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Showing results for tags 'cycle'.
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Afternoon all A great mod idea, linking the motion in skyrim VR to a cycling smart trainer usually used for Zwift/ Virzoom. The end goal would be to just be running through Skyrim and getting a workout. You could stop for combat, but its mainly exploration. Potentially also linking it to Strava to count the miles.
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DO yall think it'll be possible for someone to create a mod that just keeps the day/night/ cycle to daytime only. Even if it just freezes it at noon or something. Just a visual thing, you could still have the mechanics of day/night running invisibly in the background, for nocturnal traits etc, but I just find the night so very ugly. Game looks so much better during daytime.
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Whats up community? I've been playing around with the Render Window lately and I have a question to which the right answer would make my life 10941327512--==41% easier. So the thing is I want to select specific Lightbulb objects in the Render Window, but I don't want to seatch around the map for them. When I double click the object in Use Info it teleports me to the location of one single Lightbulb (Always the same one), but it is not the one I want to select. How do I cycle through to the one I want selected without wasting 10 mins looking around the map for it? Thanks for any help in advance!
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I know some players prefer not to have the Minutemen radiant quests at all, but my main problem with them is that after a while they settle into a cycle, usually involving at most 4 settlements, even if I have "ownership" of many other settlements. It varies between playthroughs for me, this time the cycle seems to be: Oberland, Abernathy, Nordhagen, Zimonja. I can understand provisioners, Automatrons, Preston's group from the Museum, and Greygarden robots being excluded from the spokesmen who can send me to clear out ghouls, raiders, super mutants, or whatever, and skipping dlc/mod-added settlements is reasonable, but when I have 22 allied settlements that should be valid and only 4 actually get used, there's obviously something wrong. At the moment, I can think of two possible causes: 1. Bad pseudo-random number generation 2. Something going wrong with the conditions for determining which settlements are valid for radiant quests If it's the first, setting up a timer to temporarily disqualify a settlement after doing a radiant quest there (for 3 in-game days? a week? not sure how long would be best - probably depends on how many populated allied settlements I have) might help. If it's the second, doing so would make things worse, but possibly strengthen that suspicion, though it wouldn't help much in figuring out why the other settlements are considered invalid.
