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zyd232

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About zyd232

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  1. You are my savior man! With that, I fixed the quest which caused being unable to recruit Hancock.
  2. I got Noir Penthouse and have issue too. At first everything is okay, but when I travle to the point which the quest told me to go to, the game crashed.
  3. Cool. Thanks for this attempt to encourage modders. It's a good time for mod authors. Especially for some people who have no business sense like me. XD But I think it will have some issues for thoses mods which use assets from other places. Things may become complicated.
  4. Hope someone could make a mod letting dogmeat wag tail after the tool creating animations comes out. :happy:
  5. Solved. It is caused by the refesh process in original game. I need to disable my esp and then reactive it, or find a save which haven't actived the esp, in order to update some data.
  6. I'm working on a custom companion. Everything is OK inluding the affinity value, except the value of CA_CurrentTreshold. When the CA_affinity value reached the treshold I've set, nothing happened, I mean, the value of CA_CurrentTreshold was not changed as expected. I've set all the properties for script 'companionactorscript' attached to the actor. And I've added 'kmyquest.EndSceneXXXXX()' as pupyrus fragment to the quest stage I built. So anyone can figure out what's wrong with the value of CA_CurrentTreshold? I just have no idea.
  7. You have the whole production line from the Institute, so you are able to create Synths. Using a simple terminal, set the S.P.E.C.I.A.L, name, skills and voice ( using NPC's voice ) for the new synth. And then shape his/her face and body through the looksmenu. You can also observe the production process. After that, just let the new synth become your companion traveling with you or a spy collecting trash and information for you. This setting just make sense for any new people suddenly appearing in the game.
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