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McclaudEagle

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  1. Generic names are often used for characters than can be killed and respawned, such as guards. It would be odd to end up killing a named guard, only for him to appear again a few days later; generic names such as "Guard" solves this problem. In terms of civilian characters, I think it's not unreasonable to give non-quest related ones generic names because there's no real point in giving them a name, and realistically you wouldn't really know everyone's name anyway. It also depends largely on how big the location is. If it's just a small village then yes, it's definitely possible even in real life to get to know everyone's name who lives there. If it's a city though, no.
  2. I wouldn't say I'm mad, just disappointed. The Nexus was my "home away from home" for a large portion of my life, and I loved the site so much that it was, and to this day still is, the only website I've ever spent any money on (apart from shopping sites of course). As for your question; I can understand the archiving aspect of it and that part doesn't really bother me. The part that bothers me is the lack of an opt-out; not because I want to use it (I actually like the concept of Collections, and definitely support making modding easier for people), but because it just feels like an erosion of the rights the Nexus fought hard for us, and now seems intent to take away from us.
  3. When have you ever had any control over whether someone puts your mod on a Wabbajack list, a mod list, a modding guide or anything else? I haven't modded for quite some time, so I'll be honest, the whole Wabbajack thing was news to me, and I only found out about it because of this whole debate that's going on at the moment. I understand your point about mod lists, but there is a difference between a mod list you have to read and get the mod from a link to the Nexus, versus having a system that is actually forcing your mod to continue existing whether you want it or not, in order to operate. With a mod list, the person creating the mod list is at the whims of the mod author. With the Nexus' Collection system, the mod author is now at the whims of the Collection system.
  4. You are correct in that you will need to use an ImageSpace Modifier. What you also need to do is create a Magic Effect ( https://www.creationkit.com/index.php?title=Magic_Effect ) and then create an Effect Item ( https://www.creationkit.com/index.php?title=Effect_Item ) and apply that Effect Item to your consumable (Potion). Your best bet would be to look at how some existing potions do it, such as Skooma.
  5. Do the houses you're working on have navmesh in then? If I recall correctly, a lack of properly applied navmesh can cause clutter items and NPCs to behave oddly in interior cells. As for your issue with the extensions you're doing to the Blue Palace, I would first look at whether any occlusion planes are in use as those are designed to hide objects when they can't be seen in order to reduce render load; it's entirely possible your objects are being affected by this.
  6. In reality, after 200 years the wasteland would have been overtaken by nature, and there wouldn't actually be all that much radiation left. Keep in mind, Chernobyl emitted so much radiation that the nearby forests died and turned red, but nature has already fully taken it all back to some extent and animals live there. Chernobyl was a nuclear power station, and used significantly less enriched nuclear fuel than nuclear weapons do. Nuclear weapons are very highly enriched which allows them to do astronomical amounts of damage, but doesn't actually emit enough radiation to last particularly long. Hiroshima and Nagasaki are the only two instances of nuclear weapons being used in war, and both are now bustling, vibrant cities with no radiation other than normal background radiation. So no, in reality it would not look like it does in Fallout 4. A single nuclear bomb, as seen in the intro to Fallout 4, would certainly not have been capable of creating anything remotely as bad as the Glowing Sea.
  7. By explosions, are you referring to the ones from things like grenades, missiles and cars? If so, each explosion has a Force value applied to them, which is what allows the explosion to propel things such as items and bodies. Without a Force value, the explosion would only damage, but not propel anything. Different explosions in the game have different Force values, with Mini Nukes having probably one of the highest values. The Force value can be edited in the Creation Kit and FO4Edit. It should be noted that the Force values on explosions do not change with your level; what might be happening to you is that as you're leveling up, the type of explosives NPCs are using is changing.
  8. I didn't notice much of a difference from the lower levels, but one thing I will say is that the Super Mutant Overlords with the Tri-Beam Laser Rifle were a nightmare on Fallout 3.
  9. You can't legally mod the PS3 version of Skyrim, and the Nexus can't support you with it.
  10. I think we should build a custom Reliant Robin with Facepalming Robin on it and a Robin Bobblehead on the dashboard :D
  11. You can send the file if you want, and I'll have a quick look in the morning. Upload it somewhere like Dropbox or something and send me the link in a PM.
  12. With your mod loaded, in the Object Window, expand the Special Effect menu. Click on the Projectiles option, and you'll end up with a list of all weapon projectiles in the game. Double click on any one you want to edit and it will bring up that item's Projectile window. Halfway down on the left, you'll see settings like Speed, Gravity, Range and Impact Force.
  13. Have you made sure your custom world is fully navmeshed and that navmesh works?
  14. Open the Creation Kit, and click File then Data. Select the desired mod without loading it (make sure the selected mod file is highlighted in blue), and click on Details at the bottom of the Data window. It will bring up a list of every single object used or edited in the ESP file. Hopefully the modder will have created a sensible Object ID for their stuff.
  15. Only way I can think of would be to create a script that forces the NPC to move between XMarkerHeadings, along with a time/date condition. However, I can't imagine this being anywhere near as effective or less complicated than just using AI Packages. May I ask why you want it done without AI Packages?
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