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deathblz

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  1. I've thrown together a fix for the bug that made some creatures immune to explosives damage. Mantises/bighorners/radscorpions/etc. will no longer laugh in the face of grenades, mines, missiles, rockets and mini nukes. You can grab it here: http://www.nexusmods.com/newvegas/mods/60496/?. I'm calling it a beta release because it hasn't gotten any widespread testing, but it's simple enough that it should work for everyone. It requires NVSE, but it should work with any (or no) DLC.
  2. UPDATE: I ended up just restarting from the save I made before starting Dead Money. God/Dog worked properly this time. I've run into a game-breaking bug in Dead Money. I can't progress past Fires in the Sky because God/Dog won't stop following me. I've completed the quest by bringing God meat to convince him to man the switches, but he doesn't stay at the switching substation. I can't talk to him or access the companion wheel. If I hit him in combat, he goes hostile. Worst of all, even though Fires in the Sky has been completed, I can't pick up Dean or Christine, because they both complain about God/Dog already being my follower. I tried resetai and the disable/enable/kill/resurrect commands in the console, but it didn't help. Heck, even if I disable him and he disappears from the world, Dean and Christine still stay I already have a follower. I also tried to complete the quest by locking Dog behind the gate instead. Didn't work. He kept trying to run through the locked gate, then teleported to me when I went through the door to the Villa. Has anyone else encountered this bug? Any ideas?
  3. I agree about the first one. It was pretty much the nuclear option for me. Technically works, but it would probably be incompatible with creature mods. As for the second, I don't know how I missed GetParentCell and GetParentWorldspace. They might be just what I was looking for. Though the Destroyed flag is supposed to prevent interaction, you can still loot destroyed creatures. When you target them, the search prompt doesn't appear (just the name), but you can still loot. I checked all of the creature scripts, and don't remember seeing any that set one to disabled. Some specific creatures and NPCs are set to unconscious or disabled after certain events (for example, the NCR deserters in Primm are disabled if you convince them to run), but not destroyed. I originally put the leveled creatures part in the code just to cover all the bases, but I think that part could be removed. I would have to think about which checks to use. I'm not sure what's causing the bug in the first place, so I don't want to add a check that makes the script miss creatures. And just to clarify, all the Destroyed flag does is prevent the player from interacting with something. Even if a creature was supposed to be destroyed and my script changed that, I think at worst you'd just get an empty corpse. I'll have a look through some quest scripts to see if this could ever be a problem, but I doubt it will be. FNV tends to use the Essential, Quest, Ghost and Unconscious flags when it wants a creature to be in the world, but immune or non-interactive. Maybe I can think of a way to check for something along those lines. Thanks for the tip. If those functions work like they hope I do, I might be able to make this much cleaner.
  4. UPDATE: Beta bug fix mod released: http://www.nexusmods.com/newvegas/mods/60496/?
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