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BlueClaw

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Everything posted by BlueClaw

  1. Yeah I found one mod called essential death time but I'm away from my computer so I have yet to try it. Plus it sounds pretty bare bones in that it just adjust the number of seconds an npc stays down and doesn't address persistant crippling or wounded dialoges. Nor does it give you a way to heal them and shorten their down time. Though I'll probably still use for lack of a better option. Maybe I can set it to 604800 seconds which would keep them down for a week but it might get pretty lame if I have a bunch of unconcious people fast traveling around with me everywhere I go. Especially if I can't alter their orders while unconcious (IE Telling them to wait, or medivacing them by sending them home when they drop.) I have a ton of companions and it would be nice if they were more like humans and less like unkillable agro sponges. Plus it would be cool to have a reason to change who I take exploring. Folks have been making a lot of cool companions and it would be nice if the game kind of nudged you into mixing it up a bit. BTW thanks for the respones and the link.
  2. I've been looking for a mod that makes essential NPC's/Companions more realistic yet still allows them to keep from dying. For example a mod that alters how long an NPC stays down would be a good start. If an NPC stayed down or crippled for an hour, a week or until someone heals them it would make charging into a dangerous situation a lot more challenging because though your companions might be essential they do you little good if they get sidelined early in the encounter and leave you alone to fend off what ever craziness you stumbled into. Ideally it would be something that adds to the immersion like an NPC telling the player hes hurt and can't get up at the moment, or maybe some dialogue that tells the player that the NPC needs extra medical attention because appendage X is crippled. I think a mod along these lines would help counter the problem of the game being to easy because the players are walking around with huge armies of essential companions. As it is if an NPC was down for a week it would force the player to alternate who he takes on walk about. IE they can't take Willow because shes in the infirmery till Tuesday so they're forced to take Katie or Niner on this excursion. Plus it may encourage you to take less companions in the first place because you may not want to risk benching to many of your posse at once. I'd love to find a mod like this so if anyone knows of one please let me know.
  3. On that extra glow spell. Do you apply that to a actor the same way you add a actor effect? Right click, click new and just add it from the list and then modify it? And if I save the spell under a different ID so as to not modify the original will it still work? Because honestly that sounds like it does exactly what I need done. Hell If it can do at least 3 or 4 colors that sounds perfect!
  4. Sweet thanks a lot. I'll check out your mod out when I get home(at work atm). On the ants I'm wondering if its because I altered their actor effect values AFTER I placed them. Maybe they'll glow if I delete the originals and replace them. Like I said I know very little about modding. Pretty much just enough to be able to open geck and be dangerous. And I don't know squat about scripting, at least not yet. Was just looking to fill dry canyon with giant glowing bugs for my Cosmic Bug Hunting parties lol. Hm, maybe a glow gun. Something you could shoot at an actor , pick a color and impart a glow on it, or maybe a mini nuke called a chaos bomb whose explosion does no damage but imparts a random color glow effect and randomly alters the scale of everyone hit. As you can see I have more ideas than mad modding skills hehe
  5. At one point I was thinking of using a permanent weapon damage effect like how an enemy glows blue when hit with a holorifle or red with a laser but I couldn't find anything like that that seemed to work. Not sure if I have to pick the right actor effect AND give it a specific condition to actually get it to appear and be permenant. I know very little about modding so I was trying things like picking flame damage effects and then giving it conditions like Getdead != 1 to trigger the effect as long as the npc wasn't dead(IE Getdead=1) but I'm not even sure thats how that even work. I was kind of guessing. I'm hoping thats how it works though because then I could set it to check for life and time of day so I can make them glow only at night :) I'd appreciate any help you guys can give.
  6. I wanted to try to make some glowing giant insects but I'm not sure how to do it. I managed to make a scorpion glow using the glowingone actor effect but for some reason the same effect on the scorpion wouldn't work on giant ants. Plus I see no way of changing the color or brightness. Is there any other way of making creatures shed light, I mean besides duct taping a torch to their head?
