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RngrHawk

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Everything posted by RngrHawk

  1. Hi folks! I'm currently working on a mod which requires editing of the WastelandNV cells, and not just objects but chunks of land. Now, for some reason, when I edit a piece of land and use World LOD, generating new meshes and textures results in the GECK essentially hitting the 'undo' button. It just regenerates the old chunks as they were before I even edited them. I did this successfully before, but it was so long ago I cannot remember exactly what I did to achieve this... Could someone point me in the right direction here? I've been battling this for the past couple days and I just cannot figure out what's up with this! Thanks for any help in advance! Edit: I also forgot about one detail, whenever I generate meshes it seems as if the GECK is just skipping everything? It literally says 'Skipping existing cells...' and nothing else.
  2. I've taken a look around the areas I modified and I can see I've a lot of work ahead of me^^ Thanks again for the explanation, its really helpful. I'll be messing around with the navmesh for the next while after I backup everything just in case!
  3. Ah! Thanks so much for this post, even just the 'B' key bind will make my life easier in general:P I was curious how different would it be editing the exterior navmesh indeed. I'm not much of an expert in modding and I don't have a lot of time on my hands currently so this will help greatly. Thank you!
  4. Hey folks, I've got a problem with the GECK and need some help if anyone knows how to fix it. Whenever I add new objects into the world (eg boulders, and they usually are natural environmental objects), creatures that spawn near them tend to glitch into them, rendering the enemies almost impossible to kill and friendlies impossible to interact with. Am I missing something or is this just how the engine is and nothing can be done about it?
  5. Ok, so I solved this, turns out all I needed to do is spend the next 8 hours generating World LOD. Now I know I'll be leaving this until the very end:P
  6. Hi folks! I've been messing around building and rebuilding some environments and I ran into an issue when I started sculpting the ground. Here are some screenshots: https://gyazo.com/2c2ce2dc848c917c57d35c2a0089f01c https://gyazo.com/3701a11b249ad3cfd3971ae726544240 https://gyazo.com/e44fe1dc3471911825d034d168a2f3b2 https://gyazo.com/71426500d1a939fe68d0334189afbd11 These are in-game screenshots of course, as this doesn't appear inside GECK. I presume this is ground LOD at its finest, where it doesn't update to how it is modified inside GECK. What I'm wondering is can this be fixed somehow? Is this something I can modify myself? Thanks for any help in advance!
  7. Alright this was a quick one, honestly I've no clue why I haven't done this before posting but on the other hand I didn't expect a mod to actually be the problem here. Still, I started with this suggestion and the problem turns out to be Project Wasteland Vision: https://www.nexusmods.com/newvegas/mods/42847/ Guess I need to find another mod of this sort, other than this bug it looks great but I'm a person of functionality over looks;p Again, thanks a lot friend! Update #1: To narrow it down even further, the mod edits some Imagine Space Adaptors. After deleting those edits via FNVEdit, I managed to get rid of this sensitivity problem. I don't know which specific edit does this but most of these Image Space Adaptor edits had to do with explosions, plasma, scope FX which I am not too interested in. With my honest opinion this mod is too good to pass by without further investigation, and so the problem is solved!
  8. Thanks a lot for the details friend! I'll have a look into these and see what I can come up with. I'll get back to the post if there's any progress!
  9. Hey folks! I decided to get back to FNV a couple days back, been setting up a mod list and testing some options, done a little modding myself, now I feel I'm finally ready to dive back into this spectacular wasteland BUT something annoys the hell out of me. My mouse sensitivity inside any interiors is about half that of the value outside of interiors. The setting doesn't change in the options menu nor does my DPI or anything of the sort, it just... is. I cannot find a fix or anything related to this anywhere, so I decided to ask! I don't think any of the installed mods changes this, maybe its an FOV thing? I wouldn't really know but I doubt it is. To be honest, no matter how many mods I've installed, I noticed this even on a fresh install with only NVSE and some anti crash mods enabled. I did also recently add the mouse acceleration fixes to my ini and that didn't fix this problem. Any ideas?D:
  10. Actually, everything works really well right now. I set base carry weight to 185, set the HC reduction to 165, which made it 20 by default, removed the power armor str modifiers and added a flat carry weight increase while in the frame in its stead. Also, the str value, it turns out that it was a problem with frost, which is easily fixable in-game by, for example, drinking alcohol which increases str, or just gaining str in any way. Frost doesn't start a proper new game, instead you need to load a save the creator has added. Loading save files uses the outdated values.
  11. Alright, so, after a long while of messing around with the stats, I noticed that for some reason fAVDCarryWeightBase will simply NOT decrease the carry weight, even when I set it to 20 or 10 or even 0, it stays at 185 (If I set HC_ReduceCarryWeightAbility to 0 that is), this is why I decided not to touch that global value at all, and instead increase HC_ReduceCarryWeightAbility. I set the player value to 165 and now the player does actually have 20lbs as his carry weight. Then, ofc, I ran into Power Armor problems. Whenever I stepped into power armor, the carry weight bugged out to high heavens and went into negative values. When I stepped out, it didn't even return it its original values, instead it went way down to 8lbs. I read on the wiki that Power Armor sets STR to 11, which causes the Carry Weight bugs. I removed any STR modifiers from the power armor frame object effect (EnchPA_Abilities), and replaced them with a straight up AbFortifyCarryWeight effect and set it to a good 120. Now, the only problem left is the STR carry weight addition. I do not seem to get any when I level up my STR. Other than that, everything seems to work perfectly. I get 20 Carry Weight when the player is naked, I get the additional weight I assigned to all armors (15-40lbs), and since the power armor frame takes off all armor underneath, it simply adds the 120 onto my 20 lbs carry weight.
