Jump to content

dubstyles

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by dubstyles

  1. I second this, it would make poison so much less annoying to throw it on a hot-key and apply during combat without the damn pop-up confirmation!
  2. Hi guys! My search-fu is weak because i can't find any mods that offer a follower limit based on player speechcraft skill. Like 90% of you I am using UFO, which has a 15 follower limit (if i recall). I would love to see a UFO compatible mod with various option for limiting followers, such as: Max followers = (speachcraft/20 (rounded down)) + 1 for every 2 perks taken on the speech tree 13 perks available, so with straight skill you could have up to 5 followers, and by taking perks you can have up to 6 more, for a total of 11. Unless you invest heavily most people would only have a few followers, but merchants and bards could have a small battalion! So OK, i concede that I could just continue using UFO and artificially impose this limit on myself... but what is the fun in that?!
  3. BUMP This makes me not want to use crossbows! How is this not a much bigger problem that everyone is complaining about? The one mod that tried to fix it was hidden long ago... link to mod that did fix but caused other glitches according to the author so it was hidden
  4. I have the same issue, it is really noticeable with the eating and drinking vampires in castle volkahir. I do not use ICMN or Bloody Faces so I'll have to figure out which it is the hard way... edit: as it turns out, for me it is a conflict between Convenient Horses and Fight or Fly. Both are essential mods to me, so i have notified both authors. edit #2, as it turns out crimson tide causes this as well, not sure of which mod it's conflicting with, i'm sick of testing...
  5. Honestly i have had minimal problems, but kudos on your commitment for helping those who do have d/l issues!
  6. You have been busy! I just deactivated dual - combat realism and reloaded a save just before i entered the castle but was still attacked after learning the vampire lord power. My character by the way is a redguard male. I noticed my copy of duel is out of date but the file is currently hidden. Maybe the author is aware of the potential problem, or maybe it is not the true source, my test proves it's not the root of my problem. I got in the chat and someone helped my out in circumventing the issue, but it took a few tries to use certain console commands before any of the npcs killed each other or the dogs. stopcombat & setrelationshiprank player 4 I did this on the two offending npcs and the dogs and all was well. The combat music was still going so i wandered the castle until i found a third hostile and performed the same commands of him. After doing this i have completed the blood chalice quest and returned to the castle with no issues... besides some very friendly npcs who would probably otherwise use more disdainful greetings. So it looks like the console is the way to go if disabling dual does not work for anyone else reading this with the same issue. For a fix to another another vampire related bug check out vampire hood fix if you are having problems with the thieves guild and linwe's hood becoming invisible and making you bald. (also currently hidden :/) EDIT: to the second poster: i have a vampirequestscript.psc, closest thing to the file you named, but temporarily removing it did not avert these attacks.
  7. Any chance you could unhide that mod please? Or if someone who has it can send it to me please?
  8. Before i get into my issue, just want to make it clear I've tried everything i can think of to solve the issue: I tried an earlier save, I tried console commands to add.playertofaction ect... The only thing i have not tried is uninstalling every mod one at a time to find the conflict. I am not new to modding, been doing it for years since oblivion, so I hope i don't sound like a newbie... The Problem: When siding with the vampires in Dawnguard, I get attacked by several NPCs in the castle right after gaining the vampire lord power. Links to others with this problem: link 1 link 2 It seems that for me there are 2 in particular who hate my guts and start the attacking: Orthjolf and Solonia Caelia. Once they start attacking me the death hounds attack them, madness ensues... The second link mentions SkyRe, but I'm not using it. My Mods, I can't imagine anything here would relate to npc relations or factions... Thanks for anyone willing to help. Another small glitch, when i turn into a vampire lord, sometimes i have no loincloth and a ken-doll syndrome! :x
  9. I am having this same issue after the 1.7 patch or dawnguard, not sure which is causing it...
  10. Ah! You are in luck, i have just finished reviewing many companion mods last night! Companion Idles: http://www.newvegasnexus.com/downloads/file.php?id=36225 This mod will make companions move slightly, swap flies, smoke, etc while standing around rather than just pretend to be a statue. This is always on and gives them a bit of realism, and a non-smoker edition is available. Now if someone would make a version where they will only smoke if they have cigs in their inventory... or drink soda if they have it in inventory like the player idles mod for fallout 3! Companion Sandbox mod: http://www.newvegasnexus.com/downloads/file.php?id=34955 This great mod is compatible with the one above and gives a new command for followers, relax a little. They will interact with the sandbox markers already in the world around where you tell them to relax. It would not be too hard for someone to make a hot key that makes all followers.. or even all npcs to go into sandbox mode, which would solve the problem of telling everyone to relax separately in the 38. Unofficial sandbox companion mode: http://www.newvegasnexus.com/downloads/file.php?id=37641 This is similar to the above but only works fora few followers and replaced the normal wait command with sandbox mode, so you can't have them guard like in vanilla. I did not download. Companions relax: http://www.newvegasnexus.com/downloads/file.php?id=36754 Same as the two above, i did not test, but should do exactly what the one above does, but for all companions. I tested some more follower mods unrelated to relaxation, notable Cyan the Raider follower, and Sunny Smiles companion. Both use the preexisting voice files in clever ways so that they are fully voiced. I have yet to try the Marcus companion mod...