  7. One approach that would be cool is a placeable lamp(complete with red light). Make the light radius just big enough to cover a smallish room. Than if a sandboxing companion attempts a simulated conversation with another N/PC AND it detects the light it has a say 75% chance of firing off a random AP action with whoever it was attempting to talk too. The other 25% of the time it just behaves like a normal simulated conversation. If the light is off, or out of range then all conversations attempts could be treated as just the normal simulated chit chat. I hope someone else likes this idea because I don't know anyone who would turn down a free orgy light hehe. "The pole smoking lamp has been turned on. You may commence smoking"
  8. I've been looking all over for a mod that made a trigger item or clothing that would fire off a random AP or wsex action between 2 NPC's when one attempts to talk to the other.(Ie during sandboxing) It doesn't have to be a money making mod like the original AP, just something simple that adds more eye candy to my undersea Sexatorium. AP would be preferable only because of the exhaustion that occurs after wsex but either one would be cool as long as it works.
  9. All of a sudden I'm having game freezes. I'm not CTD, but the game is just freezing up. When I was having game problems in Skyrim I found it super useful to view the Papyrus logs prior to a crash because it at least hinted at what the problem was. Now I'm not a modder so I'm not super familiar with the games inner workings but can New Vegas be set to put out logs as well? And if so, what do I have to do.
  10. All peoples delicate sensibilities aside, I sure the hell would have appreciated a list of mods that were known to be dirty or save corrupting BEFORE my game got jacked. I nearly smashed in my computer the day my Oblivion game got fubard. It was like no matter what I removed or how far back in saves I went it didn't matter, I still crashed. I think I had a few super super super old saves that seemed stable but it was a ton of game play gone, and I wasn't about to start the hell over, especially when I didn't know what had caused it. Oh I was so mad. Had a Bethesda Rep knocked on my door that day I'd be in jail for unlawful modding of ones foot up anothers ass. "WAS THAT INSTALL CLEAN ENOUGH!!! What do you mean we have a conflict!? Nah were pals. You just need a little patch hehe. Here Let me install that for you. Ugh. Um, yeah, that skin doesn't look like it belongs on your body model. What version Rep did you say you were again? Well on the upside at least you didn't CTD. (Thunk) DOAH!" I mean face it guys all slander fears and complexity issues aside, friends don't let friends drive corrupt saves into Oblivion! If you see something, say something. Prompt bug reporting can save a life (NOTICE)No Bethesda employee was actually harmed in the writing of this post. But this guy from NCSoft got jacked up!!!.
  11. Honestly i haven't checked to see what each of their sandbox radii were set to. I didn't want to mess with their default packages. They came from different sources(Some vanilla, some modded) and i didn't want to screw up a working mod by fiddling with them to much. Plus theres like 15 of them which would require a butt load of ck time. I thought about maybe altering some global game setting but i didn't want to end up looking for quest givers that have wandered away. And yeah theres some crafting equipment in the cave they can interact with. I've seen them do it but then they disappear and reappear upstairs only to never to go back down stairs. I think one of the problems I'm having is that theres so many npcs so close together that they are triggering each others conversation idle or some other proximity based event thats preventing them from sandboxing properly. But hell what do i know I'm not a Doctor :/
  12. Recently i purchased the Solitude house, and increased its size by adding the Proudspire expansion mod. Now i have a large 4 floored house with plenty of space for my wives and followers. The problem I'm having is that the npc's primarily stay grouped up on the top 2 floors when they sandbox and i want to increase the immersion by spreading them out around the house. I want to avoid modifying their packages or scripts because i don't want to break, corrupt or cause any other conflicts. I want a solution that works on everyone from wives to the family dog and idle/patrol markers sound like the way to go. What I'd like to do is create a marker on the top floor that sends the npc to the bottom floor and then releases them to sandbox there. I want it to be a one way trip and not a back and forth event like a patrol. I just simply want the npc to be nudged to a different section of the house and released to do it's own thing. I also don't want EVERYONE in the area triggering it all at once causing me to end up with all my people in the basement. I just want it to be like every other idle marker(ie a chair, a cooking pot, a bed, etc) in which it may be randomly selected by an npc but it doesn't HAVE to be. That way occasionally a npc will trigger it and get sent downstairs or to another floor. I know very little modding so what is probably noob stuff has got me hung up, and i can't find a tut on idle and patrol markers. Ideally what i would like to do is place a start marker on each floor and targets markers on each floor so that each start has potentially 4 destinations to choose from but i don't know if markers can randomly select what targets to pick. But as annoying as this has become I'd settle for a marker that will occasionally send the npc to a single location. If i can get that far then i can always just cover the house with pairs of markers and hopefully that will solve my problems. If anyone can tell me how to solve this issue or point me to a good tut I'd appreciate it. Thanks
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