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KakouZ

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Everything posted by KakouZ

  1. EDIT: Nevermind i found the culprit, it was Wards functionnalities extended (no idea why tho since it doesnt seem to have anything to do with shouts/powers) Hello firends, i'm having a little trouble : When i press the power/shout button (W here but i've tried with other settings), i can hear the attempted cast sound several times, as if i were mashing the key, even though I only pressed it once. This is very problematic for things like frostfall campfire or just using shouts/powers at all. Things i've tried: Cleaning my save and running loot I'm runing a merged patch too I have not tried yet to uninstall/reinstall every single mod i have since it would be a huge pain so i'm just hoping to see if anyone has any ideas or leads before i go down that road:) My load order :
  2. Hey guys sorry for the long silence, i've been busy, anyway i tried all these solutions and a few of my own, but i dont think this is gona work, any trigonometry in this engine seems to be absolute, it always aligns with the north whatever function or variables i use (even it's own angle seems to be set in comparison to the rest of the world, not itself), i cant find any way to make this f***ing rotation local, it'll just be a simple cover, after all the rotation helps when fighting upwards enemies but it doesnt happen too often so... meh. Thanks for trying anyway <3
  3. Hey fellas, i've got a pretty simple question : I'm making a mod in wich i'd like to make a static object rotate (through papyrus) but encounter 2 small problems 1: When rotating using TranslateTo and SetAngle but my problem seems to be that the rotation is always using the North as it's origin (the acual in game Compass North), but i want it to rotate relatively to itself, so that no matter it's orientation it will always look the same. to make it more clear here are screenshots: Here's what it SHOULD look like, when the static is facing North https://ibb.co/bO1AxS And here's what it looks like when facing east :( https://ibb.co/irDqxS I've seen people using translateToRef() but here i dont think it'll work (or it'll be complicated) since this is a small cover that is spawned with a grenade, so i guess that spawning the target Ref would end up facing the same problem of being rotated locally instead of using world coordinates. (I'd be glad to be proved wrong on this one though) 2: I thought that TranslateTo would let me see the movement but here it just teleports the object in place, not a huge problem but if i could actually see it move i think it'd be a lot fancier and i'd start working on sound too Any help is welcome :D
  4. Well at least if they can disappear the limiting wont be so much of a problem, people can abuse this if they want to ^^, anyway thanks a lot, i'm going to test this out, i'll keep you updated on if this works out. Peace
  5. Hey guys with the mods i installed on my fallout 4 it's closer to FPS than RPG (damage wise) but the world kinda lacks cover sometimes so i made a WallGrenade mod that makes a little barricade appear, it's working perfect, exept i dont know how to remove the item once it spawned, and i dont know how to limit the number of covers that can be spawned. (also i'd like to add some kind of "inaccessable navmesh" to it, if it exists, so that NPCs dont try to walk through it, although that's a lower priority right now) so if any of you have any help on this it's more than welcome, thanks for your time :)
  6. Well i just want to make a molerat compannion first (i'm thinking i'll start over i must have missed a detail somewhere it will take forever to find it) but i'd be glad to see how you did it (also getting it to go underground looks awesome) Thanks for the help ^^ (PS : dont hesitate to PM me for the esp <3)
