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Draghy

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Everything posted by Draghy

  1. Well I just got closer to the building and realized it's covered in those because it says biohazard on the front.. Sorry but I could swear I've these textures in other places as well. Well.. nevermind. I'll post if that turns out.
  2. Hi. Anyone have any idea why I'm seeing those red error triangles on random buildings? Screenshots from Arroyo Megabuilding. But I've seen them on random pipes and structures, usually in the industrial areas.
  3. UPDATE: I just done some tests in the TestWeapon cell and I found out some surprising results. The measurement isn't exactly made in GameUnits. While a 64 GameUnits = 1 yard, for weapon MaxRange, the actual value for 64 is 10 yards! So MaxRange = 64 would mean the NPC gets in the 10 yard range and then shoots the weapon.
  4. From what I could found, the weapon range is multiplied by the Combat Style range's multipliers depending on NPC. Most NPC's use the DefaultCombatStyle, which has a 1 multiplier. Translating game units into actual distance, for your average NPC, using default values, you'd get the following maximum shooting ranges: Hunting Rifle - 31 yards10mm SMG and Pistol - 12 yardsSawed-off Shotgun - 8 yardsSniper Rifle - 55 yardsVarmint Rifle - 46 yardsRiot Shotgun & Hungting Shotgun - 9.3 yardsLever-Action Shotgun - 24 yardsHunting Revolver - 23 yards.44 Magnum Revolver - 23 yards.356 Magnum Revolver - 12 yards9mm SMG - 16 yards9mm Pistol - 12 yardsCowboy Repeater - 23 yardsAnti-Materiel Rifle - 55 yardsAssault Carbine - 16 yardsLight Machine Gun - 16 yardsTrail Carbine - 23 yardsCaravan Shotgun - 9.3 yardsService Rifle - 55 yards Now those are some wild numbers if I'm right, and quite inconsistent on the developer's part. Realism isn't really at play here at all. A cell has 64 yards so most of the guns aren't even shot by NPC's from further away than 1 cell. The NPC's using DefaultSniperStyle get a x3 range multiplier so they'd be the only ones to pull this off.
  5. There's no FNV or FO3 mentioned in that article, I'm pretty sure it does a very different thing in those games, closer to what I described.
  6. Hello, I'm trying to edit MinRange/MaxRange for weapons to change how NPC's use said weapons. Now what exactly do MinRange and MaxRange affect? The distance the NPC would shoot the gun? That's what I'm trying to achieve: less pistol sniping from 50 yards and more NPC's shooting a sniper/rifle from the proper range of couple hundred yards maybe. How are the numbers calculated? How much for say 1 yard? And do I need to edit MinRange or MaxRange?
  7. I managed to fix this thanks everyone for the answers nevertheless. The problem is Nexus Mod Manager activated some wrong plugins after I reloaded a load order, and loaded into my game 3 plugins that were a merge of about 20 other smaller plugins, but those 3 had roughly the same mods in them, the file should have only been active once since those were older versions of my merged plugin. This resulted in the same mods running in the background thrice, handicapping the load time and performance of the game. I left only the good version active and everything is back to normal.
  8. I have The Living Desert, Mojave Raiders, Mojave Wildlife and some Increased Presence mods that I can think of that would spawn stuff, however I've been using them way before the long load time started and use their latest versions, I don't think that's the problem. Also I haven't seen anyone else complaining on the mods' pages about a similar problem.
  9. Ok so I tested when the issue starts: If I start a new game from the main menu, the game will load fine on death or if I reload again without exiting the game. Once I exit the game and reload the same save file, the long load occurs. Any thoughts on what could cause that? Maybe a recent update to one of the mods I mentioned? Other than updating those, other mods I installed recently were quite minor.
  10. I have disabled any autosave feature for a long time. By exiting and reloading do you mean to load using the console? I don't have any errors in the NVSE console or warnings about large saves, and no messages from NVAC either. I don't think posting my load order would help all that much since I merged plenty of mods into single plugins and also have a number of mods I made myself (mainly patching other mods). Defragging manager shows 0% fragmentation on my hard drive.
