Jump to content

Radioactivelad

Premium Member
  • Posts

    578
  • Joined

  • Last visited

Nexus Mods Profile

About Radioactivelad

Profile Fields

  • Discord ID
    Bansheebot#5950
  • Country
    United States

Recent Profile Visitors

29506 profile views

Radioactivelad's Achievements

Proficient

Proficient (10/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Posting Machine Rare
  • Conversation Starter

Recent Badges

0

Reputation

  1. Placeable water isn't whats in Lake Mead but it's also not a problem with Water settings regardless. It is in fact a bug in the New Vegas engine; It's something to do with the height of the water in the worldspace; which is why the only place with functioning Worldspace Water reflections is the Colorado River. (It may also be a bug in FO3 for all I know, but it's moot because FO3's worldspaces use heights that don't trigger the bug, which is why the reflections work in TTW.) Unfortunately the only existing fix is to use New Vegas Reloaded. NVR is great actually, I just say unfortunate because you're basically required to use its shadow system because it disables the game's normal npc shadows. (Pet Peeve to have to use a whole package just for one feature.)
  2. Crashing when trying to open a cell is usually the result of objects and scripts in that cell having invalid data- since you had crashing with the vault entrance but fixed it by removing something, sounds like your other cells have the same problem.
  3. Dated Thread, but the question was never properly answered: Plainly and simply, Navmeshes break in ESPS. The main trigger is loading a save after the initial load-in from the main menu, such as when you die. I've also noticed it occuring when leaving and re-entering a cell added by the esp. It's really easy to see for yourself when attempting to playtest a new interior in a mod. An easily observable symptom of the broken navmesh is when NPCs and companions teleport to a specific location in the cell when entering. If your AI packages and scripts aren't working anymore after converting to ESM, it's because of an oversight of yours that you were allowed to get away with, due to quirks of ESPs. All objects added by ESPs are flagged as Persistent automatically. Scripts and AI packages need to target persistent objects- but in your new ESM, they are no longer so. I also noticed this would happen when I prefixed my mod object and script ids with numbers for some reason.
  4. JIP companions command & control is an all-time great. Character kit remake if you're inclined to fancier human npcs.
  5. If your script is saving, then your code is fine and the issue is elsewhere. Do you have dialogue audio in place? Subtitles can be unreliable with non-conversation dialogue. The Say function has a flag to force subtitles to always appear, do that just to be absolutely sure it's not working. Combat topics are unreliable in general though, even more so when you're quickly modifying and checking conditions. You might try a smoke and mirrors approach by having the player's character say the line instead. (this would also ensure it's always heard as well.)
  6. Wasn't there also a bug that caused combat dialogue to rarely, if at all play, and one of the NVSE Plugins in the pantheon fixed it?
  7. Mister House screen-texture replacers - Because memes. Anything put in the Quests and Adventures category - This has always been the case, but I think now more than ever given that releases in the category have been slow for a while. Vanilla Quest Modifications are also a trend I've noticed picking up in the last few years. (And I really think they, like translations, should really be in their own category.) Something something Enclave - Because some people are really weird about how much they like the enclave.
  8. Companions Command and Control is pretty much the best option for this and more. It's not really "modern" but it's the most solid companion functionality mod and no one has tried changing that.
  9. Navmesh gizmos are affected by the cell's imagespace- make sure that isn't the issue by temporarily setting it to default.
  10. Quick and Auto saves are just saves- if you don't have a save prior to the npc's death, than you're SOL.
  11. I can make people laugh and cringe; I specifically like writing most in the context of a PC/NPC interaction, and modding a bethesda-engine game is the easiest In you could ask for because it comes with a built-in audience. I also like the game itself, but if there's something that nags me, or if I just have "Y'know it'd be cool if..." moment, I can make it an actual thing and make my own experience better, and also share those ideas with others.
  12. Address Library doesn't totally remove version dependencies for some mods. They themselves will need to be updated.
  13. I've only ever experienced something like this as an apparent glitch from using Increased Wasteland Spawns. Are these npcs placed ahead of time in the geck or spawned mid-game via script? Either way my best guess is you're hitting some kind of memory limit in the engine.
  14. Oh I quite liked these. Reading the first story especially, I'm really liking the potential of the campaign's story being framed as a sort of oral legend or tall tale. I was planning on creating a discord server, but we could talk shop directly for now if you'd like; My id is listed right there below my profile pic.
  15. I roleplay my PC design a lot more than min-maxing. Although technically it's very optimal at avoiding excess and achieving the character I like to play. Starting Special is S5 P10 E3 C8 I6 5A L3. Strength is mid cause I generally stay out of melee range and I like looting smarter than harder; the Pack Rat perk is also a mainstay on this character. Perception varies between 9-10- 90% for roleplay reasons. I see this character as being more cunning and streetwise than booksmart, which is what a lot of perception checks imply. Endurance cause it's really not that game changing, especially for how I play. Charisma is again, mostly roleplay. I see this character as much the opposite of a socially stunted weirdo, so they have a higher level in this attribute. (I also use my own rebalance mod which gives Companions a carry weight modifier based on charisma, and Charisma Tweaks on top of that, so it's certainly more of a proper attribute in my game.) Intelligence. Like I said, this PC is more streetsmart. I also think you really don't need *that many* skillpoints. Especially if you plan on getting Comprehension., as I do on this character. ( I even get Retention!) Agility, I use guns, and a lot of guns are crippled by reload speed, so I want to keep that attribute average at worst. Luck. Would you trust an engineer that relies on luck? Tag skills are Barter, Repair, and Guns. I like crafting. Barter helps me manage supplies, repair lets me build stuff, and I like the variety of Handloader+Guns more than Vigilant Recycler+Energy. (Though with a 50 level cap, I see no reason not to have both eventually, for fun!) Secondary Skills: Science, Explosives. Crafting/Perk Requirements. Weapons of Choice: Lil Devil + JHP rounds for RAW DAMAGE. Light Machine Gun for AP/Mop-up. (Sometimes I'll swap this for an Automatic Rifle even though it's technically awful, for fun!) Various Mad Bomber/crafted explosives, for fun! Key Perks: Pack Rat for keeping crafting supplies light and hoardable. Handloader/Vigilant Recycler. The most practically useful crafting perks- provides strong benefits to a lot of weapons. Weapon Handling. Gets a lot of favored weapons down to a STR requirement of 6/7, which I'll eventually meet through either wearing power armor and/or from OWB cybernetics. Long Haul. Gives you effectively infinite carry weight for the purpose of returning to base for Crafting/Bartering. Mad Bomber, for fun! Comprehension. I don't necessarily consider this "key" to the build, but I always get it on this character since it helps round out teritiary skills like Survival and allows a lot more advanced crafting in the early game.
×
×
  • Create New...