  11. Yeah Aragron, i see what you did, but i don't think it would be as easy as you say to alter the raise script... at least not for me! Since ghouls are not undead, i don't want a mod that makes them raise from the dead, i want a mod that makes dead ghoul spawn, some of which are only playing dead. But thanks for drawing attention to your mod, i will try it out anyway! Edit: Note that i put "Zombie" in quotations, since it isn't a zombie mod per-say, it would be named something like Ghoul Variety... Maybe throw in the chance to meet those radiated NCR ghouls outside of that one village, or more hostile Chinese soldiers as well.
  12. Yes! I did that quest recently but somehow forgot to mention it in this topic. I'm sure some clever modder could figure out a way to adapt that script to fit this mod.
  13. Hi everyone! As any self respecting nerd, i enjoy zombies! There have been a number of great zombie mods over the years for Fallout 3 and a few for New Vegas. There is no doubt that these are expertly crafted and entertaining, they don't fit into the Fallout universe in a logical way. I would like to see a mod that introduces two new types of creatures (3 technically if you count corpses) to the leveled lists in Fallout New Vegas. These creatures would be variations of Feral Ghouls much like glowing ones, feral ghoul roamer, or radiated soldiers. They would not be the undead, but they would act similarly to the classic zombie trope. The goal would be to create a zombie like creature, that feels like a classic shambler, but also feels like it fits into the Fallout world as a whole. This means no bloody corpse models from left 4 dead, and no virus infection. Feral Ghoul Walker Description: This is a Feral Ghoul which has suffered debilitation damage (radiation/decay/nerve) so that it cannot run. Nerve damage has made it very resistant to pain and bodily harm, so that it now has a massive amount of damage resistance/threshold. Head-shots would be the only effective way to take them down. Resource: All the variations of meshes and textures which regular Feral Ghouls currently use. Animation: The popular walking dead animation used so prominently in many mods! Gameplay: The would be slow but relentless, easy to take out individually but very dangerous in groups or confined spaces. Their unarmed/melee damage should probably be very high to offset their very slow walking speed. They will not raise from the dead, because they are not Zombies, but rather maimed Ghouls with no nerve endings! Feral Ghoul Lurker Description: This is a Walker which has developed a unique combat strategy. This Ghoul will play dead until the player is close enough to attack! Resource: Same as the Walker Animation: Same as the walker. Gameplay: It will start laying down, and get up either after being looted or once the player is close enough (random chance of each different style?). The name displayed should simply be Feral Ghoul, until it actually attacks... In order for this to be a surprise, there needs to be a way of scripting it to appear in all ways as a dead ghoul (not red name, does not show up on radar, can loot, etc...). Also there needs to be an actual dead ghouls added to the leveled lists, which occurs just as frequently as the Lurker, this way the player is never sure if it is safe to loot the body or not! Feral Ghoul (Corpse) Description: This is simply a dead Feral Ghoul, required to make Lurkers a true surprise. Resource: Same as the rest Animation: Same as the rest Gameplay: A simple Ghouls body with a few caps, drugs, or human flesh on it. I don't know the limitations of the game, so maybe this is not possible, or requires the script extender. Marts Mutant Mod for FO3 had an option to make regular Ghouls rise, which did not fit in the fallout universe since they are not the undead, but mechanic might be useful to anyone wishing to create Feral Ghoul Lurkers. I would like to see this mod as a stand alone esp, or incorporated into Marts Mutant Mod as an optional component. Thanks to anyone in advance for attempting to make this mod! I really think it would create the zombie horror feeling, without drawing the player out of the Fallout world.
  14. That is certainly annoying, i have almost the same load order but have had no problems with RI-needs. Are you weapon mods working? Mine are not. I did have one issue with basic needs a week ago, I had clicked on the check status option and no status ever came up. From then on i could not open the options menu an had to revert to an earlier save. I agree, that while it is a great mod for adding realism, it can be buggy. I hope you get that fixed, sorry i can offer more help.
  15. Yeah i got the outcast energy weapon as well for that number. The others were not found for me either when i searched them, in both form ID and editor ID boxes. This is certainly quite odd, how can FOedit find errors in subrecords that don't exist? I'm really considering a complete re-install, but i don't want to go through all the trouble.
  16. Thanks for the insight, but after moving it down to the bottom, i still got the same out of order sub records. How can i locate these subrecords? FOedit appears to have a search function above the left hand column, but i cant get it to work.
  17. I think it may be the CRAFT mod interfering with how work benches are used, maybe the load order is wrong... any thoughts?