  7. Just tried that and it didnt work (but he doesnt run automatically anymore, he stands arround until i give him the order, THEN he runs to a safe distance) i'm thinking it might have something to do with the way Molerats burry themselves and then pop back up, maybe he's trying to do that, but since it's custom i didnt give him the proper AI or assets to do so ? Thanks for your help :smile: EDIT: after testing a little more, i did find weird stuff tho, after changing the MasterPackageList thing, the rat still runs as said before, but when ordered directly to attack something it just starts walking away, following the road (my guess is it was going home to sanctuary but didnt have the patience to follow his slow walking that long)
  8. You could maybe look into F4SE (the script extender), it probably has a way to detect where a plugin you would have created is located on the current filesystem, or just prompt the user for it and retrieve that info later in your mod (again maybe F4SE), i'm no expert so i really dont know if this will work, but i do hope it'll help :)
  9. Here they are https://ibb.co/gjG3N7 https://ibb.co/dcXM9n (i also recently tried deactivating all my mods to go ingame and test, it's a lot faster but didnt change the problem) Thanks for the anser :smile: EDIT: Found out something weird, i went to the AttackData Tab in the actor's window (MM_molemeat) and changed "override data from graph" from"MM_moleratRace"(mine) to "MoleratRace"and the problem was the same exept for a few details: The range at wich the rat tries to stay seems to be 3 times as big, and it tried to burry itself once and only got out once the fight was over, instead of trying to go for an ambush or smoething. So maybe that could be it ? Putting dat screenshot out there, you never know :smile: https://ibb.co/jqzkn7 Also, ordering directly to attack enemies make him go towards them for a second or two and then going back to running (it feels like it would attack but doesnt "have" any attack available or that something in the attacks doesnt quite work :/)
  10. Hey guys i just began modding FO4 today,(i mean making a mod, i've moded my game a long time ago otherwise) and after following a few tutorials, i made my own molerat companion, everything seems to work fine exept for a few things i cant seem to get right : -Companion won't fight: He doesnt really run either, he just maintains himself at a precise distance (runs backwards if i get the enemy closer, not sure if it follows when it moves away but probably) -Cant get voices for either player or companion (Extracted files with BAE, converted/deconverted with lazy audio, all put in the right folders in Data) So far i've tried messing arround with factions and ai packages but i really dont know much of this stuff so if anyone has any ideas, would be great ! :smile: The companion itself has custom race, skin, sandbox ect... all created by duplicating existing files and renaming then making the changes i needed. Thanks for any help in advance !
  11. I dont know if anyone has gotten any news, so if you did sorry for my necromancy but here it is ! https://www.nexusmods.com/fallout4/mods/29119?tab=files Much love
  12. i dont know if the thread is dead but i have the same issue, i think it's raider overhaul (deactivating it solved it) but i'm not experienced enoug to get into the conflict solving with FO4edit so if anyone can help it'd be appreciated ! :D My load order : GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCWorkshop01.esm=1 DLCCoast.esm=1 DLCWorkshop02.esm=1 DLCWorkshop03.esm=1 DLCNukaWorld.esm=1 Arbitration - Resources.esm=1 Unofficial Fallout 4 Patch.esp=1 ArmorKeywords.esm=1 HUDFramework.esm=1 bugfix_maglocks_terminal_delay.esp=1 Arbitration - Button Lowered Weapons.esp=1 Smoke-able Cigars.esp=1 CROSS_Cybernetics.esp=1 CROSS_Cybernetics_NoRobotFootStepSounds.esp=1 CROSS_Jetpack.esp=1 