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Everything posted by Radioactivelad
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So in the next version of my rebalance mod, I wanted to make Light Step more interactive; instead of just turning off an entire element of gameplay, it makes it so its benefit is only active while walking or sneaking, so you can still blow yourself up if you're careless. The problem is I can't find a way to do this. The way the perk works is that it uses an entry point called "Calculate Mine Explosion Chance" and sets that to 0. The problem is that, near I can tell, this change is permanent. Even if you remove the Light Step perk from your character, or use another perk entry point to set "Calculate Mine Explosion Chance" to a different value. (Within Light Step itself or otherwise). Traps are permanently untriggerable once it goes in to effect. Anyone have any ideas or solutions? Can any NVSE plugin help with this?
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NPC Issues
Radioactivelad replied to ThatFalloutGuy2's topic in Fallout New Vegas's GECK and Modders
More than likely. There's few other reasons to get this behavior. Just putting it on record that understone is distributed as an esp in all of its incarnations. -
NPC Issues
Radioactivelad replied to ThatFalloutGuy2's topic in Fallout New Vegas's GECK and Modders
Navmeshes will break under certain conditions until the mod is converted to an ESM. -
This isn't a bug, it's how HDR works. (The full-screen post processing effect, not the contemporary monitor technology.) It's slightly harder to notice, but when you're looking at the sky, the landscape is also getting darker. The marketed idea of HDR is that it's simulating "what your pupils do in real life." It's more appropriate to say it's a way for relatively primitive lighting engines to better contrast between light and dark areas.
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It'd be really cool if there was a mod that made the Loot Menu not show until you actually interacted with the object. It'd have two consequences: * You'd get the container's opening animation and sound before actually seeing what's inside it. This just feels better to me than it playing the animation when you take something out of it. * When you're just looking around, the loot menu isn't constantly popping up, which gets annoying, especially with how big it is in the vanilla UI.
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Marked Men are not hostile
Radioactivelad replied to Deleted82427968User's topic in Fallout New Vegas's Mod Troubleshooting
It would probably be something involving their Faction's interfaction relationships. -
Not doing anything because you can't be bothered is an option for like 99% of the game. (Obsidian really made a miscall not including that "Courier just f*#@s off" joke ending.) A complete lack of ambition, motive, and conviction in a character generally doesn't make for an interesting role-playing experience though.
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How to set storage limit on container
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Is the brahmin you're interacting with a Persistent Reference? I don't think you can call teammatecontainer on a base object either; it needs to be an individual reference. -
How to set storage limit on container
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
No, the container itself (In my mod's case, the Mojave Express Dropboxes) is just a proxy activator. Items are transferred with the standard trade interface. This is the script from my mod with commentary: ------------------------------- - Object Script placed on the Mojave Express Dropbox. - Begin OnActivate Player -------------------------------------- If IsActionRef Player && Player.hasperk MESPerkDiscount ==0 && Player.Getitemcount F >= 100 ; The Activator is the player, they have not earned the Service Discount, and they have enough caps to cover the Service Charge. Playsound DRSNukaColaMachineOpen 1 ; Aesthetic sound effect MESJeffery.openteammatecontainer 1 ; Access the free-trade inventory of the NPC we're using to store items. Player.removeitem f 100 ; Removes 100 Caps from the player. IncrementScriptedChallenge MESDiscountChallenge ; Increase the Challenge that rewards the player with the Service Discount -------------------------------------- elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==0 && Player.Getitemcount F < 100 ; The Activator is the player, the player has not earned the Service Discount, and does not have enough caps to cover the Service Charge. showmessage MESNotEnough ;"You don't have enough caps." --------------------------------------- elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==1 && Player.Getitemcount F >= 50 ; The Activator is the player, The player has earned the Service Discount, and has the caps to cover the Service Charge. Playsound DRSNukaColaMachineOpen 1 ; Aesthetic sound effect. MESJeffery.openteammatecontainer 1 ; Access the free-trade inventory of the NPC we're using to store items. Player.removeitem f 50 ; Remove 50 caps from the player. (50% discount.) ------------------------------------------ elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==1 && Player.Getitemcount F < 50 ; The Activator is the player, the player has earned the Service Discount, and does not have the caps to cover the Service Charge. showmessage MESNotEnough ; "You Don't have enough caps." endif end -
Best way to match Player ?
