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DeathWrench

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  1. I'll check out HumanAI.pre. I managed to find meshvisibilityparams.scr which has the range at which you can see all meshes in the game (I think), I'll fiddle with it some more when I get back. If anyone knows what the actual mesh is called (for the bags) that information would be useful.
  2. I've always wanted this as well, and never really liked the bags. It's a mod I attempt to make at some point every time I play. Though for it still not to be solved after 7 years? That's pretty ridiculous. But then I remembered why. After spending another day on it. I'm even more confused as ever. I'll try to explain some of the issues I've ran across while trying to make this. Firstly the a lot of the code has comments but they're mostly in polish. I don't have much knowledge of coding, I just fiddle around with stuff till it works, so a lot of this doesn't make that much sense. I'm just twisting knobs and what not. On top of this, there's at least 20+ files responsible for ragdolls. in the ../odephysics I did set MaxLifeTime and SetMaxWatchingTime to both -1 and 65535 and didn't seem to do anything. Then I noticed while playing that the hanging corpses don't despawn. It had it's very own ragdoll.phx so I merged those changes with all of the other files and still nothing. In the process I broke collision for the player (don't edit odephysicswalkfly.phx lol) and kept falling through the map every time I spawned, so it took me a few hours to fix that. I've edited the gameworld.phx and all of them really. None of them seem to do anything. I found a file called "ai_props.scr" which has this line ZombieDensityMod(10) also does nothing when set higher. Then I found another file in the scripts folder called "common_spawn_presets.scr" that has this line : RemoveDistanceIfNotContact(30) changing this value higher also does nothing. This is where I'm at now. I feel even more confused and have made even less progress. I did manage to get ragdolls to behave differently but that's it. I'm sure it's possible. I'm probably just editing the wrong line. Or it's somewhere tucked away. Posting this info here in case it helps anyone.
  3. Mod is uploaded and can be found here: https://www.nexusmods.com/fallout76/mods/1017
  4. Here's a test version: Thing =====>What it's replacing ++++++++++++++++++++++ Armor Parts = Wedding Ring Drifter Outfit = Marine Wetsuit Helmet = Marine Tactical Helmet / Assault Gasmask usage: equip marine wetsuit, it's now a drifter outfit. equip a wedding ring, it's now the caged armor parts equip marine tactical helmet or assault gas mask, they're now the caged armor helmet. Download Link
  5. I've actually seen that outfit in the game, though it cannot be equipped. It can be seen on raider corpses. I wanted the exact same thing when I first got this game and was disappointed when I couldn't even use it despite seeing it right in front of my eyes. I'll see what I can do. request threads: https://www.reddit.com/r/fo76/comments/9ygnxp/can_we_please_have_the_helmeted_cage_armor_in/ https://www.reddit.com/r/fo76/comments/goiunk/please_add_helmeted_cage_armor_to_fallout_76/
  6. Could someone do this? I couldn't figure out where the gun bash is located in FO4Edit. I could only find the perk. If someone could make this I'd be greatly appreciated.
  7. I've been trying to assign Overseer Barstow as the leader of Vault 88, but the problem is she doesn't show up in the "assign leaders" list I'm pretty sure I have to move her to a different settlement before she'll show up in the leaders list but I have no idea how to do that. I've tried various things in Fo4Edit and I don't think it's the mod's fault. I'll try to explain further. But I'm pretty bad at articulating things. If you open up this mod in Fo4Edit, expand the misc tab and click on Overseer Barstow. inside of the Script there is the numbers 17076 which is 42b4 converted to integer. 42b4 is the base ID for Barstow. (See this and this) I found that ^ out by accident, "converting" Clem into Barstow. Because Clem actually showed up in the leaders list. So I figured if I turned Clem into Barstow, Barstow would show up. Instead Barstow showed up but when I assigned them I found out they were really Clem. If anyone could help me I would be greatly thankful.
  8. thanks! just re-installed new vegas recently so this is fairly convenient.
  9. Every single radio mod I've come across has this problem of the pip boy not playing the right song as the world radios. Now to fix it you can turn your pip boy radio off and on again which seems to correct it. But only if you're near a radio, otherwise it'll just keep switching through the songs, depending on how much are in the descriptor. Needs more testing but I figure someone who's smart enough could script an invisible silent radio that's always on, and attatch it to the player at all times, then this bug would be fixed?
  10. What about one that completes the quest instead of actually failing it? I hate those quests that fail you just for making a "different" decision.
  11. Anyone know how to uncook these? I wanted to try and make a mod that enables the cutscene lighting all the time for 1.31. This mod does it but there's a 1.22/1.21 patch requirement, and you need this mod: Ultimate Lighting Mod EDIT: Nevermind! I don't even have to make it! I found it in this thread: http://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher-3-wild-hunt/mod-discussions/7150980-cutscene-lighting-mod-for-1-31
  12. Not really important, but something I've been racking my brain trying to figure out. I have no idea what I'm doing and I need help. The goal is to sync the radio at Atom Cats Garage with Diamond City Radio. The radio is tied to a quest called: DN054Radio "Atom Cats Radio" [QUST:0019D6AC] The song information is in: DN054RadioLoop [sCEN:0019D6C2] The radio that uses it is: DN054RadioAtomCatsReceiver "Radio" [ACTI:0019D6C4] Here are some world references. [REFR:0005226A] (places DN054RadioAtomCatsReceiver "Radio" [ACTI:0019D6C4] in GRUP Cell Temporary Children of AtomCatsGarageExt02 [CELL:0000E245] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,-18)) [REFR:0005230B] (places DN054RadioAtomCatsReceiver "Radio" [ACTI:0019D6C4] in GRUP Cell Temporary Children of AtomCatsGarageExt02 [CELL:0000E245] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,-18)) [REFR:0019D6C6] (places DN054RadioAtomCatsReceiver "Radio" [ACTI:0019D6C4] in GRUP Cell Temporary Children of AtomCatsGarageExt02 [CELL:0000E245] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,-18)) [REFR:002498FB] (places DN054RadioAtomCatsReceiver "Radio" [ACTI:0019D6C4] in GRUP Cell Temporary Children of AtomCatsGarageExt02 [CELL:0000E245] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,-18)) This is all I know.
  13. if someone could give me a run down on how to just stop certain songs from playing on the radio cause Johnny Guitar, Love Me as Though There Were No Tomorrow, and Mad About the Boy just drive me nuts. I did just delete the files but it plays static for the duration of the song. I also tried renaming them to better songs and changing the better songs names to their names. It only worked for one song though. (It would've worked if I didn't rename the songs that were already on the radio station which i have remedied and am currently using as a substitute till someone better then me can make a plugin for this. Or tells me how to stop them from playing.) After looking in FNVEdit in sounds, and finding the files there is priority 128 for all the songs, if i made a plugin and put 0 to it would it stop it from playing? Thanks in advance for any advice.
  14. This mod: http://newvegas.nexusmods.com/mods/36027 originally let you dismember limbs depending on what weapon it was, for example, a knife will cut someones head off rather then making it explode. If someone out there could make a compatibility patch for all the DLC's that would be cool.
  15. Awe... that sucks, but thanks for telling me.
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