Pip-Boy Flashlight.esp=1 QuickEnterFromStand.esp=1 QuickExitToStand.esp=1 GunnersOverhaul.esp=1 BTInteriors_Project.esp=1 TrueGrass.esp=1 TrueStormsFO4.esp=1 Nuclear weather-TSCompat.esp=1 TrueStormsFO4-ClimateSettings.esp=1 TrueStormsFO4-GlowingSeaExtraRads.esp=1 CommonwealthConifersREDUX.esp=1 Campsite.esp=1 FO4Hotkeys.esp=1 DD_Wasteland_Children_done_right.esp=1 Multiple Floors Sandboxing.esp=1 No Combat Boundaries.esp=1 dD-Realistic Ragdoll Force.esp=1 subwayrunnnerdynamiclighting.esp=1 console.esp=1 Give Me That Bottle.esp=1 90sgame.esp=1 Armorsmith Extended.esp=1 RaiderOverhaul.esp=1 dD-Enhanced Blood Basic.esp=1 walkers.esp=1 Armorsmith Automatron.esp=1 Plenty 'o' Interiors.esp=1 CombatZoneRestored.esp=1 NIS - Hunted.esp=1 Live Dismemberment - Mental.esp=1 Live Dismemberment - Mind-Blowing.esp=1 Live Dismemberment - POSTAL.esp=1 Live Dismemberment - Brutal.esp=1 Live Dismemberment - Insane-o.esp=1 Live Dismemberment - Liebermode.esp=1 Live Dismemberment - Regular.esp=1 Marmo1233 - PowerArmorAirdrop.esp=1 AA Subways of the Commonwealth.esp=1 SalvageBeacons.esp=1 Tactical Flashlights.esp=1 BOUNTIESFORYOU.esp=1 FO4 NPCs Travel.esp=1 AWKCRPatch-UFO4P.esp=1 HalfExperience.esp=1 dD - Limited Blood Decals.esp=1 dD - Screen Blood Duration Medium.esp=1 dD - Small Splatter Size.esp=1 Crossbow.esp=1 RemoteExplosives.esp=1 pipeshotty.esp=1 DarkerNights.esp=1 DarkerNights-TrueStorms.esp=1 BetterNightVision.esp=1 AzarPonytailHairstyles.esp=1 Glowing Animals Emit Light.esp=1 Hangman's Alley Overhaul.esp=1 HAIA.esp=1 SurvivalOptions.esp=1 VaultTecAcceleratedFocusSystem.esp=1 WastelandGuardian.esp=1 WastelandGuardianMCM.esp=1 C.R.O.O.K.S.esp=1 P.L.U.N.D.E.R.esp=1
  13. Ok cool thanks i'm trying that now, edit when i'm done.
  14. Hey guys, i've recently reinstalled fallout 3, started modding it again, and although i know it's always been an unstable game, i figured there is some kind of stability you can achieve. But i have a LOT of different issues (maybe they all come from the same source, but i dont know enough to theorize about that :D), wich i'll start listing below. And before you ask, yes i have searched the forums for solutions to my problems, but everytime i find something, the fix is for a very precise problem, wich can have similar symptoms but still isnt the same for me (i think). So here are the problems : -Eventhough i'm using Fallout Stutter Remover (wich helped a lot) i still experience huge fps drops in several situations; like when using VATS, sometimes it can take 5/10 seconds to fire one bullet (1/2fps), also on some other camera effects (FWE's bullet time, or when turning arround fast, maybe a LOD problem, idk :'o) (i think my computer can easily handle the game, though i'm not sure of it, my PC is like 2/3 years old, spces at the end :D) -I experience a lot of CTDs, while using reasonably few mods (load order a the end ;p) mostly when changing areas (i disabled all auto saves) -As said above, i disabled all auto saves, because at some point, all saves caused CTDs (even hard saves) (fixed by disabling all autosaves, going indoors and waiting for the cell reset) -As adviced, i installed fallout 3 in a custom folder (called Program files N since x86 has security issues or something), but it made it impossible for me to create a merged patch with FO3 (well, i think it's what did it anyway) as i get this message : [00:06] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord (on my previous fallout 3 modding experiences i had never encountered this problem). Still, it might be a very stupid mistake of me, since i figured i cant create the patch because i cant find the option when i right click the left side of the screen, maybe this version does it another way, though i cant find any recent tutorials about it :( -I have a pretty restricted mod list because 1. i'm using pretty heavy mods (FWE, MMM..) 2. i've stopped installing more mods after trying to install EVE made my game crash on launch every time, i also tried using an old version (since i dont have anchorage) and disabling anchorage dependant ESPs, and i had the same problem with RH ironsights. I just figured there were conflicts between some mods but i 'm too newbie to manage them yet So as promised, here are my specs and load order: Win7 64bits Intel core I5-2400 3.10GHz (<-- Maybe fallout doesn't like quad cores ?) 