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Found 11 results

  1. Hi! I'm on my first playthrough of Cyberpunk 2077, I was very hesitant to play it after the disappointment of The Witcher 3 and all those immersion problems that pull me out of the game at every corner. Indeed, between the characters standing on benches and barriers, the horses that get stuck in each other because the brawl between Geralt and three guys outside the inn scared him, the horse that teleports to Geralt for a side quest that requires you to chase a guy on horseback (despite the fact that we were promised unscripted sequences. ...) and a whole lot of similar things that break the immersion, I was very much afraid that the Cyberpunk experience would suffer the same thing and that I would have spent my money for a job not done nor to be done. That said, the game still has some interest, the dialogues and the scripted animations are good, only the NPCs, the traffic and the wild spawns and despawns persist in addition to the details that still make us observe aberrant stuff in 2022. I only use a few mods for the moment, one of them corrects the ragdoll except that I noticed that the bodies disappear as soon as you move a few meters away and are replaced by paper bags. That's not very good for the immersion and it makes the infiltration and hiding the bodies completely useless. So my question is if someone has the knowledge to create a mod that increases the time the bodies stay, like for example 2 days in game, as you never stay that long in the same place it seems reasonable and it avoids them disappearing when you're still in the area and, next to that, add a trigger that removes the bodies whatever the time set when the player moves 500 meters away for example? It would definitely improve the immersion rather than entering the area, eliminating an enemy, moving forward to secure the place and coming back when the fight is over and finding only a paper bag. Thank you!
  2. Found this mod... https://www.nexusmods.com/witcher3/mods/2428 From my understanding, it makes the glowing items seen when using the witcher sense appear immediately, and disappear immediately. Or at least, as immediately as it can while still feeling like a smooth transition. What I'm requesting is, doubling the range/radius of the witcher sense and make glowing things appear immediately (smoothly), but disappear at the vanilla rate. (So that the glow still slowly fades away after leaving the "witcher sense".)
  3. i'm trying to resize the overheat glow on minigun's barrels. i tried rescaling all the blocks that i could, but the glow's radius seems to stay the same. i couldn't find any value i could change in the light radius controller block either.
  4. Hi everyone, If you read my other post you'll know I am creating a new lands mod. I have finished most of the world building and have come across a problem with NPCs and their detection radius. The problem is, it is insanely high. For example, I have one interior for a mine that I'll be honest I copied from Skyrim, and then changed a bit of clutter and changed the layout slightly. However, in my version of the mine, basically as soon as you go in and walk for like 10 seconds to start combat with the first NPC every other NPC in the mine detects you and starts searching for you. The final room is the only one that works normally, where the NPCs dont start detecting you until a realistic point. This is obviously very weird and a bit game breaking. Now, I have optimised the interior by placing room markers and portals, and that helped a tiny bit but did not fix the problem. Is there anything else I need to do? In one of my other interiors, there are necromancers and draugr. This may be untrue, but when testing I seemed to notice that the necromancers detect you really quickly and easily like in the mine, but the draugr do not. Which is strange, because the NPCs in the mine are draugr. Like I said though, this might not be like I said, I didn't really test it fully. This is not just a problem in interiors, but also occurs in my exterior bandit camps as well. Basically almost the second they load in the distance, they detect you and start searching for you. I have not generated LOD yet. I am porting in as a level 1 with iron armor, because I am using coc straight from the menu, so obviously I will naturally make a lot of noise, but this just seems excessive. I really hope you can help me out on this, Thanks
  5. Is there a way to change the AutoLoad Door radius? I have two of them close to each other, and their area names are mixing up.
  6. Hello, one frustrating thing for me in fallout 4 is how smal some settlements are space wise. I was looking for a mod that expands settlement building space but couldn't find anything, i also tried to make one myself but i am not really prolific with modding these days, i fared better with previous bethesda games, not so much with fallout 4 unfortunately. If i could make such mod myself i would make all settlements much bigger, on par with spectacle island or maybe even bigger, so player could create small towns for their settlers Does anyone know of a mod that expands settlement's territory, as in, the space it controls and can build on? And if not, then can someone create such mod or help me do it? Examples of where more space would be useful would be hangman's alley for instance, any why isn't sanctuary hill's covering entire island? if it were up to me it would cover entire island and the river around so the outer side of the river would be the boundary. I think it is pretty obvious mod for anyone who likes the whole settlement managing aspect of the game, i know that it is not most people's favorite part, but i also know there are some (like me) that do like it, so there should be mods like this around, the lack of them would point that either i suck at searching (which is probably true) or maybe its just hard to create such a mod. If anyone knows anything about this id love to hear about it.
  7. Hi everyone, I wanna use the CK to trap some ghouls in a cage. And they are supposed to stay in there. Problem is, as soon as I move to a greater distance they walk out through the cage bars as if they don't exist. So I want to restrict their movement to the small area of the cage. Is there any movement restriction marker or something similar? Wasn't able to find something in the CK and on the topic so far. Help much appreciated P
  8. What I'd like is a mod that blocks in all directions when your raise your shield. When playing in 3rd person (even with a lock-on mod - which is glitching out unfortunately), it's really hard to get the right angle (no pun intended) for blocking. Some have said that vanilla has a 120 arc radius for shield and that's only with enemies horizontal to you (so you can still get hit from above?) I was wondering if there are any mods that change the block radius. I don't care what the values are - I can change them in TES5Edit. The closest thing I've found is that Ordinator has a perk that decreases damage by 25% if you have your shield raised so I could maybe increase that to 50%, but I'd really prefer to just change it so the shield blocks in all directions and have damage then tied to how good my blocking skill is (a fairer solution IMO) It's been a few years since I've used the Creation Kit, but I'm willing to get back into it if I need to make this mod myself (I've forgotten how to use it so I'd prefer a ready-made mod if it exists). I was looking at the values here: https://www.creationkit.com/index.php?title=Category:Settings However, I couldn't figure out which ones (if any) adjust block radius. Most them don't list what they do on that page and a few I searched Google for I couldn't find the answer. Edit: There are a few things on that list that have radius at 128, but then I noticed some that list max radius at 512 (which doesn't make sense for my basic geometry knowledge, but I'm sure there's an explantion)Also lines that I'm not sure what it does, but sounds promising: fCombatBlockAttackReachMultfCombatBlockAttackStrikeAngleMult
  9. The title says it all, I've searched all over the internet but no answers Radius increases both the explosion and the effect as it seems. Force seems to do nothing as I've tested. Is there a solution?
  10. What i mean by this is, when you are planting a tree in some spot an area outline will appear around the square you are attempting to plant the tree, if all of the area is green then the tree will have no issue growing up to a full grown harvestable tree. but if any of the area squares are red, this will tell you that this spot is to close to another near by tree and the tree you are attempting to plant will only become a small bush or not grow at all if a lot of the area squares are red.
  11. Hello, Good evening, I hope my post will be read by a modder :) I would like to have a “Tarkov Death” mod Or it is not possible to recover his corpse or his bag upon death. Would this be possible? I play the game in "scav mod" as iron man, I find it stupid that you can recover your body... it makes no sense we are not afraid of losing anything you just have to come back.. . Come on guys I believe in you Thank you <3
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