  11. Hello, I've recently started a new game (from the main menu) and loading my save takes 5-10 minutes. I have 3 hours of gameplay on my save, my .fos save has 8 MB and my .nvse save has 1.5 MB. Is this a large save after 3 hours of gameplay? The loading problem only started recently and is very frustrating, even between death reloads I have to wait the same long time. Saving on the other hand is done very fast. I have the most recent versions NVTF installed and Stewie Tweaks, alongside OneTweak. Any thoughts on what might be causing this?
  12. I've found out the problem, I was using the reload on one of the one-round-at-a-time reload slots (reloadW,X,Y,Z). Using a regular reload slot (A-P) fixed the problem.
  13. Generic NPC's mostly have randomized items. You would have to manually edit every NPC that doesn't use leveled items in a plugin. Most named ones do not, and even some generic ones like the NCR soldiers in Primm as mentioned (probably for balance issues) and even some like the Westside Militia (they all use Single Shotguns). Then create a conflict patch with other mods that alter your NPC's like NVRedesigned or FCO to ensure their new inventory is right.
  14. Hello, I was wondering if there's any animation resource/mod out there that has a pistol equip animation similar to how Benny pulls out his gun from his jacket. Thought I'd try to add that to some holdout pistols modification I'm working on.
  15. Well after some more testing with Anim Debug enabled, I found out that the right reload animations play, ReloadY and ReloadYstart, there aren't any other animations playing on top of those. However, the issue is: the ReloadY animation doesn't restart it's cycle at the proper timing, so the end pump animation start playing. I'm no expert in animations but looking through their .kf files I couldn't trace what value or setting sets the cycle time for the animation to restart playing from the beginning. My theory is that shortening that value would fix the problem. Maybe someone who knows more about animations can answer?
  16. By disable I meant removing the .kf files yes. Well it isn't just some shotgun's reload. I meant pump-action shotguns. All of them, mod or not, use the same reload animation, ReloadY. Unfortunately, FNV Clean Animations, doesn't provide an animation for this reload type, I would have definitely used it. I don't have any partial reload mods or animations. I'll try updating to the latest version of Stewie Tweaks and see if there's any improvement.
  17. Hello, I've just discovered a strange bug where the reload animation for the shotgun is cut off after inserting a shell (the pump animation starts and repeats after each shell inserted). I thought this was a problem with ARP but I disabled the ReloadY animation and it still occurs. Tried removing handgrip and aim animations as well, still looks bad. I don't have any ammo count or remember ammo mods (thought those might cause it), just the said options from iStewieAi's tweaks (disabled them and still had the bug). The only clue I manage to get is that animation replacers with a longer reload animation (ARP's new version) do not trigger the bug, since they are longer. I don't want to use that one however since it looks janky with the other animations I use. Any thoughts on what kind of mod or animation could be causing this?
  18. UPDATE: I managed to get it fixed thanks to RoyBatterian. Apparently FNVEdit does some wrong thinks when using the Clean Masters options, such as removing unintended masters. Turns out for me it did exactly that, and that broke GECK. Re-adding the master I wanted fixed the problem. So anyone planning to clean a master, might be a good idea to double check if one of the masters you needed was removed mistakenly.
  19. i don't plan on publishing it. It's a personal patch that rebalances lots of things after my own taste. The thing is, like I mentioned, that the mods I want to remove as masters have new updates, that I want to use. I guess I'll just make frequent back-ups and removed things one at a time then test it in GECK to see if it's alright. Well thank a lot anyways!
  20. Any tips on doing that? The clean master command itself does not work if your plugin still has references to the master. I removed the references myself, both from script and some overrides I had (removed them from the patch) so the command worked and the master was removed. Yet.. it would not work properly. I used the Report Masters script from FNVEdit and I got no records from the master before I removed it. Strange. How can I make sure I remove the master properly?
  21. GOOD NEWS EVERYBODY I managed to find a version from a week ago (in the Recycle Bin LOL). So now my problem is.. how can I remove a master succesfully from this file?
  22. Yes but I removed them because the mods I patched got updated and use different names for some things I patched. I want to clean the master so I can patch the new version instead.
  23. FNVEdit bugged on me and didn't make backups like it should. Last backup is from september 2020, despite having Backup plugins always checked after editing my file.. so that's not an option..
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