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RampionRampage

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About RampionRampage

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    United States
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    Fallout 4

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  1. This is something I've seen people complain about since day one, and lots of people said they'd d/l if it was available once CK came out... and nothin'. Is there a specific reason why this hasn't been done yet? With mods improving the quality of magic gameplay it sort of seems like this should have been done ages ago.
  2. I have been able to find plenty of Google/Nexus results *asking* for active effects timers, and everyone agreeing this should be at the top of the priority list after the CK came out, but I can't find an actual mod for this. Is there one that I'm somehow missing despite trying numerous search terms. If not I suppose I'll have to redirect this to the 'request mod' forum.
  3. That was pretty much my feeling about it, especially since I'm not playing something low-level where a lost arrow can be an issue. I was just curious to see if anyone else had the issue, and if anyone had a fix. Otherwise... Sounds a lot better than some of the bugs other people are stuck with.
  4. I've noticed since I started playing after a break, when Bullseye succeeds, sometimes it's like the paralysis hits a split second before the arrow. I wouldn't really care about this, except that usually when this happens the arrow does no damage whatsoever; For example, stuff that should be one-shot just drops paralyzed with full health and gets up shortly thereafter. I hadn't been playing much lately, and the 1.5 patch came out in the interim, so that may be related. Not exactly game-breaking - just annoyed to lose arrows for nothing - but I'm curious to know if anyone else has/had this issue. EDIT: Also noticed that successful lockpicking no longer brings me to the inventory automatically. I have to re-open the chest to see it.
  5. ...thanks. I'll look into that in the morning... been at this too many hours. One of the frustrating things is that this mundane/logical detail (a la Michael Bolton) is the kind of thing that just doesn't show up in google searches. -.-
  6. As far as I can tell, I need a script selected in the Quest Data tab. I made a script, it saved fine. The quest was already created/reloaded (so it is retaining data now). In the drop down in Quest Data, though, literally none of my scripts - even ones that work just fine in other places - show up. Just the ones related to the master files. If I want the script as a result script? Fine! Load on adding an item? Fine! Pretty much anything else? Awesome! But the Quest Data drop-down refuses to display any of my scripts. Is there some critical component needed in the script itself to be viable for use in this context? The image shows the end of the drop-down ending with the Yes-Man quest script. All of my scripts are named with a "z" first. I have about a dozen successful scripts, all starting with z. Edit: Mind, I once had a different quest originally start out at the first quest stage on loading the game. It pissed me off at the time but now I can't replicate the error intentionally. Edit2: I just ran into this issue a second time with Challenge Reward Scripts... none of my scripts show up.
  7. Is this question a general Fallout question, and not about a mod? I had issues with the Papa Khan quest - I don't think it was the same as yours but I do remember doing console stuff all day. I ended up just eating it, going to earlier saves till I found one that wasn't messed up. I've had issues with the NCR randomly deciding they hated me and would aggro even though my rep was maxed out. Returned to earlier save. Both of these issues were sans mod. I know it's not an elegant solution but I've noticed that sometimes it's faster than trying to find workarounds to really nasty issues. I stopped being so delete-happy with old saves. :-/ Edit: Heh. I think if I'd posted here about this when it'd happened to me I'd slipped and said "damn" as well...
  8. You don't even have to go fancy with the nav mesh much. just build an area large enough to test out your npc on. Then, after it works, go about finishing that chore.
  9. You have to have a navmesh or else your NPC is going to be useless. Here: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh Edit: Also, this might help you: http://geck.bethsoft.com/index.php/AI_Data_Tab Covers teh different things in that tab that will make your ghoul all mean-like.
  10. Well, to be totally basic. You have navmeshes and all the basic things in order?
  11. I put a FeralGhoulJumpsuit NPC into my game. As you were describing, it does not attack. But, when I went into his AI data, and checked the aggro box, and set a radius, it started working.
  12. The package was just a basic patrol. If you don't have a patrol route set up, you should use sandbox. OH, I also set her disposition to 0, but I don't know if that makes a difference.
  13. It's a package I made specifically for my space. But I didn't need to change it to get the results I got. If you have a default package, is it pointed at your cell? I know some presets point to references in other cells. Can you describe the character setup more?
  14. My characters were in a cell completely unrelated to NV. It doesn't even have an exit. I just built it to stick in a couple NPCs and really learn how they work.
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