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jcro25

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About jcro25

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    United Kingdom
  • Currently Playing
    Fallout 4
  • Favourite Game
    Fallout 3 (Point Lookout)

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  1. Thanks for the reply, that was my assumption but I found it strange that no one has discussed this before! Seeing birds floating where the was previously a tree is pretty immersion breaking for me, I have tried to individually kill and disable the birds but they always come back :wallbash: I would like to keep the birds in the game if possible but this may mean going into the GECK and individually removing the birds which are causing the issue. Did you get the same issue with the Ivy in places?
  2. Hi all! I have spent a while now looking for an answer on both the mod pages and the forums with no luck :( I am experiencing an issue with birds floating in the air and some Ivy doing the same (this has been exaggerated somewhat since installing the delightful Ivy mod). In most locations the birds and the ivy are in the correct position and this do not cause a problem but in certain places they are very noticeable and ruin the landscape of the game. I find it suspicious that there are no discussions regarding this issue so I assume this is something specific to me? Possibly a load order problem? If someone could provide some advice/ guidance about this I would be grateful! :smile:
  3. Hi all, Thank you for the suggestions, it's much appreciated. I tried numerous different console commands on the affected NPC's but had no luck, I resorted to sending the worst offenders to other settlements (whereby this issue did not persist) ensuring there was no water or food :devil: :devil: and then employing other settlers. This helped but still did not solve the issue. At this point I was pulling my hair out, especially considering there is nothing about this issue on the web, so it must have been a mod conflict/ issue? So I reluctantly turned all active mods off and played the game again... :ninja: this time the issue was gone :cool: It turned out to be the mod Pack Attack NPC Edition - Gangs With Group Combat Tactics. Not blaming this mod as the root cause, possibly more of a conflict if anything? :confused: but either way, I'm very happy I can now walk around Sanctuary without NPC's drawing there weapons and charging every 10 seconds.
  4. Hi all, I am currently experiencing an issue with my settlers in sanctuary which is driving me mad. When in Sanctuary I have noticed that both settlers and other NPC's such as trashcan Carla behave strangely in relation to their AI. They will frequently leave what they are doing (assigned task) pull out there weapon and then charge off away from what they are doing. I believe this to be part of there 'aggro radius behaviour', but there is no neutral or hostile's in the area, so what could be causing this? I have tried to turn off the 'aggro radius behaviour' in the settler AI packages but that doesn't seem to have had much, if any effect. This issue is especially prevalent at night when they have finished there working schedule and begin to relax after work (20x8 relaxation package). They will sit down or eat/ drink and then suddenly engage in this very strange behaviour. I could understand if all the settlers were doing this, but it only seems to be 1 or two of them doing it at any time. Preston Garvey does not seem to be affected by this bug for some reason, neither do guards assigned to posts, but NPC's who have no real relation to the settlement such as trashcan Carla also are affected. I have tried disabling any mods I have installed which affect NPC/ Settlers such as 'better settlers' & 'Settler sandbox overhaul' but this has not solved the issue. Further to this I spent a while looking on the forums for any posts related to what I am describing here, but could not find anything on the issue at all :sad: This issue is ruining the game for me as I love the settlement of Sanctuary, so if anyone could suggest something which may solve my issue it would be greatly appreciated! :nuke: :happy:
  5. Combat style for this NPC was originally "DefaultCombatRangedStyle" I have now set it to "Default", the same for the AI packages. The NPC enters and exits the tower via wood planks which are fully navmeshed
  6. Thanks for the suggestions guys, I have tried everything and the NPC still runs out of the tower towards the enemy once engaged in combat, I would have like to use Danny159's suggestion but the fact that the NPC needs to be able to move out of the tower makes this impossible. I have changed the combat style and still no luck? any other suggestions, this problem has really got me stuck :down:
