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Everything posted by rowtjack07
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This is a real douzie, and I have been yet to find a fix for it on the net anywhere! Ok, here it is. In my mod I have added many objects, lights, NPCs and such to Freeside, but one bug has come up that I cannot get my head around. I can see all the objects I have added in the geck, in the render screen and such, but some (very few) do not appear in game. All of these added objects have fairly normal stat information, they are not set to 'initially disabled' and they do not rely on anything else to be enabled, yet when i go in they are not there. The objects that are disappearing include: Some doors All the street lights (if I add more they will work until I exit and reenter the cell, and even then they do not disable and re-nable using their script [when I can see them]) Some beds The LOD lights for the strip This is extremely annoying because I can't think of any reason why this would be occurring, does anybody here have any ideas?
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Hello, I am killing myself with a problem of recent that maybe somebody can help me with. I have created two walls in the Freeside worldspace, using the Strip method to conserve FPS and there is one major proble, they do not seem to work for NPCs on patrol or traveling to a set marker, and NPCs on sandbox don't seem to want to use them. I have made many doors before, all worked. The navmesh is perfectly fine, the teleport works fine and is assosiated with the right door, ect. But when my NPC on a patrol finally comes to the point of traveling through the door it will do a couple things, dependent on which method I am trying. Here is what I have tried so far - First I created tow doors simply linked together by teleport, the NPC walked up to the door and entered the first door, but never exited on the second. He simply flashed in and out of the first like an idiot, never coming out on the other side even for a second! - Secondly I tried using the same type as in the strip, this worked differently. This time the NPC used the first door and just vanished, never came out on the other side (yes they were linked correctly) - Finally I tried the first method again and the NPC just walks into the door, like there was a navmesh going through it, but there isn't. From what I can tell regarding the last try the NPC is trying to reach the patrol point and disregarding the navmesh. So ultimately i can't figure out why the NPC can't just use the door! Everything I try it just doesn't seem to want to pass through both doors. Notes: The doors are all in the same worldspace, some in the same cell The NPC is on a patrol package with multiple references, the settings are - Repeatable, Enable Fallout behavior, must complete, must reach location I tested the doors with a follow (one of the Freeside guards) and they passed through just fine, so it is simply when using a travel/patrol package
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This can be seen here ^ There really needs to be a mod that makes items rarer and more expensive, expecially daedric armour and daedric artifacts. Some daedric artifacts are even over 90% cheaper than they were in Morrowind. Additionally, the gear needs to be rarer, for instance: Daedric should be almost impossible to get, and other gear like ebony and glass very difficult.
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Yes, I guess there would be copy right issues, ah well, I guess this post can be counted as mute. If any administrator sees this post can you please remove it, thank you.
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A while back I finished watching season 2 of 'Spice and Wolf' and i couldn't stop thinking about how brilliant Holo the Wise Wolf would be as a companion in Skyrim. You could use the voices from the series without the music in the background for the NPC, and perhaps discreetly make her a new race with the red Khajiit ears and a read wolf tail attached to the skeleton. It would be wise to make them smaller than they appear in the anime so she appears less out of place. I would imagine that her combat styles of choice would be archery and daggers, but perhaps she could turn into a very large wolf when outside and do very large damage, but only once per day and when you ask her to. I can imagine there would be some difficulty in doing so due to her unique appearance and the insertion of the voice from the English dub to the game, but I personally believe if done well Holo the Wise Wolf would make an excellent companion. Here is an image for reference, please anyone who decides to take this up contact me, as i would love to hear from you. http://i43.tinypic.com/wu1lqr.jpg
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Well first of all, exploring should be difficult, for it is the harsh land of Skyrim. In fact I use several mods to make it infinitely more difficult, such as random assassination attempts, the need to eat drink and sleep, and easy death from frigid waters and snowy regions. Perhaps you just need to put some ebony in your ale ;) Second, there are already mods to enable arrow crafting, all you need it one ingot of the arrow type and one block of wood and you can make 20 arrows. Thirdly, I personally think the merchant have the perfect amount of gold. My current character is level 35, and I am playing him in a hardcore immersion save (sleep, drink, eat, cold, wet / survival / high damage / no fast travel / realistic jump and run speeds / realistic carry) and due to this I manage to sell heaps of collected gear to vendors all over Skyrim. This means I am already in the 150 K gold region in 60 hours of playing. I have been able to do this because the vendors have varied from 1 K gold to 3 K, the perfect amount. Additionally, most vendors in Skyrim aren't super rich, they are normal people, so it wouldn't make sense for them to be overly wealthy. Fourth, there are already mods to fix the light clothing problem, such as Winter is Coming which makes the characters wear cloaks and hoods in cold weather, and other that makes them wear cloaks and cowls when it is raining. Fin ally, I agree with you on the night thing, but i rarely see people after 10:30
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Why would I be, although I do believe it would be more believable for the men to women ratio in the guards would be more 5:3 (more men). This is not because I believe men are superior or anything, just because they have a natural hormone that makes them want to do more dangerous things than women, and the "protector".
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My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
No problem man. :smile: -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
The following are some pictures to give you the idea of what I have done, and if this change is made, I would like for it to become public: http://newvegas.nexusmods.com/images/1225908-1309659379.jpg http://newvegas.nexusmods.com/images/1225908-1309661196.jpg http://newvegas.nexusmods.com/images/1225908-1340811595.jpg -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
Well this isn't the purpose of the mod. Colonised Freeside is built around the idea that the Freeside we were given wasn't the Freeside we deserved. When you enter Freeside and walk around its barren streets you hear life, screams, cracking bottles, dogs barking and general talking. Yet who is there,? Two people not saying a word mindlessly walking down the streets never to sleep. This is why Colonised Freeside will never be compatible with Open Freeside, for Open Freeside is happy with the Freeside we were given, and Colonised Freeside isn't. Ultimately the area is suppose to look like a shanty town, and Colonised Freeside is suppose to help make that a reality. So splitting up the North District (the entrance section) into three different sections will not only help make Colonised Freeside a reality, but also aid in many other ways. By splitting up the districts; the effect of dying chaos is given for the area seems destroyed but lively. -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
Well that is because it is on the Fallout New Vegas Nexus, nad it is marked as hidden at the moment because it hasn't been edited for a long time. I will make it so you can access the hidden file by giving you permission. Here is a link to the file, just download the file called (For GTA44): http://newvegas.nexusmods.com/mods/38974 You can access it now. -
Hello reader, I have started this topic because I wanted to ask some of the very talented mod authors out there for some assistance regarding my mod; Colonised Freeside. Some of you may remember it, but most of you will not. The purpose of the mod was to make Freeside look more like a shanty town, with new home, NPCs, lights, fires, events and much more. Though the mod gradually got out of hand and now even I, with my fairly powerful PC cannot run it without it overloading the system. So I was hoping that somebody could help me in the following way, for I do not know exactly how I would do this: Split up Freeside even father, so instead of being in two different world spaces, it would be in four. This way I can split up the amount of data that means to be render by more than half, and therefore complete the mod to it full glory. The only requirements are: Somebody with a powerful PC, otherwise they will be unable to lead the Freeside World spaces in the Geck, for the mod adds allot of data. Sincearly HRomega (Rowtjack07)