Radioactivelad replied to Mktavish's topic in Fallout New Vegas's Discussion
Create a new NPC that uses the Player NPC as a template. -
How to set storage limit on container
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
I'm pretty sure NPCs don't get overencumbered at all, should you bypass the Refusal like giving them a ton of items through the console or geck. I haven't checked though, and it wouldn't surprise me since Oblivion had NPCs getting overencumbered. Either way it doesn't matter since for all intents an purpose, the NPC used for this method will never be directly interacted with. Yeah I don't think there's any reason you couldn't use a Creature (that doesn't have a weapon list with playable items). I think I only used a human because I had them doing something silly as an easter egg for people who got curious about how the mod worked. -
How to set storage limit on container
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
If that's what you want, you could do the same thing I did with my Mojave Express dropbox mod: make the container itself not the container, but a proxy access point to an NPC's inventory. (Make sure to give them unplayable gear with absurd stats so they don't equip anything you store on them Not so; the npc container menu will just refuse to accept any more items once it hits the character's limit or the item you're trying to add will go over the limit. You can see this readily with the vanilla companions. The NPC *may* have to be a teammate, but I do not recall that being the case with my aforementioned mod. -
Crippled arms isn't affecting melee damage
Radioactivelad replied to bct18181's topic in Fallout New Vegas's GECK and Modders
Just to be sure, your character doesn't have one of the hundred +% damage challenge perks that might be disrupting your numbers, do they? The maximum damage penalty with vanilla settings is only 10% of base damage, so it's not surprising if it's barely noticable or outright irrelevant. -
New to Scripting
Radioactivelad replied to InActionMan64's topic in Fallout New Vegas's GECK and Modders
Getisreference. I'd recommend looking over the complete list of functions on the wiki as you can figure out what most of them do just by their name. -
Diffmult is just a damage scaler, it doesn't affect health directly, or any visible numbers for that matter. The two most obvious questions I can think of are- 1. What did you set the Deathclaw's base health at? In vanilla, they have 500 or so. They actually need around 5000 base health to make it to 5000+ ranges because Level doesn't actually give that much hp. 2. What do you mean "other larger mods"? Despite the ordering of these questions, the first thing you should check when the game isn't doing what you expect is if one of your mods is doing something you weren't aware of.
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What new mods do you dream of?
Radioactivelad replied to ApolloFoxmask's topic in Fallout New Vegas's Discussion
It's exactly what I was talking about By blanking out the mojave, it gives modders total freedom to put whatever idea they want without Vanilla content getting in the way. With enough people modding under that pretense, you'd wind up with a piecemeal total conversion of the game, in a wasteland defined by the community and what pieces you choose to install in your individual game. The concept of Collaborations was the idea that mutually interested modders could make crossover mods to link their individual projects together in some way, like a war between factions, or even just share concepts and lore. It's 2022. Everything "lore friendly" has been done to death, and it's holding people back. The "community wasteland" would be a wondrous evolution that might even usher in a new goldish age of NV modding. -
What new mods do you dream of?
Radioactivelad replied to ApolloFoxmask's topic in Fallout New Vegas's Discussion
1. Mass adoption of the Community Wasteland Project. Everyone filling out their own little corner of the world, creating collaborative content and storytelling with other adopters. 2. An action-fps campaign total conversion. Doesn't really matter to me if it's "lore friendly" or even in the Fallout universe. -
Fps dips when in certain cells?
Radioactivelad replied to DavaScript's topic in Fallout New Vegas's Discussion
Anything above 60 should be considered a happy accident and anything as low as 50 is normal. Game performance is about more than just the end user's hardware; these games in particular just aren't built to push those kind of frames with any consistency. -
Best Quest Mods in 2022?
Radioactivelad replied to Moksha8088's topic in Fallout New Vegas's Discussion
The Repconn Blues, Russel, Milkman, Hollander Hotel, The Inheritance, Cabot's Quest (as beyond nonsense the story may be), and Deimos -
Has anyone been able to get them to work in New Vegas? Nvidia lists NV as a compatible game, and they work in Fallout 3, but NV just throws up a "Requires a Supported Game" error. Kind of a shame since it's got the hands-down best Auto-DOF effect available for Fallout, and I wanna play around with the Raytracing effect.
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If you've used the BSA decompressor you might need to edit your inis: https://forums.nexusmods.com/index.php?/topic/7113361-fnv-bsa-decompressor/?p=90876328