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  2. Yesterday
  3. nonimportantemail42

    Floating Island Of Legends

    They look really nice <3
  4. Sigurð Stormhand

    Anything Audio Thread

  5. smr1957

    Starfield

    New teaser post and Video on X by Bethesda, for Shattered Space https://x.com/bethesda/status/1836806968196968682
  6. Are there any forger mods available for AC Odyssey outside Nexus mods? I am trying to find a particular mod called Nude Greece and I can't seem to find it online. Anyone has any idea?
  7. Last week
  8. Arthmoor

    Darkwater Crossing

    Never heard of that bug before. What's it supposed to be?
  9. JMCB

    Darkwater Crossing

    If you're also getting the "Aguas Negras Prueba" bug in Vortex all you have to do is: 1. Use WinRAR. Right-click Darkwater Crossing > Extract to "Darkwater Crossing\" 2. Drag and drop the Darkwater Crossing folder inside Vortex's Downloads tab. 3. Install.
  10. littlepixiekat

    Even More Makeup by Koralina - ESL

    What category do I put this mod in my load order I play on xbox 1
  11. smr1957

    Starfield

    Bethesda released a Shattered Space Deep Dive video:
  12. smr1957

    Starfield

    A Beta Update for Starfield was released: Starfield Update 1.14.68 – September 17, 2024 (BETA) For full patch notes see: https://bethesda.net/en/article/QSbsZDsZVAKO6Ft5LEzAh/starfield-september-update-patch-notes or: https://www.afkmods.com/index.php?/topic/8948-starfield-official-patch-11468/&do=findComment&comment=191321
  13. Arthmoor

    [Starfield] Official Patch 1.14.68

    Starfield Update 1.14.68 [Steam Beta] Features Creation Kit: The automated process used to create models for Distant LOD is now available General General performance and stability improvements Resolved an issue that limited the number of loaded creations to 255 Lighting changes and enhancements have been made throughout the game Made several visual improvements and bug fixes for weapon models Improved player headtracking when exiting dialogue The player's camera should no longer be jostled when jumping Gameplay The Annihilator Particle Beam damage-over-time effect no longer affects Companions Robots and Turrets will now take damage from EM weapons Crafting: Addressed an issue with The Boom Pop! Dynamite recipe Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated Quests Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective In Memoriam: Addressed an issue that could prevent progression during the "Speak with Sarah" objective that takes place near the waterfall In Memoriam: Fixed an issue that could prevent the objective "Proceed to Cassiopeia I" from completing if the planet had been visited previously Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive Legacy's End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef Legacy's End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene One Giant Leap: Addressed an issue with Audio that could occur during the credits One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded Revelation: Addressed an issue with Quest Target consistency in the final encounter Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations Rough Landings: Fixed a rare issue with Milena Axelrod's ship to appearing The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting The Best There Is: The Jade Swan is now accessible if the player still has the "Search and Seizure" quest active The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked Locations Akila: Updated some textures in the Slums Akila: Resolved a collision issue with bunk beds Deserted Biotics Lab: Fixed missing panels on the exterior floor Lair of the Mantis: Resolved a minor texture issue that could appear on some panels Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds Maheo I: Closed an open gap on the roof of Sonny Di Falco's Mansion Neon: Nyx's Apartment: Fixed an issue with collision in the area Neon: Addressed a collision issue with grated panels in Ebbside New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain Stroud-Eklund Staryard: Addressed collision in an area The Clinic: Addressed a visual issue that could appear in Dr. Cassidy's office The Red Mile: Addressed a collision issue under the platforms in the final area Ships Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use Ship Builder: Fixed an audio issue that could occur when deleting a hab Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine Addressed an issue that could allow non-sellable ships to be sold to vendors Vehicle Addressed an issue with Set Active in the Vehicle menu when using a gamepad Fixed an issue with the position of Wheel VFX Addressed an issue with opening the Favorites menu while entering the vehicle Name plates and health bars will now display consistently while in a vehicle Settings for look sensitivity will now affect the vehicle camera Kaiser and Vasco will no longer both sit in the Rev-8 when following the player The vehicle icon will no longer display in interior maps The vehicle lights will no longer be automatically on when loading a save The fast travel distance for the vehicle is now in-line with other POIs and landed ships UI Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance Removed a debug string that would display when uploading saves on Xbox to Customer Service Updated the Skills menu to resolve an issue in Large Font Mode for certain languages Resources with long names are now truncated for Large Font Mode when scanning Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items Temporary text will no longer display if you quickly select the "Continue" option from the Main Menu Ship registration costs will now display the accurate amount both on vendors and the hangar menu Addressed Mass display when selling items from ship cargo Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap Location names and quest objectives will now truncate properly on the planet map Creations store title displays fully in all languages A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform Weapons will default to their original skin in menus if a weapon skin creation is disabled Addressed an issue with sorting for Best Results in Creations menu Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available Ammo counts should now display correctly for values over 100,000 The damage popup can now display numbers larger than 4 digits Addressed an issue caused by aiming down sights while pickpocketing a character Crew menu will now correctly display when someone is assigned to the player's home The repair button is no longer visible in the hangar inspect menu Resolved an issue with waiting that could briefly cause unintended text to appear Healing items now preview the amount of health restored Storage containers will now have their weight updated when all items are cleared from them The ship marker in the scanner will display at the correct location when docked at a space station Crafting completion confirmation prompt will now be spaced correctly for longer titles Tunneling creatures will no longer show their nameplates or quest targets when tunneling Scanner Anomalies can now be a landing target while piloting a ship in orbit Audio Increased center channel audio usage for surround sound setups Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated Ecliptic Mercenary voices now use the same filtering in all languages
  14. Fenrus

