Jump to content

sen4mi

Contributor
  • Posts

    2316
  • Joined

  • Last visited

6 Followers

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This would need someone with the motivation to understand the current architecture of the mod and add on the necessary work. Conversations, in particular, are a lot of work. They are sort of like writing a book - and then figuring out how and when to deliver each sentence when other things are happening.
  2. If you have taken steps to ensure it's not file damage, that's fine. (And hearing that the problem is being reproduced on another machine is probably good enough for that.) But if you are suggesting that file damage means the game crashes, that's not fine.
  3. I have seen games work mostly ok with damaged files. Like, the game did not even crash, but my keyboard would flake out sometimes. File damage does not have to hit the core game loop. It can hit a mesh or a texture or weapon specs or whatever else. Roughly speaking, anything in a file might be altered if the file is damaged (though of course the details depend on the game and its structure).
  4. I have seen files become damaged after they had been downloaded. This is an ongoing problem on a large scale - steam has a "verify integrity of game files" mechanism because it's needed.
  5. I think I always turn off trauma because while it sounded like a fun gameplay mechanic I did not like how it was implemented. (real life trauma has both positive and negative consequences, for example - it's basically about surviving a certain kind of situation, using mechanisms which do not make sense a lot of the rest of the time)
  6. The point of using LOOT is not that you "don't know how to sort load orders" - it's so that you can address issues once and not have to keep coming back to that issue again and again. If you right click on a plugin and select "Edit metadata" from the popup menu, then go to the "Load After" tab, you can select another plugin file that goes to a lower priority, each time you click the "Add a new row" button. You're right that the master list contains mostly only old, well-known conflicts. But it's not limited to only metadata handed down from on high. This might not solve your problem - you have to also worry about file conflicts and broken and/or obsolete mods, damaged files and/or missing dependencies. But it can sometimes catch little things which would otherwise go unnoticed for far too long. That said... from your description, I guess I'd mostly worry about damaged files and/or having the wrong kind of configuration file for the physics.
  7. Er... if you have not used LOOT to sort your load order, that could cause any of a variety of problems. (If your objection is that LOOT does not respect some mod order requirements, note that you can fix how it sorts your mods.)
  8. This sounds like a missing dependency - or maybe vortex refusing to replace a file? But to solve that, I imagine you would have to go over each FG body related file to make sure that the version is deployed is the version that was supposed to be installed.
  9. In game, no approach happens, even when manually trying to trigger an approach and apparently suitable NPCs are nearby.
  10. Approaches sometimes have had a problem for me, where when it tries to find an NPC to approach it grabs an NPC which does not exist. I do not fully understand why.
  11. Hypothetically speaking, you could set iXPRewardKillNPC___ and iXPRewardKillNPC___ to zero. If I understand correctly, this would prevent all experience from killing anything. You would then have to arrange things so that all such NPCs would be off the board when you switched back. (And that all other NPCs would remain off the board until then.) It might be possible to intercept and replace the routine which awards experience, or to set an on-death effect which awarded you negative experience when you killed them, but getting those right sound like extensive work.
  12. In addition to SF Extended Skeleton, Haters Male Body Replacer is basically a repackaged (with permission and encouragement) Roberts. That said... I finally managed to see how this mod plays, and ... well, ... I can see how it would be great for some scenes, but it is very much not what I was hoping for.
  13. Games exist out there, where progress stalled for a long time, but the game did not die from it. (Doom 4, Team Fortress 2, Final Fantasy 15, Metroid Dread, Alan Wake) And, there's mods which had similar issues. (Black Mesa, Enderal, Long War 2) So, um...
  14. I would like to make sure I understand this concept of "scene events". Are these meant to be events which are triggered during the progress of the scene? Or are these meant to be events driven by the user and/or papyrus which can modify the scene? (Or both?) I am particularly interested in making events from the user a part of the scene. These could be "struggle events" or they could be something elaborate (perhaps choosing between various alternatives and/or something like switching to a different scene). But I am worried that that's not what the RFC is talking about. (Of course, these things are already somewhat complicated because of the limitations of the animation mechanisms - though perhaps physics and/or keyframe interpolation could make that pain bearable?).
  15. Thanks, I guess I'll see how this works when I get to that part of the game.
×
×
  • Create New...