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jcro25

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Everything posted by jcro25

  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. 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
  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:
  13. 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:
  14. 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.
  15. http://fallout3.nexusmods.com/images/1830609-1303408444.jpg http://fallout3.nexusmods.com/images/1830609-1306878607.jpg http://oi49.tinypic.com/2055wci.jpg I am currently working on a mod which aims to improve and extend the play time in what I think is the best DLC, Point Lookout. Work began on this mod in 2010 but after 3 months of modding it was cancelled as I began to play and mod Fallout New Vegas. Work on Point Lookout Reborn resumed a few months back but I had to start the file from scratch as the old one was only half completed and I could not work out where I had stopped. I am designing the file to be as 'Lore Friendly' as possible so the mod blends in with the environment. No massive changes have been made, its mostly realism improvements so far such as giving NPC's more complex Ai packages meaning instead of sitting on a chair all day they will now go outside (If they normally stay inside) For example, Marguerite normally sits on her bed all day and does not sleep. Now she will go outside, sleep eat and drink:http://fallout3.nexusmods.com/images/1830609-1307137633.jpg There are also two new quests, which involve getting the old lighting system on the boardwalk and motel working again. I have also added a script to the different types of Punga fruits which will enable them to regrow after a few days. Other realism improvements consist of: A chimney added to 'Haleys Hardware' shack to make it look like someone actually lives there: http://fallout3.nexusmods.com/images/1830609-1306661272.jpg Ivy, lighting and more litter added to the Homestead Motel to give it more character: http://fallout3.nexusmods.com/images/1830609-1348998688.jpg A hatch to Calvert Mansions cellar which can even be accessed after the mansion is blown up, more rooms added to the homestead motel: http://fallout3.nexusmods.com/images/1830609-1348993748.jpg the balcony of Blackhall manor is now accessible, high resolution replacer for the double barrel shotgun: http://fallout3.nexusmods.com/images/1830609-1306678324.jpg To list a few. There are also various fixes, such as the issue with the exterior doors of Blackhall manor being double and in the interior they were single, they are now corect: http://fallout3.nexusmods.com/images/1830609-1307306415.jpg Please leave your ideas on what should be added and improved, I cannot promise all ideas will be used! Thanks, Jcro25 :nuke:
  16. Well for a start having all those mods is going to make it hard to find were the problem is. This is a guide I created a while ago to help when things like this happened to me: Causes for CTD on start-up Problem • Most common cause is a corruption in your HUD or Menu XML Solution Deactivate any HUD or Menu mods and then re-activate them. Problem • A mod that relies on other mods has been deactivated. Solution Check the last mod that was deactivated. Try and find what file is missing. Problem • Load order is not correct Solution Run FNV.EXE if an error appears then this is your problem. Problem • Problem with the default game files Solution Open Steam, Go to the game library right click on Fallout New Vegas and go to properties go to Local files, click verify integrity of game cache. I hope this helps, from my experience Im pretty sure its a mod causing this or maybe your game save. Please let me know how you get on, Thanks, Jcro25 :nuke:
  17. The best environmental mod I have had and forgot to say is the Wasteland Flora Overhaul by vurt, It allows you to pick between a wasteland that is alive and has regrown or a more realistic dead wasteland which includes trees cactus's etc The file can be found here: Wasteland Flora Overhaul by vurt Hope this helps, Jcro25 :nuke:
  18. For me the essential mods for fallout new Vegas are: Fellout\Nevada Skies for the weather NMC's texture pack which really improves the default textures and makes the game feel much more realistic Project Nevada for realistic gameplay, cannot play without it WRP-weapon retexture project, drastically improves most weapons in the game. Hope this helps, Jcro25
  19. For me the essential mods for fallout new Vegas are: Fellout\Nevada Skies for the weather NMC's texture pack which really improves the default textures and makes the game feel much more realistic Project Nevada for realistic gameplay, cannot play without it WRP-weapon retexture project, drastically improves most weapons in the game. Hope this helps, Jcro25
  20. I have recently changed one of my mods into a Master file using FNVEdit. How do you get rid of the .esp that FOMM and NMM shows even when its been transferred into an ESM?
  21. I used to have this problem when I played on my laptop which was also 64-bit. My solution was to press the "FN" key (Function) and hold the "Prt Scr" (Print Screen) button at the same time when you wanted to take a screenshot. Then close the game open up paint and press Ctr+V which should paste the printscreen you took in the game onto paint. Then save the image as whatever format you would like ( I recommend JPEG as this format takes up less disk space) I hope this helps :thumbsup: Jcro25 :nuke:
  22. In your "Fallout_default" file normally found in Documents/My games/Fallout New Vegas In this document, locate the text line bInvalidateOlderFiles=0. Now change the “0″ into a “1″, then save and exit. Or instead of doing this download this file and it will do it for you: Fallout New Vegas ArchiveInvalidation Invalidated by Mouse0270 and Quarn Hope this helps, Jcro25 :nuke:
  23. Ahh right thanks It would appear that the commands I was doing only work with Fallout 3 :confused: However anything I put in the Quest Stage Script seems to do nothing. SetObjectiveCompleted and SetObjectiveDisplayed work but If I try OBJECTREF.ENABLE it wont work :wallbash: I have ended up having to use them in other scripts but is this normal? Thanks, Jcro25 :nuke:
  24. Hello Im currently having problems with a quest I have created for my Searchlight Airport NCR or Legion mod. Basically I have created a quest that is enabled once a option on a terminal is selected. The quest is Not start game enabled and all of the scripting is error free. However when I activate the option on the terminal it does nothing, it will enable items which shows it works but will not start the quest. I have also tried the Console Commands: SetStage VMSMYQUEST and StartQuest VMSMYQUEST But nothing happens? If someone could help that would be great. Thanks! Jcro25 :nuke:
  25. Right, well I really cannot think what could be causing the problem if you have tried everything I have said. I recommend reading this forum regardless of weather its a Steam version or not. Fallout 3 GOTY start-up crash I hope this one helps, Thanks Jcro25 :nuke:
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