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amokrun1

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  1. It seems to happen in Cottonwood Cove but it may not be limited to that place. If I go there and begin to shoot the place up, some NPCs don't attack, they just freeze. They are hostile and bark the usual things when attacking but they stand totally still. Others do a kind of shuffling dance in place like they're caught in some kind of loop. I'd like to fix this but don't really know where to look, can anyone suggest something? Quite a bit of mods add to this area but I don't think its a navmesh issue as other attacking NPCs navigate the area just fine.
  2. Thanks! I will give it a whirl and let you know how it goes.
  3. Greetings. So I am using something that grants a trait on level-up and it works fine except for one minor detail. The trait menu appears after you have selected a perk. Works fine unless you take Intense Training, which prompts the SPECIAL menu upon selection. What happens here is that the SPECIAL menu is superimposed by the trait menu and looks quite unsightly, like a bug tbh. Don't get me wrong, functionality is there, you can select the trait, which will close the trait menu and allow you to make your SPECIAL selection. But I would like to make it so the trait menu only appears after all other menus have been concluded. Maybe a kind of scripted condition, but I have no idea how to go about this. Can anybody offer some relevant scripting wisdom to me in this regard? It would be greatly appreciated.
  4. How exactly does flagging a plugin as a master affect the navmesh? I've read countless comments on how it is necessary practice but I would like to understand why. I am currently working on a mod where NPCs need to return home, and they obey their packages fine and do so UNTIL I flag the plugin as ESM. Then when the package is supposed to send them home, they stop and never move from their spot. Reverting the plugin unflagged corrects it.
  5. Ok so now I would like to know what effect flagging the plugin as as ESM has on the navmesh. Because that's what is causing the issue. Flagged ESM, NPCs don't move. Revert back to unflagged, they behave as intended.
  6. I am working on a pretty major overhaul of Megaton, with many added NPCs and homes for them. I made packages for each one to have them do a 4-hour patrol, then to go back to their place to eat and then sleep. Early testing was promising, with the tested NPCs performing as I wanted, so I went ahead and did the same package scheme for the remaining NPCs. But when I test it out now, for some reason the NPCs don't return home. Say the package has them returning home at 12, once the time reaches 12 they just stand in place wherever they are and stay there indefinitely. Is there something else I need to consider? I modelled the packages after vanilla NPCs that have the same kind of routine. Does having a large number of packages(which my mod does)have any effect of weird behavior like this? Also, something else I don't understand, all of my NPCs are placed in their homes, but some spawn right down by the bomb. Even if I arrive at Megaton at a time where their package dictates they should be in their home cell, they always spawn at the bomb and never move from there. Again, something else I am overlooking? I have gone over the navmeshes, it seems fine, each door has a green triangle(though some have a blue one, not sure what that means), doors are not looked, ownership is correct. Any advice would be greatly appreciated, I am at my wit's end.
  7. Thank you, yes I hope that feature returns as well.
  8. Greetings, I would like to know how to contact the author of a mod to ask permission for uploading a fixed version of their mod. I have done so before, but the last time I did so I was able to simply go to their profile and send them a message. I cannot seem to do that anymore, as far as I can tell. Thank you.
  9. Super basic question, but why is it when I try to place vertices, they are shaded black and don't do anything? I tried it in other cells and it works fine(green shade, able to navmesh), but in this one particular interior they don't work. Is there some setting I need to make?
  10. Quite the late reply on my part, sorry. I've looked into it and it seems more trouble to implement than it's worth. Thanks anyway!
  11. There are two popular mods that add a lot of really cool outfits into the game, but the problem is none of them have world models. Maybe for some this is not important but I'd like to have them, so I've taken it upon myself to do them. Problem is I don't know how. I spent a lot of time looking for tutorials and resources are surprisingly sparse. The only vid I was following had some useful info up but breaks down at a point where what I'm working with and what's presented in the vid are totally different. So my question is, does anyone know of a good source of information on how to create world models? I just cannot seem to find any and I really want to learn how.
  12. I run VUI+ and I like everything about it except the feature where it displays negative values in the skills. It's a problem for me because I've adjusted the game settings base skill value to be 1, which means if you select traits with a skill penalty(ie. Good Natured), it could drive your skill point rating below zero. I would like to create a script that caps it at 1, so that no matter what debuffs you incur(traits or otherwise), it will never go below 1.
  13. I'm currently overhauling my entire modlist with some custom leveled lists I created, whereby every NPC will have a condition equipment leveled list in place of the assigned armor/weapon condition they were created with. There is a ridiculous amount of NPCs I am going through, so I'm just wondering if this approach can affect performance. I think it might, seeing as if you have an NPC with headgear item condition at .4 replaced with a LL that roles for a condition between .1 and .5, same with armor and the weapon and done with every NPC on the screen, it could slow things down. Or does this matter with a strong enough PC, which I think I have?
  14. Haha get back to Starfield in a year or two?!? I might try poking around the records myself, I know I fixed a similar thing with the hardcoded menu keys in Fallout New Vegas, there may be some similar approach here though surely not identical. And FNV was with keystrokes, not mouse buttons, so there's that difference as well. I guess I'll have to see. EDIT I'm a fool, or hasty more like. There are A LOT of keybinding submenus that I only gave a cursory look to. Upon closer inspections, I found some mouse button binds in one of the interface menus, unbinding fixed my problem. Might be useful for anyone out there using old-school FPS key configs lol
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