4gb RAM Nvidia GeForce 9600 GT GameMode=Fallout3 Fallout3.esm=1 CRAFT.esm=1 CALIBR.esm=1 FO3 Wanderers Edition - Main File.esm=1 Mart's Mutant Mod.esm=1 FO3 Wanderers Edition - Alternate Travel.esp=1 Enhanced Weather - Rain and Snow.esm=1 DarNifiedUIF3.esp=1 CRAFT - Workbench Replacement.esp=1 Stealthboy Recon Armor - CRAFT.esp=1 CALIBRxMerchant.esp=1 FO3 Wanderers Edition - Main File.esp=1 FO3 Wanderers Edition - Followers Enhanced.esp=1 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1 FO3 Wanderers Edition - Optional VATS Halftime.esp=1 WeaponModKits.esp=1 WeaponModKits - BrokenSteel.esp=0 WeaponModKits - FWE Master Release.esp=1 WeaponModKits - OperationAnchorage.esp=0 WeaponModKits - PointLookout.esp=0 WeaponModKits - ThePitt.esp=0 WeaponModKits - Zeta.esp=0 Mart's Mutant Mod.esp=1 Mart's Mutant Mod - DLC Anchorage.esp=0 Mart's Mutant Mod - DLC The Pitt.esp=0 Mart's Mutant Mod - DLC Broken Steel.esp=0 Mart's Mutant Mod - DLC Point Lookout.esp=0 Mart's Mutant Mod - DLC Zeta.esp=0 Mart's Mutant Mod - Zones Respawn.esp=1 Mart's Mutant Mod - Tougher Traders.esp=1 Mart's Mutant Mod - Natural Selection.esp=1 Mart's Mutant Mod - Master Menu Module.esp=1 Mart's Mutant Mod - FWE Master Release.esp=1 Mart's Mutant Mod - FWE Master Release + DLCs.esp=0 Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=0 dD - Enhanced Blood Main.esp=1 Enhanced Weather - Rain and Snow in Fallout.esp=1 Enhanced Weather - Radioactive Rain and Snow Plugin.esp=1 Enhanced Weather - Weather Sounds in Interiors.esp=1 Enhanced Weather - Sneak Bonus during Storms.esp=1 Enhanced Weather - REBOOT.esp=1 Fellout-Full.esp=1 So i think that's it, if any info is missing, or if you don't understand something (i'm french) just tell me and i'll edit ASAP :D thanks for reading, sorry i don't have a potato :'(
  15. Oh ok thx a lot :D (will edit when tried out) EDIT: Just tried it out, it worked great ! thank you it was so simple :D It might need a little adjusting for modded weapons though (big rifles might get in the way of your vision ^^)
  16. Hey guys i've been looking for this for a while now it's a mod i found on the fallout 3 nexus (http://www.nexusmods.com/fallout3/mods/9899/?) but i couldn't find a nw version (the author is not on the nw nexus :/) and i dont really know how to do it myself so if anyone is willing to make the mod or knows of an existing mod that does that i'd be glad to hear about it :D if you cant use the link here's what the mod does : it simply changes the first person animation of holding guns, like when you are idle and in third person the character holds his rifle down, but in first person he holds it up. Also i'm using fallout reanimated and enhanced camera so if it could be compatible and friendly with these two that would be just perfect for me. thanks for reading ^^.
  17. Ok i tried all this and it just works perfectly thanks a lot ! (i think this was the quad core)