    Fenrus's Overpowered Destruction Magic

    17th of September 2024: This mod is Freeware. Anyone is welcome to mod this mod to improve it. The modded mod can be reuploaded. I haven't used this mod in a few years. It was just a test of improving Skyrim's magic system.
  15. leifyjai

    Elsweyr Anequina - Valenwood Improved Patch

    I know this is an old thread, but I recently had the same problem and was able to fix it by re-generating my Landscape LODs. If anyone else is having this problem *IN ANY REGION OF OBLIVION* - look up instructions on how to use TES4LL.exe to generate new landscape LODs from your existing modlist. Not trivial but doable.
  16. Scythe Bearer

    Why Delta-patching mods is immoral: a theoretical proof

    Given that this debate has arisen again, I would like to add my tuppence in support of Stormhand's original premise. Delta modding, when used to deliberately circumvent the wishes of a mod author, is unethical, immoral, and a violation of copyright. The following three paragraphs are from my position on Closed Permissions (see the About ME section of my profile), why I use them and why I expect closed permissions to be respected. My Brand and my Copyright are important to me. Delta patching allows for my work to be altered to directly violate my personal ethical and moral standards and gives others the ability to inject into my mods elements which I personally and professionally find repugnant. Worse, this interjection is done in such a way as to allow the altered version of my mod to be foisted off as the original, further diluting my brand and directly violating my copyright. The fact that there are mod makers who will defend delta modding at the expense of the original author's prerogatives serves only to demonstrate their lack of moral character. The fact that there are mod hosting sites which encourage and support delta modding at the expense of the original author's prerogatives demonstrates that the operators of such sites are morally bankrupt.
  17. MagickaAddict

    Vergayun

    That is an awesome backstory on how you got to add the village at that location! Kudos! These villages adds so much to Oblivion!
  18. Fenrus

    Fenrus's Overpowered Destruction Magic

    The file here is the full version. It was a very small mod I made for myself a few years ago. The mod should still work, but I haven't played Skyrim in years.
  19. kuldebar

    [RELz] Roads of Cyrodiil

    Hah! Thanks - I'd probably have figured that out eventually but I appreciate you setting me straight - I was coming back to post that I had decided to dispense with the Gatehouse mod - mainly because it goes a bit overboard although I like the concept - it chews into my FPS outside the IC Gate (and I suspect contributed to a weird bridge mesh issue that I had to use a patch for to remove an invisible obstacle...between MTC-Expanded Villages Updated and the Talos Bridge mod - maybe there was a strange interaction) I also rejiggered my build and saw that the road is no longer blocked and that makes it more realistic than having a wall plunked down over it. Thanks again, Arthmoor - for your creations and your knowledge.
  20. Arthmoor

    [RELz] Roads of Cyrodiil

    That road behind the stables is actually part of the vanilla game. ROC didn't add it.
  21. kuldebar

