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prodigium

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  1. Trying my luck here because I just couldn't find an answer by googling or searching the wiki, or maybe I just missed something. Some background first, you can skip to the last paragraph for the actual question. In a mod I'm currently working on, at first I activated dialogue and travel packages by using the 'addscriptpackage' function, usually in a dialogue result script or in a base effect script. I did this because the wiki says packages added like this will terminate as soon as they are able (I usually checked the Must Complete flag). But I encountered a few situations where the package simply wouldn't activate by using addscriptpackage, but when I added the package directly to the NPC and activated the package by setting a quest variable that enabled a condition in the package, it worked every time. So I removed all the instances where I used addscriptpackage and instead added all the packages to the npcs directly, and used quest variables and conditions to activate them. But because I now added the packages directly to the npcs, I don't know when or if they terminate themselves. So I added removescriptpackage functions to all my effect scripts and dialogue scripts to clean them up. But I'm not sure if this is necessary at all, specifically when using dialogue or travel packages. So, what happens to dialogue or travel packages that are directly added to the npc, after their completion? edit: After more googling, it appears removescriptpackage only works on (doh)... script packages. And that packages directly added to npcs never get removed, instead the game just evaluates the AI package list until one meets set conditions. So I guess I should just make sure the conditions enabling the package are never true again, since most of the time I use these packages only once.
  2. This is one of the mods I'm looking forward to the most. I like having a companion and I like the new command feature, but being able to enter command state via a hotkey would make it so much better. Not sure if this is possible to accomplish right now though.
  3. Don't know if you're still searching or found a solution already, but... Each companion has a script attached to them, and in the script there's an OnCombatEnd block which runs whenever combat ends. Inside that block there are lines for resetting companion health and limb condition. You can just remove the 'resethealth' line and it'll stop the autohealing after combat. If you set the companions essential in addition to this, I think it might work like you described... not sure. This mod prevents healing after combat and some other optional tweaks: http://www.nexusmods.com/newvegas/mods/37181/?
  4. Is there any way to apply an image space modifier during dialogue, right after a player prompt, but before the NPC response text is displayed? I've been scouring the GECK wiki and googling for relevant info but I just don't know how to make this happen, so if anyone has any ideas or insight to offer I'd appreciate it. EDIT: I should have poked around more before creating this topic, my issue is solved and this topic is now redundant.
  5. Whenever an NPC is equipped with a laser pistol, my ENB goes bananas. The pistol emits a strong flare, the adaptive lighting kicks in and darkens most of the screen to pitch black: The bright center of the flare is where the laser pistol is. Can anyone tell me if it's the mesh or the texture causing this? I could edit the mesh or texture probably if I'd know what exactly is causing this. I'm using ENB 161 with the Lone Wanderer's preset, which I tweaked for my personal taste. If I turn off Adaptive Lighting and Bloom this goes away, but I'd rather keep them and 'fix' the laser pistol since it's the only thing doing this.
  6. Read the mod description pages, seriously. I don't use use Project Nevada or MMUE but it took me all 60 seconds to go to the MMUE page and read about the patch you're trying to activate. It requires you to have Project Nevada - All DLC.esp in your load order.
  7. Your load order looks fine. But since you're using Project Nevada - Cyberware.esp, you should use the regular Project Nevada - Old World Blues.esp and not the No Cyberware version. And since you're using Project Nevada - Rebalance.esp, you should use the rebalance versions of the PN Dead Money.esp and the PN GRA.esp. That being said, those are probably not causing the crash, but won't hurt to try. You should try simple troubleshooting and deactivate all your mods, then try starting a new game. If you still experience the crash, verify game cache in Steam, update your drivers and try again. If deactivating the mods solved the crashing, check that NVSE and any NVSE plugins are correctly installed and try reinstalling the mods themselves. You can also try launching the game using the 4GB launcher.
  8. You can just create a custom race for each NPC you want to be unique. Open up GECK, create the custom races, assign them to the NPCs and then just copy the textures/meshes you want to use to the corresponding folders ( that you created for the custom races ).
  9. Load up your custom race .esp as active file in GECK, find the NPC you want to edit and change his race from the dropdown menu. Or you can create your own .esp and just use the custom race .esp as a resource, so if the custom race gets updated, you don't have to make the changes again.
  10. I don't quite understand what you're asking here. Unfortunately I'm terrible at creating textures so I can't help you with that personally, but here's a very basic guide to creating an armor which also covers textures a bit: CLICK And the meatcaps enable the gory looking stubs when characters get dismembered. If you're converting an armor to a new body, use the meatcaps that came with said body.
  11. Make sure the textures are actually there and FOMM didnt screw something up. And make sure you're using ArchiveInvalidation, FOMM has one built in and if its already on, try toggling it off and then back on.
  12. Yes, at least BOG has a non-nude option and DIMONIZED might have one too, dont remember.
  13. I think he means RFCW, which stands for ' A Requiem for the Capital Wasteland '. Basically lets you access all the content of FO3 while playing FNV (http://newvegas.nexusmods.com/mods/41480). And apparently ( my personal knowledge on the matter is lacking, so I'm just acting as a parrot here ) the NVSE is far superior to FOSE, which is probably a pretty big factor when deciding which game you want to mod for. Lets you do more advanced stuff or something. :D
  14. The file you downloaded only contains the upperbody mesh, which the Type3M will replace. You need Type3 compatible textures, from DIMONZED or any other Type3 body mod with textures. And I'd install body mods manually, the DIMONIZED packages have several options to choose from so pick one and copy the textures to the appropriate folder. The default path for default races is ' textures/characters/female '.
  15. You can extract the files you want to replace from one of the BSA's, replace them, and as long as you keep the folder structure intact, the game will use your files if you have ArchiveInvalidation working. Obviously you dont have to extract anything if you just place your files in the correct folder path with the correct name, but less chance to get it wrong if you do it. Or you could create a BSA with your files and use an ESM, makes the package very neat and simple.
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