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kingbeast88

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Everything posted by kingbeast88

  1. I may be wrong here but I think xpadder can make adjustments to sensitivity.
  2. Maye you are thinking of the Long 15 reborn mod?
  3. In ResultScripts (End) on topic dialogue type: SetEnemy NameOfHolstileToBeFactionHere PlayerFaction 1 0Hit compile scripts. Edit: yeap EDP is right switch the first 1 to a 0.
  4. Yes, those indeed should be the missing reference id's. Just need to copy the new id's over to fix it from your standalone .esp.
  5. Pretty sure they just edited the mesh's shape in blender not the position of the weapon's themselves. To adjust the holster animation you would need the skeleton, holster animation & a weapon linked in a scene to see where the weapon holsters to at the end of the animation.
  6. Copy all as new records to a new .esp in FNVedit. You will need to copy the NPC's dependencies first individually then the NPC later. Afterward you need to fix the records to point to the new form ID's. Example you can't copy the NPC over as a new record to the standalone.esp if they have a custom race in the original .esp since it will draw that form ID's dependency it will force needing the original esp as master as it points there. Hope I explained that. So you delete the race copy over the race and then NPC, then point to the new race's form id in the new .esp. You need to do that for any hair, race, eyes, packages, scripts, items, armor, class, etc and manually place them into the world again ala standard companion creation stuff. Basically anything thing with a form ID that is the same as the Obscurum id needs to be copied over into the new esp first. So you can then manually copy and point to the new references.
  7. I'm pretty sure where weapons attach to the body isn't in the armor nif, it's in the holster animation (hence why female pc have that awful back gap for 2 hand weapons) and adjusting it there adjust it for all weapons. Unless this is a static weapon that is added to the armor model as eye candy you're talking about. Way easier to just go into blender and edit the mesh to not clip.
  8. It doesn't actually write in the game folder and I'm not sure it actually writes anywhere from what I gather.
  9. If you want them moving like in Skyrim you'll run into a rigging problem with lot's of clipping during animations AFAIK.
  10. If you copy an entry into a new plugin using xedit if it has any reference to the original plugin embedded in it will force master. Example would be copying over a weapon that has a script attached since the script reference is in the original plugin it will add it as master. You have to manually fix that after then clean masters or delete the offending references first, copy the entry over then point to the new reference (which will also need to be copied over into the new plugin first). It's a lot easier using the mereplugins tool by far then trying to manually make a merge using xedit. Unless it needs it for some odd compatibility reason with another mod I'd avoid doing it.
  11. With a wider navmesh around a doorframe I'd think the collision might be affecting them since their trying to path through or to a tri that they can't reach due to collison. It be cause apparent if you got really far away and had your render distance up since I have seen enemies walk through walls when very far away because the navmesh isn't telling them they cannot and the collsion doesn't seem to affect npc's really far away from what I noticed in game. Not sure if the vanilla invisible wall collision box shares that. If it's an problematic issue I guess an on enter trigger box near the door frame entrance that activates for the boss or large creature with a random percentage chance to tcl for x amount of time would allow them to pass through to the player or a flat out move to command. Not sure if setting them combat disabled would have the same affect to allow them to pass though. It's late for me hope I made sense.
  12. Are they trying to path for cover for some reason? That's the only thing that I can think of that would get disabled from a non combat state.
  13. You can check the list what references them in the Geck (Scripts, Packages, Linked Markers, etc etc). If anyone of those reference the NPC's location they will break unless you update the NPC's new location.
  14. Probably attach a script to each book that would check to see if it's been read once before on use and then if not to proceed with given desired effect listed in the script and list no effects in the actual book themselves. If it has been read then it should just consume the item with no effect.
  15. Sandbox packages have a few different flags. One is Furniture (other than beds) which should allow things like sitting in chairs, another is Idle Markers like using a rake. If the package you are using is a vanilla one make a new one with the Idle marker flag checked. The sandbox package also has a radius so the markers need to be in that radius unless they also have a wandering flag check in the package.
