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adman85

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  1. Well in that case PDO will be better for you, (Ped damage overhaul), the ini file is much more complex, but you can set enemy accuracy too, and starvation rates and a few other things too. As well as being able to set the player damage higher.
  2. Mods aren't really usable right now after the patch, but when the scripthooks get fixed you could use the Difficulty Scaler mod. It has a very basic .ini file that allows you to set player and NPC damage, so setting player damages to 2.0, and NPC damages to 0.5, would double player damage and half enemy damage to the player.
  3. I seem to have hundreds of files within this folder in my loose data files, but whether they are default files or injected later by mods I am not entirely sure, is it normal to have so many files in there? Is that the vanilla state or are they mod added? Just thought I'd ask quickly before messing around too much there.
  4. Well I narrowed it down to my main patch mod, which incorporates a lot of changes so narrowing it down further would be a larger time sink, nonetheless, I persevered through the initial attack and a few straggling attacks as I traveled around at the start there. It seems that about 9 gargoyles are being told to spawn in but only so many can at one time, so the others follow later... So far it seems that way anyway, I haven't seen a gargoyle for a while anyway after killing that initial group. But its really weird as my patch barely even touched dawnguard, and it seems to be a dawnguard based gargoyle attack, but its only ever gargoyles, nothing different, and I haven't managed to find a single event within dawnguard that spawns only gargolyes. Literally everything I have tried so far has had no effect. I even went so far as to edit the gargoyle NPC (so that it had a weird name and was short and friendly etc) and all related leveled NPC lists, but those specific gargoyles still spawned. Just weird.
  5. http://imgur.com/RW2dom8 Recently I started a new game, and I have made some edits recently, but for whatever reason (even though I am level 1) by the time I walk outside of the riften home I start in (through the Alternative Start mod) I am mobbed by gargoyles, and it seems when I return or fast travel around, there's a decent chance gargoyles will spawn there also. I have tried many things, including disabling the dawnguard attacks with mods and manually, even deleting/disabling the gargoyle NPC in a dawnguard patch I made, all to no avail. I searched for other people with this problem, only finding two, but they also seemed to get no answer. I wanted to see if anyone else had this start occuring, or had heard of (or can think of) a fix of some description. The main mods I have installed that I would think might cause it are; Unofficial dawnguard patch Timing is everything Alternative Start I am in the process of disabling mods and testing a new game, but once i remove alternative starts that will take a while to test, so thanks in advance for any responses in the meantime.
  6. Nobody else has noticed this during snowstorms? I tried with shadows on, but its still exists.. I really makes 1st person annoying in such areas.
  7. Yes, I disabled shadows in the majority, but now I get this very strange shadow that follows the camera position, in first person it extends out a few feet in front of the player, it looks like im holding an anti torch or something, spreading shadows instead of light o.0 I have the Configurator mod, but no settings seem to get rid of this annoying effect. How can I remove this shadow-cloud from the camera? I'll get some pictures up to try and show it, but its hard without video. EDIT; it seems that this only occurs during snowstorms, I don't know why though.
  8. Hey how about different tribal groups, that use throwing spears and melee weapons in the majority. Nomadic tribals; could appear around the place like wastelanders and scavengers in the vanilla, they wouldnt need a faction so to say, but they could be set to "help allies" so they defend eachother in combat. Red Sands Tribe; Set up at red rock canyon, they could have a shaman (selling basic healing powders, antivenom, poisons etc) as well as wandering warriors/gatherers, and quests with them could revolve around their chief's obsession with prewar junk, or something equally as ridiculous) Wasterunner Tribe; Set up near the boomers, they could be in the process of being wiped out by boomers, but they think of it as a kind of a holy war, and will destroy themselves unless the player intervenes through quests. This could be easier than it seems, because the boomers might not even really know or care about their existence anyway, they just indiscriminately bomb anyone that gets too close as it is (so no boomer dialogue would need to be edited). I dunno, but for a game with so much talk about tribes, the Great Khans and the Fiends were about the closest thing i've seen to the tribals of fallout 1, 2 and tactics.
  9. Don't forget to add empty items in the reverse sense too, I added some recipes that use stimpak fluid but not the syringe, so I added an empty syringe to the end list, or much the same for recipes that use whiskey or soda, unless the crafted item uses the bottle, I added particular empty bottles to the end list. Also adding a new item to leveled lists isnt the only way, you could; -Make a "conversion" recipe, I.E. soda or whiskey bottles could be turned into vials at a workbench -Or you could make the vials drop into the players inventory whenever he uses a poison, or bitter drink, etc, which makes sense. Like how the vanilla game adds bottlecaps after drinking soda, weirdly though the vanilla game doesnt add an empty bottle after drinking bottled liquids.