  18. Hi every one, i just tried to use the BOSS load order to sort out a problem of crash when launching, wich worked perfectly but the thing is that now i have A LOT of mini freezes that always end up in a freeze that doesnt go away :( so here is my load order i dont know if this is the problem but i really dont know what could be the problem otherwise. GameMode=Fallout3 Fallout3.esm=1 StreetLights.esm=1 CRAFT.esm=1 CALIBR.esm=1 Advanced Recon Tech.esm=0 FO3 Wanderers Edition - Main File.esm=1 Mart's Mutant Mod.esm=1 DarNifiedUIF3.esp=1 StreetLights - Wasteland.esp=1 CRAFT - Activation Perk.esp=1 CALIBRxMerchant.esp=1 R.A.C.E. Station.esp=1 FO3 Wanderers Edition - Main File.esp=1 FO3 Wanderers Edition - DLC Anchorage.esp=0 FO3 Wanderers Edition - DLC The Pitt.esp=0 FO3 Wanderers Edition - DLC Broken Steel.esp=0 FO3 Wanderers Edition - DLC Point Lookout.esp=0 FO3 Wanderers Edition - DLC Mothership Zeta.esp=0 FO3 Wanderers Edition - Alternate Travel.esp=0 FO3 Wanderers Edition - Followers Enhanced.esp=1 FO3 Wanderers Edition - Optional Restore Tracers.esp=0 FO3 Wanderers Edition - Optional VATS Halftime.esp=1 FO3 Wanderers Edition - Optional VATS Realtime.esp=0 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1 WeaponModKits.esp=1 WeaponModKits - FWE Master Release.esp=1 WeaponModKits - OperationAnchorage.esp=0 WeaponModKits - ThePitt.esp=0 WeaponModKits - BrokenSteel.esp=0 WeaponModKits - PointLookout.esp=0 WeaponModKits - Zeta.esp=0 CRAFTable_WMKs_skill_requirements_lead_pipe_no_assault_rifle_and_laser_pistol_.esp=0 CRAFTable_WMKs_skill_requirements_no_assault_rifle_and_laser_pistol.esp=0 CRAFTable_WMKs_skill_requirements_lead_pipe.esp=0 CRAFTable_WMKs.esp=1 CRAFTable_WMKs_no_assault_rifle_and_laser_pistol.esp=0 CRAFTable_WMKs_lead_pipe_no_assault_rifle_and laser_pistol.esp=0 CRAFTable_WMKs_lead_pipe.esp=0 CRAFTable_WMKs_skill_req_Amodeus.esp=0 Advanced Recon Gear.esp=0 kikaiEquipment.esp=1 Stealthboy Recon Armor - CRAFT.esp=0 Mart's Mutant Mod.esp=1 Mart's Mutant Mod - DLC Anchorage.esp=0 Mart's Mutant Mod - DLC The Pitt.esp=0 Mart's Mutant Mod - DLC Broken Steel.esp=0 Mart's Mutant Mod - DLC Point Lookout.esp=0 Mart's Mutant Mod - DLC Zeta.esp=0 Mart's Mutant Mod - Zones Respawn.esp=1 Mart's Mutant Mod - Tougher Traders.esp=1 Mart's Mutant Mod - Natural Selection.esp=1 Mart's Mutant Mod - Master Menu Module.esp=1 Mart's Mutant Mod - FWE Master Release.esp=1 Mart's Mutant Mod - FWE Master Release + DLCs.esp=0 Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=0 1PipboyPDA.esp=1 Moonlight.esp=1 Starlight.esp=1 LJD_ENCLAVE ENABLED MOIRA BROWN.esp=1 MergedPatch.esp=1 thx for reading
  19. Did not work, still thanks for the reply. I noticed "werfault.exe" was ran just after the crash dunno what that is... And i'm wondering if the temp file could be useful to solve the problem (just tell me where to upload it for free (it's 130 mo or so...) )
  20. Hey guys, i've stoped playing fallout for a while now and my problem is that i just started again (well, i tried to) lately: Started downloading cool stuff and also installed the nexus mod manager. Dunno if that stops the "basic mod manager" from working but the problem is that when i start NMM the loading splash screen starts and then just shuts itself and i get a windows error message, and a temp file i cant open (*.tmp.hdmp) and when i try with fomm, FO3 works ok but whenever i try managing NV mods it crashes and i get this crashdump : dimanche 25 mars 2012 - 18:02:20 Fomm 0.13.21 OS version: Microsoft Windows NT 6.1.7601 Service Pack 1 System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet. à Fomm.PackageManager.ModInstallLog.InstallLog.InitMods() à Fomm.PackageManager.ModInstallLog.InstallLog.Load() à Fomm.PackageManager.ModInstallLog.InstallLog..ctor() à Fomm.Program.Main(String[] args) yeah it's in french (im french) but i dont really know what it means in french so couldn't translate... hope to get help soon :) EDIT: um, sorry, shoulda posted it in NV but idunno how to move it now.. Update: Tried uninstalling FOMM and installing again NMM also rebooted my computer, none of this worked
  21. Yup all i've been searching of a hair mod that adds some bloody dreadlocks, but never found it, i was just wondering if someone could try it for me (i'd like em tied back) thx for reading
  22. ok i found out, i was just tryin to open FNV files with FO3's geck
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