  12. To start off with, I have made a carry weight mod and I can tell you messing with carry weight in an "overhaul" sense is incredibly annoying. A lot of things affect carry weight, making it hard to get what you are looking for. I am not sure what you are doing exactly in your mod, but what I did modifier-wise was in Gameplay filter CarryWeight and I set fAVDCarryWeightMult = 0 and fAVDCarryWeightBase = 14 (your base amount you want). I'm thinking CarryWeightMult may be multiplying the weight in a weird way making it negative? I am not entirely sure though and if need be I can test things tomorrow, unless someone else has an answer soon. You also have to remember Survival may impact your weight changes as well, like the spell HC_ReduceCarryWeightAbility among other things. Strength, Lone Wanderer, Strong Back, Food, "Armor" really Enchantments and Spells, and Object Mods will affect weights as well. Companions also have their own set weights in case you want to change that too. Many factors play into it. Another thing that may help would be setting fweight = 0 in all Power Armor Object Mods and even all the armors if you want, as that may possibly be causing problems, maybe. You can use FO4Edit to do that faster fyi instead of Creation Kit, I did the majority of edits in that. Easier that way for a mod like that. Thanks for the tips! I've been mostly using FO4Edit indeed. I think fAVDCarryWeightMult is probably how much carry weight you gain per STR point, but I'm not entirely sure at this point, I'll mess around with it a little more in just a few moments. Also, what I'm doing is I'm replacing pretty much every armor Ench modification with a carry weight level, from Low(15lbs) to High(40lbs), so armor stats shouldn't be much of a problem either. Also, the armor weight actually works, its just that rather than starting with the assigned fAVDCarryWeightBase = 20, I still start with 60 (Which is the 4 STR default in FROST which I'm currently playing with). The lowest you can go with FROST is 45 (Base 40 + 5 for 1 STR), but what I find strange is that fAVDCarryWeightBase is actually set to 165... I have a few ideas to test today, so I'll get on that and let you know on my progress! If anyone still has some ideas and suggestions or knowledge about this, let us know! Thanks!
  13. Hey guys! I have a question for anybody knowledgeable. I was experimenting a little, trying to mod carry weight. No, not increase, decrease. To the point, I wanna know if there is actually a limitation to how low you can set the player's carry weight via esp changes/no console? No matter what I do it seems to always stick to 60lbs at the lowest. Now, whenever I go lower than that, and enter power armor, it goes way down to the negatives for some reason. What is going on? Is this seriously an engine limitation of some sort? If you wanna go a little in-depth, I wanted to make a carry weight mod in which the player would start with a very limited value of about 20-30lbs (if they were naked), but every type of armor would increase that limit to the average amounts. On top of that, backpacks and whatnot. Yet, I tried editing the game settings of Carry Weight and the Strength multiplier and I either get nothing or a very badly bugged carry weight. Thanks for any help in advance!
  14. Damn, thought there was a way to avoid that, well I guess I'm just gonna have to dive into it then! Thanks a lot for the help! If someone still has any suggestions I'll keep tabs on this thread for a while.
  15. Hmm, so I would inevitably have to make custom scripts? Was wondering if there was a way without doing so, as I am terrible at it :D Looks simple enough though, would you be able to elaborate?
  16. Eyy, I've been messing around with leveled lists, and I haven't done that in a while, also that was Fallout 4 and not NV. How would I go about making a generic NPC equip an armor listed on their leveled list, but then restrict them from dropping it when they get killed?
  17. Welp, a few minutes later I found a solution... huh. Turns out metal and stone refract effect on hits was causing this. Good thing the author of IMPACT has a fix for that in the misc files.
  18. Eyy, Alright, so this is bugging me! I finally managed to really optimize my game well and install every mod I wanted to, ready for a fresh and long playthrough. Aaaaaand I hit a wall. A strange one at that. Whenever I shoot someone repetitively from a semi-auto mode (Testing on Victor), the game stutters more and more, then freezes for 0.5-1 sec every shot I hit. If I start shooting auto or stop shooting at all, its gone, everything is just fine... What? I don't get this, anyone know what's going on here? Thanks for any help in advance!
  19. Every ten days? I've had Oblivion installed for YEARS with the same mods. I don't redo it for no reason, I download a ton of mods, 200-300, it just ultimately becomes a mess if I make one small mistake, and since I'd rather just not play than make a backup after every single mod gets installed, I look for the problem and try to fix it. I have enough experience with Fallout Edit and Geck/Creation Kit to do so, sometimes it's just the fact that it's like looking for a pin in a haystack that I give up and move on. Thing is I really love Fallout games, but not in their vanilla state, so I come back to modding them from time to time (That being every year or so) at an attempt to actually finish what I've wanted to finish last time I have attempted this. I do learn a lot during all of these attempts. Sometimes I end up editing and tweaking many of the mods that I download, and sometimes I even make my own. Although, at least once I would love to actually fully complete this game with the set of mods that I want to have running, which unfortunately requires a lot of time to make them work together.
  20. Most of this I know already. Also, when it comes to the order, you can simply sort it in a manager such as NMM since all the plugins will appear regardless. Thanks for the reply! ^^
  21. Ah this was a very helpful comment! And, in fact, exactly what I was looking for! Thanks! ^^
  22. Ah, I see. What are the main pros and cons of modding manually compared to modding with a manager? I mean, I've modded my games both ways and as far as I can tell, modding manually is simply a little harder to organize and slightly more time consuming, but ultimately, in my opinion, it's a more solid installation.
  23. So even if I have my entire directory, with all the mods, installed manually, backing it up into an archive and then extracting it into an empty game's directory won't work? Now this is some bad news.
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