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Badmagic

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  1. Me three and Edge has an endless... "users.nexusmods.com needs to review the security of your connection before proceeding." ...wait, guess I'll check tomorrow.
  2. Long story short, introduced girlfriend to fallout 4, she now want to play but was complaining about a lack of 'Bangs', I'm a bloke, I had no bloody idea what she was talking about, 20 minutes of her laughing at me hysterically later its hair, ok, fine, I don't disagree, hair choice is bloody awful even with all the mods I installed for her. KSHairdo had what she wanted, "Chignon", but she doesn't want the ball of fur bun stuck on the top but a ponytail, fine, we went through what she has, another one had it something that might work, "Paraguay" so I thought, no problem, do a mashup, let her see it and if it works great, if not, look for the next ponytail to mash and see. First things first, setup the ck dupe with a dummy nif in the corrrect location, fine. Bun is a part of "Chignon" overall model so we let that go, it will be part of it, next part, importing Paraguay into a fresh Chignon nif dupe, seemed to work fine. Managed to remember the scene node stuff so avoided that error etc. With the new mesh "ChignonParaguayMerged" selected in chargen its only showing the Chignon part of the nif. I'm far to old for this s#*! these days, could someone explain the procedure for either doing this in nifskope or outfitstudio and if I get confused I could ask back. I've already watched countless this is how to do this (with armor) videos on youtube to zero success. If she doesn't like it at least I'll be able to duplicate the process with other pony styles trill there is one that looks good for her then once finished I can finally lay down and die.
  3. Been away for a considerable time, see people saying you can use this in "Documents\My Games\Fallout4\Fallout4Custom.ini" to reduce some esp's but whatever I do it doesn't seem to work and I cant find any clues as to where its going wrong. Bottom of [General] section. sStartingConsoleCommand=cl rim 0.0005; gr off; setgs fSandboxCylinderTop 576; setgs fSandboxCylinderBottom -576; setgs iTerminalDisplayRate 1200; setgs fGunShellLifetime 600; setgs fGunShellCameraDistance 51200; setgs iDebrisMaxCount 1500; setgs fworkshopwiremaxlength 4096; setgs fBumpReactionSmallWaitTimer 0.5; setgs fBumpReactionMinMoveDist 150; setgs fBumpReactionIdealMoveDist 250 On opening the console in game, either from launch or once the game is actually loaded its clear it stops after the first command. Now, I'm not totally new to this and I know you use the semi colon to comment lines so, I would presume this is incorrect information being spread around but I've seen it stated this is correct when challenged. I've also seen it said you can make it a batch file, so for example. Filename: start.txt Contents: cl rim 0.0005 gr off setgs fSandboxCylinderTop 576 setgs fSandboxCylinderBottom -576 setgs iTerminalDisplayRate 1200 setgs fGunShellLifetime 600 setgs fGunShellCameraDistance 51200 setgs iDebrisMaxCount 1500 setgs fworkshopwiremaxlength 4096 setgs fBumpReactionSmallWaitTimer 0.5 setgs fBumpReactionMinMoveDist 150 setgs fBumpReactionIdealMoveDist 250 Then change "sStartingConsoleCommand=" to "sStartingConsoleCommand=bat start" (excluding the quotes) Nope, still stalls after the first command. To note, manually running "bat start" (excluding the quotes) from the console once in a running game it works fine, but kind of entirely misses the damned point of trying to automate it. Anyone know what's missing from the instruction from topics discussing this?
  4. As the title, anyone else experiencing this or...? To confirm, not using the beta patch.
  5. As title, just started playing this again as my disgust with skyrim has come to its monthly limit, never really played with his gear before but started a themed character with the intention of it being properly equipped on new game and higher, just got the gear and... Aiming with any bow you cant see anything, literally, the pauldron covers the entire screen. Is anyone aware of a fix for this or should I bin this mostly finished playthrough and come up with something else?
