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zenman2112

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Everything posted by zenman2112

  1. Greetings! A friend and I have been trying to get more zombies to appear on blood moons and wandering hordes but for some reason they won't appear. All of our XML edits went swimmingly in A15 but now we can't seem to get the A16 XMLs to do what we want. We simply want 5x or more the zombies in wandering hordes and at least 64 per player even on the first horde night. We're both extremely experienced players and were hugely disappointed at the horde numbers come day 7 with only 8 zombies appearing at once even though my dedicated server is set to 32 each (Is that 32 per the whole night or at once?). I get that the game wants to slowly feed you more but we need all out chaos on horde night as it used to be. There's just no challenge when you figure out their AI. We need a Left 4 Dead situation going where there is an actual threat because we are apparently too experienced in dodging them to make this game any sort of challenge. I'd rather my server crash with too many zombies than yawn all night as we easily evade them. Any help is much appreciated!
  2. Thanks again for the input. I threw that hunk-of-junk mainboard and upgraded components into a cheap Deepcool Tesseract full ATX case with 7 fans. I reapplied some Arctic Silver onto the GPU and CPU, re-installed Fallout 4 and Windows onto a Sandisk SSD. I can't tell for sure which of those fixed the problem but so far everything is working great. Fallout 4 used to take ages to load now it's just about 6 or 7 seconds which rivals my main gaming rig's load time. It was a lot of work for such an old computer but this thing will make a decent file server or pfsense router once depreciated!
  3. Thank you kindly for your reply. I'm thinking it MUST be a driver or GPU issue since the textures are there but only when I get up really close to it. I ordered an SSD, new case with plenty of ventilation along with a bevy of fans. It was all on sale or obviously I could have about bought a new mobo and processor to replace it all completely! I hope for that day soon... still, I'll be able to move the HD7850, PSU and other upgrades into the new case when that day does arrive. I'll reinstall Windows 10 once that all gets here and re-download FO4 fresh from Steam again. Thanks again for your consideration.
  4. Greetings! I recently upgraded a super old Dell Inspiron 530a (mid tower, not micro tower) to use as a spare "gaming" computer for company. Old New Core 2 Duo E6550 @2.33GHz | Core 2 Duo E8500 @3.16GHz 4GB DDR2 667MHz RAM | 8GB DDR2 800MHz RAM Nvidia GT 630 2gb | Radeon HD 7850 2gb Before, Fallout 4 was playable but only with a lot of ini tweaks. It's running great now on high but from time to time I'll see texture glitches in random places like workbenches and NPC faces until I get close to them. I fear now it's to do with the graphics card but all my old experiences with artifacts were very different than what I'm seeing now. Here's two screenshots of what I'm seeing. I'm not sure just how frequent it is because I haven't played Fallout 4 on that system extensively, most of these complaints are from others. http://i725.photobucket.com/albums/ww258/LMohr75/Screens/ScreenShot0_zps0lj3y8uq.png http://i725.photobucket.com/albums/ww258/LMohr75/Screens/ScreenShot1_zpsdt65nh44.png Thank you for any input.
  5. I'm still looking for something similar. Instead of getting a full refund on player built items, I simply want the player built items, when stored in workshop, to be used in other linked settlements. This will make it easier to tear an entire settlement down and rebuild it elsewhere. So basically a mod that links the entire workshop including all fully built items.
  6. I agree. I have asked the question and requested the mod but I think people are easily confused by this topic. We know that once linked, the settlements share basic resources like wood and metal... what we're looking for is a mod that will share already built items that are stored in the workshop for other linked settlements. For example, If I spend resources building multiple turrets at linked location (A) I simply want to store those turrets in the workshop and place them back down at linked location (B). That's it!
  7. This is the only mod I'd ever need. I mean, we built the bloody turrets, why not be able to move them to any settlement we want? We often get sick of a specific place so just being able to tear down a place and put it back up somewhere else would be amazing. I hope to see this sometime soon!
  8. Thank you so much for your time and consideration! I don't use .zip or .rar files any more since converting all my add-ons to OMOD. I'd think it was a problem with the OMOD creation itself but I've had them backed up for a long time and like I said, I tested the exact same OMODs I made on my laptop and they worked. My laptop is much more powerful but for some reason can't run Oblivion worth anything or I'd just play it on that. Since I'm only using like 6 OMODs I'd disable them all then re-enable HGEC to see if it may have been an overwriting issue but it still doesn't work. I'll give your suggestions a try and hope it works out! Thanks again!
  9. Now that you mention it... Natural Faces created a txt file in the Data folder called [ArchiveInvalidation] with the contents of the mod when opened. I've never seen anything like that before nor could I understand what it was trying to tell me. Does that have something to do with a file being corrupt? Excuse my ignorance, I've never encountered Archive Invalidation or have ever noticed it. Again, I find it very weird that only the mods that are just Mesh folders aren't working.
  10. Okay, I've used all of the mods I'm trying to get to work before without any problems. I've run into this problem a few times way back in the past but can't recall how I fixed it. I install Oblivion into my second HDD because it's bigger, then install Shivering Isles, then the patch right after the 1.2. I install OBMM and OBSE followed by .OMOD files and activate them. Mods such as Cute Elves and other race mods work fine, mods such as HGEC Body and Hand to Hand or Stylish Jump don't work at all. Those I know don't require an activation file so that's the only difference I can see in them. I'm running a Windows 7 32 bit system and I've been able to get these to work before in the past. The only thing I can think of is the patch I install after Shivering Isles update must mess with something. Newest Cute Elves requires it and works fine but the HGEC body does not work at all, nor does Natural Faces or anything that's just in a Mesh folder. I observe the folder structure before and after the OBMM installation and everything goes in the appropriate places. So, has there been any issues with any version of OBSE or OBMM? I think I'm using OBSE 17. The list of mods I'm trying to get to work goes like this: Hand to Hand, Natural Faces, HGEC Body (with the options on different body parts and sizes) Stylish Jump. I did get Colorwheel's Sexy Imperial Guards to work but of course the bodies looked weird without the HGEC working properly. Is there an order to which they should be installed? Seems I'm only having issues with the mods that are only Meshes. Thank you for any help! I'm sure it's an easy fix, I just need someone to point out my mistake!
  11. Mantra is a comic book character from the Ultraverse universe. I've seen so many great clothing mods that just blew me away in detail and quality, I'd love to see some of that in a Mantra Mod. The cloak, mask and body armour are all separate in the comic series, each having a mystical power of it's own. The sword is known by many names, Sword of Fangs is what it's usually referred to as. http://www.geocities.com/%7Emantraverse/pi...hardPollard.jpg http://www.geocities.com/%7Emantraverse/pi...damWalters9.jpg All of this comes from the Mantraverse, lot's of pictures, angles and information on Mantra that should be very useful. Please consider it! Let me know if someone plans to do this! Thank you for your time, -Zen
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