  7. Thanks for the suggestions guys, I have tried everything and the NPC still runs out of the tower towards the enemy once engaged in combat, I would have like to use Danny159's suggestion but the fact that the NPC needs to be able to move out of the tower makes this impossible. I have changed the combat style and still no luck? any other suggestions, this problem has really got me stuck :down:
  8. I am currently having difficulties with getting an NPC to remain in the same place when engaging in combat. Currently I have an NPC that has a guard package in a watch tower, despite my efforts I am unable to make the NPC stay in the watch tower when he engages in combat which results in the idea of him being in the watchtower pretty pointless. His AI package is as follows: Package Type: Guard (remain near guard location ticked) Guard Location: WatchTowerREF, Radius 0 Flags currently set: No Combat alert, Continue during combat, Friendly fire comments. The NPC will remain in the watchtower until he engages in combat, once engaged he runs out of tower to the enemy NPC's. My aim is to make the NPC remain in the watchtower at all times. If anyone has a suggestion for my problem then please let me know, credit will be given on the PLR mod page. Thanks in advance, Jcro25 :nuke:
  9. I am currently having difficulties with getting an NPC to remain in the same place when engaging in combat. Currently I have an NPC that has a guard package in a watch tower, despite my efforts I am unable to make the NPC stay in the watch tower when he engages in combat which results in the idea of him being in the watchtower pretty pointless. His AI package is as follows: Package Type: Guard (remain near guard location ticked) Guard Location: WatchTowerREF, Radius 0 Flags currently set: No Combat alert, Continue during combat, Friendly fire comments. The NPC will remain in the watchtower until he engages in combat, once engaged he runs out of tower to the enemy NPC's. My aim is to make the NPC remain in the watchtower at all times. If anyone has a suggestion for my problem then please let me know, credit will be given on the PLR mod page. Thanks in advance, Jcro25 :nuke:
  10. Check this video, everything youll need to know is contained: Hope this helps :thumbsup: Jcro25 :nuke:
  11. Hi there Puce Moose! Ive been trying to contact you for a while now regarding permission, I cannot send you messages according to the nexus forums, anyways when you get this message please message me, Thanks you.
  12. Ok, well I would have to do some research to find out if the author is happy with me using their assets in my file and if they are even legal to use. If you could link me to the authors page that would be great. Thanks, Jcro25 :nuke: well i have been snooping about and found a new link leading to them re resources it's :http://re2remake.blogspot.nl/ as for fuzetek i havent found out how to reach the guy since he is mostly active at fo3 underground but the above mentioned link should set you up with the needed plant resources (the only thing needed will be fuzeteks aproval of his resources) cuz i dont think this brilliant mod was banned over some plant models (i bet that the nemesis and licker models and such caused that paticular issue). i hope this is somewhat helpfull. (i believe you can leave messages to fuzetek on the same site/page where you get the download,(link above) i just dont know how often he checks that page). p.s. here's a link to a screenshot i made with some of them plant models in game, you might wanna check it out to see if these are actually what your'e looking for : http://fallout3.nexusmods.com/images/30681 Excellent, thank you. Jcro25
  13. Ok, well I would have to do some research to find out if the author is happy with me using their assets in my file and if they are even legal to use. If you could link me to the authors page that would be great. Thanks, Jcro25 :nuke:
  14. Thank you :thumbsup: Glad you enjoyed it. Yeah im afraid thats not going to be possible because would be in violation of copyright. I cant seem to find that mod :confused: do you have a link? I would agree, there's not that many types of plants in Point Lookout and I think adding more would make a big difference to the feel and immersion of the DLC. Than you. Thank you for the suggestion, yes a load of new interiors have already been added. Haha im not too sure ChuckSteel would like that :thumbsup: Thanks, Jcro25 :nuke:
  15. Thank you for the reply. There are a few creatures in the NV Monster mod that would fit into the swamps of Point Lookout well, such as: 'Mutant Dog', 'Hell Hound' and the 'Dragonfly' I will be testing them out and playing with them in game to see how well they fit.
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