    [RELz] Roads of Cyrodiil

    Hello - I currently use RoC with patches for Shadowcrest Vineyard which also has a patch for Trails of Cryodiil as well - hopefully all will be in harmony. But I digress! My actual question is about Talos Bridge Gatehouse Revisited and if there is a patch floating about for that mod and RoC - the reason I ask - while there are no land tears or obvious problems - it appears you have a road that is supposed to come up behind the Chestnut Handy Stables outside the IC Gate leading to Weye. With the Talos Bridge mod there is a wall behind the stables that have a curious filled in stone arch that looks like it could have an opening to accomodate your road that it blocks off. Or maybe I am just going over thinking the mod interactions.
  22. DJlegends1011

    Wrye Bash - All Games

    latest version with a bit of progress Traceback (most recent call last): File "bash\bash.py", line 524, in main File "bash\bash.py", line 688, in _main File "bash\basher\__init__.py", line 4248, in Init File "bash\bosh\__init__.py", line 3665, in init_stores File "bash\bosh\__init__.py", line 2132, in __init__ File "bash\load_order.py", line 80, in initialize_load_order_handle File "bash\_games_lo.py", line 256, in __init__ File "bash\_games_lo.py", line 1029, in _set_pinned_mods File "bash\_games_lo.py", line 264, in _set_pinned_mods ValueError: Duplicate entries in (FName('Starfield.esm'), FName('Constellation.esm'), FName('OldMars.esm'), FName('BlueprintShips-Starfield.esm'), FName('SFBGS007.esm'), FName('SFBGS008.esm'), FName('SFBGS006.esm'), FName('SFBGS003.esm'), FName('SFBGS004.esm'), FName('Starfield.esm'), FName('Constellation.esm'), FName('OldMars.esm'), FName('BlueprintShips-Starfield.esm'), FName('SFBGS007.esm'), FName('SFBGS008.esm'), FName('SFBGS006.esm'), FName('SFBGS003.esm'), FName('SFBGS004.esm'))
  23. Version 1.5 FR

    0 downloads

    This is french translation of Hesu Mod Collection. More information in English on orignal page The new translation is hosted here by request of the author. DESCRIPTION (IN FRENCH) La série des mods HESU comprend 15 plugins incroyables qui altèrent principalement le paysage. Chacun de ces mods transforme une région spécifique du jeu. Certains sont du même niveau que les Contrées de Tamriel en termes de qualité. Ce qui les rends vraiment remarquable est qu'ils utilisent seulement les ressources d'Oblivion et de Shivering Isles.
  24. Earlier
  25. smr1957

    Helpful Links and References

    ADDED to Section 1 - General Information: Another excellent resource for Starfield Information: https://starfieldcompendium.com/
  26. I couldn't find a place for storing junk knowledge, so I'm making one. Take that. To start, here is a race through Nuka World highlighting the 20 (known to me) Nuka Cola Machines that contain a full compliment of (6) beverages. Enjoy.
  27. That's no longer necessary since the January 2024 update. The fixed animation file was included there.
  28. DayDreamer

    [RELz/WIPz] Unofficial Starfield Patch

    The recent version can edit more records. Those story manager records appear now. Another thing that seems to be working better is the scene records. I've finally figured out how dialogue loops and progression works. It's amazingly flexible directed graphs, that cannot readily be displayed by the CK scene manager. Every response can jump to any quest and any scene and any phase. (Because they used the same form for prompts, they also could jump, somehow around the paired responses, but that would be insanity; I've not found any yet.) Affinity changes can happen on either the prompt or response side (or both). It takes at least 3 clicks to bring up the link records, so there seem to be plenty of mistakes and oversights. Anything that requires so much effort means that QA misses them. Different developers used different layout techniques. Some were very consistent and diligent, others not so much. Also, different quests that can happen in parallel and/or sequence weren't well tested together. My most recent example, taking Sam Coe to Neon (first time) on both the Rangers faction (Shadows in Neon) and main mission (All That Money Can Buy). Besides the oddness of them interleaved, eventually Sam is such high affinity that we begin his special companion quest, whose first thing is going into the Rangers office. The ranger is verbally hostile to Sam. But we were both there just 2 game days earlier with no hostility. How much of this inconsistency would we like to fix? Also, the displayed speech is often different than that spoken. We fixed a lot of text in Skyrim. Is that planned here?
  29. Saw the following fix suggested to be installed together with UOP. https://www.nexusmods.com/oblivion/mods/47592
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