Jump to content
ℹ️ Download History temporarily unavailable ×

Med111

Members
  • Posts

    28
  • Joined

  • Last visited

Nexus Mods Profile

About Med111

Med111's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Are audio templates for armors hardcoded? No matter what I do, I cannot change footsteps sounds by adding editing audio templates. I tried creating new template, but it doesn't have sound at all. :wallbash: The only way I can change footsteps sound is swapping in-game audio files, and I don't want that.
  2. In fact, you can't ignite gas tank by shoting at it with normal ammo. In most cases.
  3. No, not for dialogues. Did I miss it or there is no mod, that makes player character comment situations? Sort of Wacky Wasteland mod, but without wacky part. I'm planning hardcore role-playing immersive playthrough and it would be great addition. EDIT: Something working exactly like Oblivion Sound Sets.
  4. I'm pretty annoyed by this perk in my current playthrough, because I'm running Project Nevada and hardest difficulty - I can't let enemies get close to me or I melt myself. I don't want to play without it either, because it's usefull in non-close range situations and with Meltdown Medley + EVE it looks amazing. I decided to modify it myself, but I have no idea how to fix my issue. Best solution would be removing effect from close range kills, but is this even possible? Or maybe there is better solution, besides that and removeing friendly fire completely?
  5. It wasn't high CPU usage. Disabling Project Reality, Purge Cell Buffers and Merged Patch, loading and saving game, and then reactivating them fixed that. I'm not sure which one caused memory leak, but my bet is on Project Reality.
  6. I reinstalled New Vegas few days ago, installed a lot of mods and started new playthrough. Game was running relatively smoothly, then I started losing few FPS every hour. I changed texture pack to smaller and removed few esps - no change. Later, during fight with a lot of particles flying around (i was using incerinator) stuttering reached it's cap and then... disappeared. I was shocked when my game started running gloriously at 80+ FPS. It wasn't stuttering at all, so my PC handles New Vegas very well with amout of mods I use - it's not the case. However now I'm experiencing it again, and I really don't want to wait for it to fix itself. What is causing it? I'm using 4gb enabler, fake windowed mode (with broken Steam Cloud support), NVSE with stutter remover plugin, and following mods: PC specs: AMD Phenom II X4 955 AM3 HD 6870 1GB DDR5, 256 bit 4GB DDR3 1600 Hz Seagate 500/16/7200, 3.5" I just checked - it's defenitely not overheating. I have no idea now.
  7. Of course we must have issues here, in Poland. It's not unlocked yet, I'm glad to be in Europe. /sarcasm
  8. I think both. There migh be some sort of society built around werewolves, where they are respected. That's what I heard anyway.
  9. I'm going to shot down all dragons with my trusty bow. Using dragonshouts will be a good way to bring them down too.
  10. Boring dungeons with no real rewards.
  11. Looks like it matters, because any effect except "Self" applied to my character, crashes NV to desktop. Hmm. EDIT: "Touch" effect works, but it doesn't affect actors around. I won't get references this way.
  12. If I set base effect to "Self", I'm unable to set area effect for actor effect.
  13. How about GetFirstRef form NVSE? It's complex function and I don't know how to use it properly, but this probably would be easiest way to do the trick.
  14. I wrote effect script that modifies enemy AI, but I'm unable to cast it on them without reference. What's easiest way to get it, if conditions below are met? if self.GetDetected player && self.GetCombatTarget player I'm not sure if I should add self.GetFactionRelation player == 1 too.
  15. Unfortunately they won't be considered as enemies (red threats), but I guess there is no other way. Is it possible to restore their aggression back to normal by saving previous one and restoring it later? EDIT: Is there any way to use same variable in two different scripts? I'm going to store default aggression in quest script and restore it in effect script.
×
×
  • Create New...