  6. Looking for something that does one the other or both of two things. #1, Stop things like kettles, pots, wooden plates etc flying everywhere whenever anyone goes within a hundred feet of them. #2, Makes kettles, pots, wooden plates etc non-loot-able statics, in other words when you want to grab the gems/gold/food (whatever) you don't have to fart around trying to not target the worthless plate/bowl that you just need to go through the Ui to drop if you accidentally pick it up.
  7. I've read different accounts of what default actually is set to, the overwhelming majority say its set to 20 for default so I'm working off that. I've played many different characters at many different time scale settings but I'm kind of fed up trying to find something that 'feels' right. set timescale to 20 = time passes absurdly quickly where you cant run a simple errand from a major town to an outlying village without it wasting an entire day. set timescale to 'anything under 11' = time passes absurdly slowly where you can travel from Solitude to Riften in an hour or less. So, going from what I've experienced I've played many avatars at each step between #12 and #19, some such as 15 more numerously than others such as 17 or over and 14 or under. Anyone else got ideas about what 'feels' right avoiding the massive extremes of 'complete the main quest in a day' too low a setting or the 'enter a cave and a month passes' too high a setting?
  8. Just to check, I see download with NMM on mod pages for the first game but on scanning for installed games 'The Witcher' is not listed as a search option among the 9 or so games NMM (0.45.6) automatically scans for, so does NMM support 'The Witcher' (the first one) or not? I haven't played it since retail and recently re-purchased the game as the EE (yes I know it was a free patch) in the steam sales, figured I'd give the first two a run through again since the inevitable hype around #3's development.
  9. ***EDIT*** Should have said in the title, not a mod, the Hearthfire, thing. *END*EDIT* Got the wall failing to be disabled on purchasing the upgrade overlapping the door issue, presume its safe to target disable and mark for delete this wall section as the room isn't hot swappable so its not like I'll want to change it later to a different type of room.
  10. I asked about this a while ago but my mistake it was in the mod talk section, not sure how I managed to post it under that, anyway the level 9 conditions seem to be hidden within the scripts, can't find any simple to change a couple of globals as with the DG thing, anyone that's already setup to edit scripts willing to change it to say, level 25. "The fame of your exploits across Skyrim " Having it as level 9 from my perspective is frankly mentally challenged.
  11. The one and only man (no women, only man, the one man, the one and only man, in the one town, the only town, the only tavern the one and only marriage man, the one and only local no, no wo.. just ...man...you get the point, oh god at least i hope you do) in the whole of Skyrim able to hold a marriage ceremony. Maramal the marriage man... *feels*gorge*rising* ... Argh, fine. The only place in the whole of Skyrim to hold marriage ceremonies... *eyes*crossing*wipes*away*mop*sweat* ... Ugh, ok. Having to go to Riften at any point just to 'learn' how to propose marrige... Uhzdnhiqaau, *soetmhign*m'i*haed*sdappne* ... too... much... Anyone have a working work around? Like a simple setstage questID or something so I may receive marriage dialogue with an amulet of Mara equipped... *shakes*fist*unconvincingly*mumble*convoulted*equippment*slot*grumble* ...without talking to him first? Currently I'm playing a farmer who is a native. I'm not the Dragonborn, I'm not a plate wearing death defying warrior, I'm not an untrustworthy mage in their "fancy robes", I'm not a merchant kitty chasing butterflies from stable to stable, I'm not a supper not so secret assassin constantly sending out death squads everywhere with notes in their possession clearly outlining the existence of my organization, I'm not a master thief who actually spends 7.2% of my time very publicly bullying market traders, 68.5% dealing with perfectly legal but slightly backwards real-estate deals, 24.1% dungeon diving oh and 0.2% actually thieving. oh, also, did I mention I'm a man, a local man, not a dog, nor do I wear an abundance of charcoal scrapings around my eyes or glow in sunlight. I'm just a farmer that sells my produce through my local shop for local people, the recent influx of strangers the war has brought do not understand us, our customs, our local ways, there's nothing for these strangers here. I've met a fine woman, a widow much as myself being a widower who lives across the valley and works the local mill. For local people. Try