait to see how well this mod will work after all it's updates and fixes come. Time to upgrade the PC and push the limits of the battlefield :D

  15. Hello. I was curious onto if someone would be interested in revamping diseases to be more challenging. I recently got iNeed/Real Needs/ FrostFall all to make the game more realistic and challenging. However I feel as though it needs a harsher side in the form of microbial life. So here is the idea.

    Specific diseases can cause crippling pain that slows you down, cause you to trip all over the place, dehydrate you faster, cause you to starve by forcing you to puke up stuff you eat, or cause you to fall unconscious from time to time even if you think you're 100% healthy.

    These type of things could be combined for some or be single effects for others. I would also like to request that going to an altar can no longer cure the high end diseases. So let's get started shall we? A list of diseases from Skyrim and what I think they should do.

    Note for dehydration/starvation you'd have to utilize either iNeed or Realistic Needs mod.
    Name/Type-----------------------------------------What does it do to you deep inside


    ___Ataxia

    Black Plague Gangnam Style
    Dehydration, blurry vision, tripping, Falling unconscious, -50 stamina and -10 HP per minute, die from septic shock between 12 and 24 hours
    40% chance to go unconscious every minute your HP is under 70.


    ______ Black Heart Blight

    DB
    Heart Attack
    -10 HP per second (Disease Induced Heart Attack), -50 HP, -100 carry weight, 25% chance to fall unconscious every 5 minutes.

    Temporary disease effect lasts for 15 minutes each time. You basically have to fight it out. Heart Attacks happen 50% chance every 10 minutes.


    _____ Bone Break Fever

    Fatigue Type Disease
    Stamina -200, stamina ships away at 75 points per minute


    _______ Brain Rot

    Neural Decay
    Magicka -100 Stamina -100 Health -100, you die from neural decay in 12 hours. 25% Chance to fall unconscious every minute when magicka is under 50

    ________Droops DB

    Massive diarrhea and food rejection
    Stamina chips at 7 per minute, hp chips at 3 per minute, causes starvation and dehydration if active for over 10 hours, you die in 24 hours. 25% Chance to fall unconscious per minute when Stamina is under 50.

    _________Rattles

    U
    pper Respiratory Disease Stamina recovers 50% slower. Stamina chips away at 1 points per second.

    ________ Rockjoint

    J
    oint targeting narcosis virus that sauces minor septic infection and fatigue Move 50% slower, carry weight decreased by 75, HP and Stamina both chip away at 1 point per minute.


    ________Witbane

    Minor neuro-decay
    Magicka recovers 75% slower. Magicka slowly chips off 5 points per second. 25% chance to fall unconscious when Magicka falls under 90 every minute.

    Instead of curing with a wonder all potion or going to pray at an altar I thin it's fitting that each disease has it's own way to be cured/treated, I'll leave that up to you :D
    ---------------------------------
    So that's that. I get sick a lot it seems when I play but apparently no issues are gained from it. I think this could add a new survival aspect for those who play the game with realism/survival mods.

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