Jump to content

kingbeast88

Account closed
  • Posts

    63
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

Profile Fields

  • Country
    None
  1. I may be wrong here but I think xpadder can make adjustments to sensitivity.
  2. Maye you are thinking of the Long 15 reborn mod?
  3. In ResultScripts (End) on topic dialogue type: SetEnemy NameOfHolstileToBeFactionHere PlayerFaction 1 0Hit compile scripts. Edit: yeap EDP is right switch the first 1 to a 0.
  4. Yes, those indeed should be the missing reference id's. Just need to copy the new id's over to fix it from your standalone .esp.
  5. Pretty sure they just edited the mesh's shape in blender not the position of the weapon's themselves. To adjust the holster animation you would need the skeleton, holster animation & a weapon linked in a scene to see where the weapon holsters to at the end of the animation.
  6. Copy all as new records to a new .esp in FNVedit. You will need to copy the NPC's dependencies first individually then the NPC later. Afterward you need to fix the records to point to the new form ID's. Example you can't copy the NPC over as a new record to the standalone.esp if they have a custom race in the original .esp since it will draw that form ID's dependency it will force needing the original esp as master as it points there. Hope I explained that. So you delete the race copy over the race and then NPC, then point to the new race's form id in the new .esp. You need to do that for any hair, race, eyes, packages, scripts, items, armor, class, etc and manually place them into the world again ala standard companion creation stuff. Basically anything thing with a form ID that is the same as the Obscurum id needs to be copied over into the new esp first. So you can then manually copy and point to the new references.
  7. I'm pretty sure where weapons attach to the body isn't in the armor nif, it's in the holster animation (hence why female pc have that awful back gap for 2 hand weapons) and adjusting it there adjust it for all weapons. Unless this is a static weapon that is added to the armor model as eye candy you're talking about. Way easier to just go into blender and edit the mesh to not clip.
  8. It doesn't actually write in the game folder and I'm not sure it actually writes anywhere from what I gather.
  9. If you want them moving like in Skyrim you'll run into a rigging problem with lot's of clipping during animations AFAIK.
  10. If you copy an entry into a new plugin using xedit if it has any reference to the original plugin embedded in it will force master. Example would be copying over a weapon that has a script attached since the script reference is in the original plugin it will add it as master. You have to manually fix that after then clean masters or delete the offending references first, copy the entry over then point to the new reference (which will also need to be copied over into the new plugin first). It's a lot easier using the mereplugins tool by far then trying to manually make a merge using xedit. Unless it needs it for some odd compatibility reason with another mod I'd avoid doing it.
  11. With a wider navmesh around a doorframe I'd think the collision might be affecting them since their trying to path through or to a tri that they can't reach due to collison. It be cause apparent if you got really far away and had your render distance up since I have seen enemies walk through walls when very far away because the navmesh isn't telling them they cannot and the collsion doesn't seem to affect npc's really far away from what I noticed in game. Not sure if the vanilla invisible wall collision box shares that. If it's an problematic issue I guess an on enter trigger box near the door frame entrance that activates for the boss or large creature with a random percentage chance to tcl for x amount of time would allow them to pass through to the player or a flat out move to command. Not sure if setting them combat disabled would have the same affect to allow them to pass though. It's late for me hope I made sense.
  12. Are they trying to path for cover for some reason? That's the only thing that I can think of that would get disabled from a non combat state.
  13. You can check the list what references them in the Geck (Scripts, Packages, Linked Markers, etc etc). If anyone of those reference the NPC's location they will break unless you update the NPC's new location.
  14. Probably attach a script to each book that would check to see if it's been read once before on use and then if not to proceed with given desired effect listed in the script and list no effects in the actual book themselves. If it has been read then it should just consume the item with no effect.
  15. Sandbox packages have a few different flags. One is Furniture (other than beds) which should allow things like sitting in chairs, another is Idle Markers like using a rake. If the package you are using is a vanilla one make a new one with the Idle marker flag checked. The sandbox package also has a radius so the markers need to be in that radius unless they also have a wandering flag check in the package.
×
×
  • Create New...