as i might for some inexplicable reason (cause you've not talked to blandNPC#489 yet) I seem incapable of making my honourable intentions known despite being born and raised on these lands, I'm local I know how to display my intentions with the symbol of Mara. I do not want to go to Riften on the other side of the country (Yes I know if only takes ten minutes to walk there but that's another complaint altogether) for any reason other than the arrangement and proceeding ceremony, I (my character) has no need, desire or even the remotest reason to go to Riften and I'm more than a little tired of coming up with horrendously tenuous anti-rp motivations for rp characters to go out of their way to do anything. TLDR: Sorry, I think I started to literally get hysterical there...no not the good l o l type of hysterical, the original meaning, as in hysteria... At minimum a simple setstage questID would be very welcome if such a simple method exists. *Marriage*at*any*dammed*temple*grumble*the*wife*mumble*not*even*mentioning*the*...at best. *starts*to*twitch*
  12. Hi NiennaNenmacil, Sorry about the delay in response, I just went ahead with uploading my version here (Clicky Link) after getting authorisation to re-use the silent file I had used on my personal version, I fought him now on three characters to test, on each one he remained unspoken so hopefully barring any more changes to the unofficial patch this should work for those of us that did not appreciate the change. Anyway, hope that helps save some time. Regards, Badmagic
  13. Sure I saw this somewhere before but cant find it now, mod to stop reanimated dead becoming ash piles on zoning or when the timer runs out. I think I understand the reasoning behind it but from a necromancer RP perspective its an added pain in the ass being forced to use other means to harvest a bodyguard at every load screen not to mention I don't trust any of the ash pile supposed fixes to do what they say they do from official or unofficial sources. From what I remember the mod I saw previously let the body fall down re-dead and you could simple reanimate them again. Anyone familiar with the mod that does that?
  14. Nevermind, fixed it. If others want to fix it you can use this to make file replacements. http://skyrim.nexusmods.com/mods/19242 Nothing more nothing less, started a fresh character today and Mirmulnir has a new voice actor and spoken lines. Trying to track down the culprit I found its reportedly the updated version of the unofficial patch, I would imagine rather than editing my individual download of the unofficial patch every time its updated the simplest way to remove this is to use a loose files overwrite of silent audio for these added audio files. If anyone is familiar with the file structure and format needed it would be greatly appreciated if they could put their time and talents to this.
  15. Asked about this in the mod detectives thread as I wasn't sure after searching if such a mod existed, that was nine days ago but it's not been replied too so asking here. Anyone willing and able to reduce the 125 side jobs required for the thieves guild? The problem I find is that the 'Jobs' aren't difficult but painfully tedious. With load screens even as short as they are on the PC version 125 is not only offensive but utterly absurd, I mean beyond the normal special jobs (5 jobs + 1 special job x 4 towns = 24 jobs) that's at least 606 load screens, that's presuming you only take jobs within Riften excluding the stables and the location is a single cell taking the shortest route possible to grind it out. Also, in case my calculations are incorrect, how I came up with 606? Presuming you are standing in the Ragged Flagon. Step 001 - Exit to Cistern, first load screen. (Running Total: 1) Step 002 - Exit to Riften, second load screen. (Running Total: 2) Step 003 - Entering job location*, third load screen. (Running Total: 3) Step 004 - Exit job location to Riften**, fourth load screen. (Running Total: 4) Step 005 - Enter Cistern, fifth load screen. (Running Total: 5) Step 006 - Enter Ragged Flagon, sixth load screen. (Running Total: 6) Step 007 - Repeat previous steps 101 times. * - Presuming you exploit or use a mod to only do jobs within Riften also excluding the stables otherwise the numbers start to increase exponentially. ** - Presuming your target is in a single cell, if it's a multi-cell building start adding even more load screens. So, anyone willing to make it fit in more with the default special jobs requirements? Something like 30 in total so six beyond the requirements of the special jobs. That would make it 36 load screens beyond special job requirements using the formula above for a total of 180 load screens total when included.
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