  18. That is generally an issue when a texture cannot be found, and it is a red angular box with an exclamation point in it. What is happening is you have installed a mod which adds weapons and armor to NPCs and the resulting texture is not found by the game. Kill those raiders and take all their stuff, equip each one, one-by-one until you find out which item it is. Once you know the item, find out what mod added said item to your game. Make sure you have installed that mod correctly including all files. Some huge overhaul mods, like FWE, FOOK are broken into separate downloads, make sure you install all of them. Lastly make sure you are using a proper method of archive invalidation. open your fallout.ini file located in: my documents/games/fallout3 and search for binvalidateolderfiles=0 and set the value to 1 instead of 0. Make a backup of this file in case you mess anything up. Lastly make sure you have the latest version of fallout mod manager and be sure the archive invalidation in turned on. That's all the help i can give, and it's all from personal experience of having the same issues in Oblivion and Fallout 3.
  19. I am no stranger to modding, although i've never made one i have been using mods for Fallout 3 since it was released and Oblivion for much longer. I have been playing with a new character for days now and i just realized WMK was not working when i tried to add a scope to my .44 pistol at level 6! When i activate a workbench i get the following options: Craft, Weapon Modification, and Activate. When i choose Weapon Mod, the following menu does not display any kits in my inventory, the only option is "Cancel." I made sure that I have the latest versions of all applicable mods (FWE MR 2.0, CRAFT, CALIBR, FOOK 1.1.6, WMK 1.6, and the latest FOIPs) before posting and my load order follows what is suggested by FOIP and in the FWE readme. This is my current load order: [X] Fallout3.esm [X] Selected Containers Respawn.esm [X] HairPack.esm [X] CALIBR.esm [X] CRAFT.esm [X] FOOK.esm [X] FO3 Wanderers Edition - Main File.esm [X] Mart's Mutant Mod.esm [X] M9TranquilizerPistol.esm [X] RTS.esm [X] Project Beauty.esp [X] Unofficial Fallout 3 Patch.esp [X] FOOK.esp [X] FOOK - Owned!.esp [X] FOOK - Free Play After MQ.esp [X] FOOK - Additional Power Armor Training.esp [X] DarNifiedUIF3.esp [X] Alternate Start - Roleplayers.esp [X] MissingUniqueArmorClothing-Enhanced.esp [X] RobCo Certified.esp [X] Wasteland Whisperer.esp [X] UPP - Experience Perks.esp [X] UPP - Pack 1.esp [X] UPP - Pack 2.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - FOOK Support.esp [X] WeaponModKits.esp [X] WeaponModKits - FOOK.esp [X] WeaponModKits - FWE Master Release.esp [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - Zones Respawn.esp [X] Mart's Mutant Mod - Natural Selection.esp [X] Mart's Mutant Mod - Tougher Traders.esp [X] Mart's Mutant Mod - Hunting & Looting.esp [X] Mart's Mutant Mod - FWE Master Release.esp [X] Stealthboy Recon Armor - CRAFT.esp [X] Helmets with Accessories.esp [X] WastelandSettler02Armor.esp [X] PCIdles.esp [X] F3UmpaAnimation.esp [X] SomePoses.esp [X] MercDuster.esp [X] eyes_hairpack_en.esp [X] [uU] Unique Uniques .04.esp [X] UPP - Original Perks.esp [X] Uber Perks.esp [X] CRAFT - Activation Perk.esp [X] CRAFT - Improvised Weaponry - FOOK + FWE.esp [X] Molotov Cocktail - CRAFT.esp [X] M9TranquilizerPistol_CRAFT.esp [X] Remove That Glove.esp [X] Cliff's_Residences Of DC - Player Version.esp [X] shopping-spree.esp [X] D.C. Confidential.esp [X] Cliff's_Midwich Elementary School.esp [X] FreePumpkin.esp [X] Tailor Maid.esp [X] RTS_beta_patch_ 01.esp [X] RTS Range Limit Extender.esp [X] RTS Village Cap ExtenderV1.esp [X] Megaton Tweaks - Snipers Edition.esp [X] Expanded Megaton House V3-No Stove.esp [X] dD-Less Blood Time, Larger Blood.esp [X] XFO_Speed_increase.esp [X] SniperZooming.esp [X] GatlingLaserDX.esp [X] Persistent Skill Books.esp [X] FPS Grenade Hotkey.esp [X] merged.esp Does anyone see anything out of place here that could cause the issue? Possibly some CRAFT mods i have are changing the workbench in a way that disallows Weapon Mods... Also, when i create a merged patch with FOedit i always have these errors, but i have no idea of how to find what mod caused them. ANy ideas if this is associated with the above problem? Error: record LVLI contains unexpected (or out of order) subrecord LVLI 494C564C Error: record LVLI contains unexpected (or out of order) subrecord 00200000 Error: record LVLI contains unexpected (or out of order) subrecord – 0002968D Error: record LVLI contains unexpected (or out of order) subrecord 000F0000 Errors were found in: [LVLI:0002968D] Contained subrecords: LVLI – Thanks for any help in advance.
×
×
  • Create New...