  10. There is a "UMON usage monitor effect" effect attached to all drugs, as well as the straight percentage addiction chance, so I think there is a level of cumulative addiction, but I don't know how that effect works as there is no script attached to it. I think it just puts that effect on the player if the drug is used, and if the same drug is used again in its effect time, it reapplies it (and possibly adds cumulative "ticks" each time this happens). That effect possibly just increases your addiction chance. The only thing I personally don't know how to do, would be how to get the game to reckognise which drug is being taken, you could attach a specific effect and script to each drug (as opposed to the player), which worked as a tally, increasing the chance of addiction with each tally it accumulates, but unless you regulate it with a timer, or rest monitor, all drugs would eventually cause an instant addiction when taken because of the cumulative effect. I agree with cyberlazy that when playing you just end up save/loading before popping any drugs, in my experience the withdrawal effects are so harsh that i only ever use the game drugs in times of desperation (popping medX and psycho when in a combat situation that I know I would normally lose for example). There is literally no reason to "recreation-ally" use the games drugs that I have seen, other than to try and buff a skill for a particular situation. I also agree with betto that some drugs would have vastly different addictive effects, and would have vastly different withdrawal effects too. It seems weird to me that the player can go on a six day jet binge, but as long as he keeps huffing jet at every needed interval, he has no ill effects? (effectually no overdose or overuse effects) The vanilla effects do work in the sense of it, but personally I do think the drug system in the game needs an overhaul, with different drugs set to suit different play styles perhaps? That could in effect make the drugs "habit forming" in game as one would get used to the effect and prefer to play like that constantly, for example, Jet increasing movement speed, for those who like to get around the game quicker, or Steady also decreasing sway and increasing vats hit chance, for those who prefer FPS style or the VATS style of gameplay Doing this may weirdly enough just make drug dependencies for players though, so you would have to add overdose chances and overuse effects as well as changing how the withdrawal system worked. All in all it's a pretty big job really, if realism is what you are going for. There are a lot of variables to consider in this particular equation, and you may just end up drawing flak for "promoting" drug use or some such.
  11. I always have such popular mod ideas >.< Annnywaaay, There are some pretty hilarious things I can do here, I started out by editing the "slave collar", what I didnt realise is that if you change the Male Biped model to a random object, that random object juts out of the body part it is assigned to be equipped to, mind you it sometimes looks quite silly (like the brahmin skull I had protruding from the side of my face), but it could probably be tamed down and taken advantage of though, So whether for my artifacts mod or maybe just for new equipment slots/wacky implants, i think its a neat way of adding new equipment.
  12. You mentioned there are 4 of you, are any of your companion legion or anti NCR? Maybe double check their faction in fnvedit?
  13. Okay first up I know, I know, this is fallout not stalker, but I really quite liked how they used artifacts to add a new level of customization to the game, and as such I am in the process of creating a mod to add strange and wonderful artifacts into New Vegas. If you don't know what artifacts are/haven't played stalker, they are simply items that can be equipped to multiple "slots" (in your armor) that usually have both positive and negative effects when equipped, the trick being to find a healthy balance between different types of artifacts that complement each other when equipped at the same time. I realise that this also might seem a bit much considering there are implants and stuff already in the game, but I still want to do it anyway :rolleyes: The fist issue is a legal one, can I make a homage mod like this without some kind of repercussion? I assume the guy who made the Heroes mod didn't have to get permission right? :ermm: Nonetheless like stated in the description I'm happy to take on suggestions for artifact effects/hiding places, or ideas on how to implement the process etc (I don't think I'll be able to do the detector thing by myself or possibly at all really so it may end up as a suped up easter egg hunt, also there will only be between 2-5 artifact slots depending how many I can get away with using and that number will not be effected by armor)
  14. Yeah, I had no idea about the whole LOD process myself, thanks Chuck :D Hellfencer, if you ignore the LOD you will surely get some complainers, but then again you will surely get a lot of appreciation too just for the navmeshing effort alone. Like you said LOD is very annoying though may be somewhat livable if it is ignored but the rest of the mod is done well. Maybe a workaround for LOD issues could be making the fog draw distance around the same level as things cut out naturally and try to make it seem like a permanent sandstorm is in place. I for one would still endorse, kudos and rep up anyone who undertook the navmeshing alone :D
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