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Cavou

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Everything posted by Cavou

  1. For those of you who played 00 Red Cross, you probably know about how the mod adds lines of dialogue about the telephone service being back up, or asking about where to go to print posters for a short period in the middle of the quest, however the line about the telephones never goes away, even after the quest is complete. This wouldn't be a problem, except that the way that some quests are scripted (like D.E.I.M.O.S., The Collector, the Securitron Companion/Hunting A Myth) will cause some conversations to be stuck with one of the added Red Cross lines to be the only dialogue option/for it to overwrite the option that exits the conversation. This could likely be fixed by making it so that this line being said (especially the one that is replied with "Thanks! Now with the telephones working by business runs much easier!" from NPCs that aren't part of the quest) cancels the conversation. This will allow the game to continue where it would normally be stuck in a dialogue loop. There is also a separate minor problem with 00 Red Cross when used in conjunction with the Mobile Vault mod; the refrigerator for the Red Cross branch in Novac clips into the BlamCo machine there. This could be fixed by moving the refrigerator inside the tent which the Red Cross station is situated outside, which is also where the Blamco machines are. So, I'm asking for someone to please make a patch for me by creating an update to 00 Red Cross' esp or even making the patch as a separate esp, which moves the Novac Red Cross station's refrigerator so it does not clip into the Blamco vending machines from the Mobile Vault mod and causes the poster and/or telephone topics to end the conversation they are in. If the one who creates the patch does not want to waste their time finding the refrigerator I'm taking about and finding where to move it to, I won't care much. Only the fact that the added dialogue options prevent the excellent D.E.I.M.O.S. and The Collector from being completable really requires a patch, as I'm not the only one who has complained about that. Thank you in advance to anyone who takes up my request.
  2. Does anyone know what mod adds the location "Sidney's Research Outpost" north of Vault 22? I thought it was the mod "Freeside Studio Apartment", but I removed that mod any the location stayed. Can anyone identify whats up?
  3. In another thread, I recieved instructions on how to deactivate the effects of the "Animal Friend" perk, and although it worked, all dogs in the game are now agressive towards me. Is there any way to make all dogs in the game friendly by using console commands, or even a mod? Because I'm not able to approach Helios One, Gibson Scrap Yard; anywhere at all with dogs, or I'm attacked by the dogs, and everyone in the area wants to kill me. I'd really appreciate some more help. EDIT: Nevermind, I re-entered the console command and somehow it got fixed. Geckos, etc. are still agressive while domestic dogs aren't.
  4. Hey, thanks! That actually worked! You have no idea how thankful I am! I'm already 150-ish hours through my modded playthrough of Fallout: New Vegas, and that had been bugging me almost the whole time! That is a load off of my mind. If this was in the actual game, I'd be forking over somewhere around 20,000 caps right now.
  5. I recieved the perk "Animal Friend" a long time ago from the mod "Mole's Well". Since I wanted more things to kill, I removed the perk via console commands, however the effects of the perk didn't go away. I screwed around with the "player.removefromallfactions" perk, and even though enemies like geckos attacked me afterwards, Legion soldiers and Powder Gangers, who I was vilified with, wouldn't attack me unless attacked first (due to me not being related to the 1b2a4 player faction). Also, enemies that didn't belong to a faction like giant mantis wouldn't attack me either. If attacked, they would attack back, but others nearby wouldn't become agressive. Now, I really want to remove the effects that the perk had on my relation with the animal faction, as if I use "player.addtofaction 1b2a4", creatures like mantises are hostile, but enemies like giant rats are allied again (I tested this in Vault 11). How do I make my relations with the animal faction (00000013) hostile again? I've tried commands like "setenemy 00000013 1b2a4 0 0", but to no avail. I posted a thread about this a few weeks ago, but no one replied. I'd really appreicate it if someone is kind enough to give someone inexperienced in console commands a hand?
  6. This might be an unusual request, and I understand if you guys can't answer it. There's a mod name on my load list that I don't recognize that I downloaded some time ago, I suppose. It's called "TANKP", and checking the files in CREditor comes up with only a few new textures "SpecialComingSoonSignTexture" and "SpecialGuardianSign". It also seems to edit cell "00de98f" in the Mojave Wasteland. If anyone can identify which mod this is, I'd really appreciate it. I don't know if the mod is critical to my game, some new hidden quest, or a bugfix. I can't supply any pictures because I can't find any files with "TANKP" in the name or description on the nexus. I hope someone also has the mod installed and knows what it is, or atleast gives me advice on what to do about it.
  7. Bump. Does anyone even know what the code I would enter to just change giant mantises's disposition? I'd be fine with just that, thanks.
  8. Quite a long time ago, normal animals like mole rats and geckos stopped attacking me as I had somehow aquired the Animal Friend perk despite not having any of the requirements for it. I tried using console commands to change my standing in the creature faction (using the ID of 00000013/13), but that didn't work, so I did "player.removefromallfactions", and it fixed the problem. However, even though I didn't have any reputation with the Powder Gangers before (weren't listed on my reputations list, only Goodsprings was), no matter how vilified I got with them, they never attacked me on sight, and would often just run away when I attacked them, and only shot back once they were backed into a corner. Occasionally, a group of them would assault me like they normally do when you're vilified, and attacked me normally on such occasions. I tried using commands like "player.setreputation 1558e6 0 100", "setpcenemyoffaction 1558e6", or "setenemy 1b2a4 1558e6", but to no avail. I also used 101f42 in the place of 1558e6, as I've seen both used before as the Powder Ganger ID. This didn't bug me too much, but recently I found that all mantises in the game won't attack me on sight like normal either, and I have no perks that would make they behave in such a way like before. Using "player.removefromallfactions" doesn't even seem to have an effect on anything anymore. And yes, I am doing all these commands in a non-faction related area (Victors Shack and the mod location Mole's Well are the two I've been using to enter my concole commands.) So, I'm here to ask, does anyone know how I can change the disposition of mantises and powder gangers to turning hostile on sight of the player?
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