  16. I imagine you can have a script check for a custom named mine in the PC's inventory, have a trigger box that runs once the player enters it and then does a count of the custom named mine and detects when a player places it as the inventory count of the mine goes down. Likely an easier way exist to do it though.
  17. Not relate to op's plugin but it does sometimes freeze on closing (after all warning pop up's), but I don't give it time to see if it will close on it's on to be fair either. Although I do use Geck Power up + NVSE + a 4GB patch on it. I just kill the process since I'm done using it and have already saved my plugin. Though I definitely have never gotten 500 errors literally or figuratively maybe at most 20-ish but I tend to fix any errors I can track down. Some warnings only show when saving, some only on loading up the world/cell, & some I found only pop up when saving scripts etc etc. I think they also are supposed to output to a log somewhere but I never looked for it.
  18. No I get the leak and not freed message on 7. It's only when exiting however, I don't think it's an issue since it doesn't appear as a warning when saving. Maybe loading less grid's at the same time would avoid it. Though it might just be from loading up lot's of different navmesh cells in one session. Never seem to cause issue when the saved .esp or .esm in game is loaded however. Having a navmesh tri that have edges that touch but don't connect doesn't seem to cause an issue since they'll just path around the two touching tri's from what I gather when it's on a cell boundary anyway. When it's not on a cell boundary I believe as long as one isn't under the other it should still be fine. The only thing I would probably make sure to do is if somehow the original navmesh form ID for let's say Goodsprings showed deleted in FNVedit, I'd take that ID and replace my newly edited navmesh's ID with the base one.
  19. I'd say use a lock level of 101 with no key then reference the doors in a script and then use mydoornameref.unlock when ever you need them to be opened. However I don't see how the door is being unlock by npc's without the key maybe a flag is checked in there AI package or the door shares the npc's faction.
  20. Unless the corpses need to be hit by a player weapon with all the effects that would follow from that, perhaps you could full on fake the explosion? If a hit can be detected to the corpse use a PushActorAway command using whatever variable force you want with some sort of placeat explosion maybe.
  21. Hmm I remember finding a tidbit on one of the Geck sites when I was looking up data on navmeshing that stated you want to keep the number of triangles in your Navmesh < or = 500 and that the plaza in Megaton was highest 450-ish. I don't think I've went over 400 for any of my personal mod edits I do believe one is 387 IIRC. I imagine for an interior cell you could probably go over that without issue in an .esm but for exterior cells in the world I'd probably try to simplify it to not go over that. I do recall in one of my mod merges I was working on that had a ton of navmesh edits that a White Glove from the Ultra Lux would always spawn inside the Goodsprings gas station and I could not track down any reason for him being there other than the navmesh edits I made. He wasn't placed there in the editor, he had no scripts or quest that could affect him or referenced him. I gave in and removed the mod that made the edits to cell in the merge to fix it. The Geck's auto detection or lack there of for exterior cell border boundaries has really made me loath navmeshing. I wish there was a way to click two triangles side by side on a boarder and manually make it appear. Obsidian really did a very lack luster job navmeshing IMOP I don't see how they got certain things to work without breaking. Anway best of luck to you.
  22. Select the red error triangle marker in the console to get it's ID, open FNVedit & search for the ID number it gives you (you may need to change the first two numbers it gives just cycle through them). Once you find the offending entry looks for (MODL - Model Filename) that should give you the name of the nif and the file path (the latter hopefully might be named in such a way to tell you which mod it's from).
  23. 10's, 9's, 7's, 6's, 5's, Kings, & Jacks. Standard AI seems to be able to play Jacks and Kings well enough. Johnson Nash might be the toughest vanilla AI player and I don't think I have seen him use Queens or Jokers against me, Maybe the AI just doesn't play those two cards right. However that Caravan AI overhaul mod (I think someone made one) might fix the AI to be tougher unsure never tested, it is just not enough caravan players in the wasteland and no mod that I know of places a radiant caravan styled poker tournament location to make playing really worth while.
  24. Probably be easier to do this in FNVedit copying as a new record into a new esp. But you'll need to fix the ref ID's afterwards and delete the master file dependency.
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