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Kanori24

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About Kanori24

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    Fallout 4
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    Uuuuuhhhhhhhhhh........ O.o

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  1. Alright. I apologize for not seeing these responses in a timely manner. I wasn't aware that the forum uses separate notifications from the main site (where mods are discovered and downloaded) Just to clarify what I meant about Preston pointing his musket at me. It happens when I talk to him... not just him, tho. It's pretty much any NPC. They'll draw their weapon and go into their aiming animation. It's totally harmless, just annoying lol So I don't really use any overhaul mods... yet. The vast majority of my load order is just content stuff. Lots of Vtaw clothing, a few weapons, retextures, etc. I don't have anything that's 'supposed to' change NPC factions, etc, but I'll load everything in xEdit and have a look.
  2. So I've been modding Beth games for a while. Oblivion, Skyrim, and FO4. It seems I can add 'broken AI' to the other two certainties of life. I follow good practices like never removed plugins during a playthrough and reading up on mods to make sure no one is reporting any game breaking issues. But most importantly, I've never really used any AI-changing mods. I was really late getting to FO4 (like a year and a half ago lol) and I played a vanilla playthrough with ONLY the unofficial patch installed at first. Seemed to work great. No real problems. But nowadays... I'm on my second mod build being as careful as I can, and... Preston always pulls his gun on me when I talk to him, companions can't be told to move from one side of an open room to another, claiming they can't reach the spot. Raiders get stuck running up against a wall while in combat. And that's only IF they notice me walking right in front of them. NPCs walk away/don't face me in conversation. I very often see NPCs get stuck, unable to decide which direction to go in. OH, and traders/supply line NPCS and their Brahmin are NEVER together! They always get permanently split up, probably because the Brahmin got stuck walking into a tree and couldn't figure out how to go around it. I don't really have all that many actual game bugs, glitches or crashes. The game seems to work well. It's always the AI that goes south and eventually I find myself calling up the console way too frequently to correct some stupid NPC movement or whatever. So what's the deal? Is broken/incompitent/goofy/glitchy AI just a by-product of this modding thing that everybody has to deal with, or does my being careful need to be upgraded to being even more careful?
  3. Thanks Karna. That mod has been on my radar for a while, but I've never felt I needed it. I had been using Jet to get the jump on them, but you're right... Bullet Time may be the best solution. I'll go download it now and give it a shot
  4. Working on my first melee/unarmed build, and it happens all to common: Sprint at an unsuspecting raider to take them down, and before I can blink, he's went from standing having a smoke, to opening fire and crippling both of my arms. Doc Holliday's got nothin' on these raiders. I have mods to reduce their accuracy, but they're 2-frame draw to fire is easily the next most annoying problem I face with this build. Anything out there to bring their draw speed and ready to fire down to at least player character level? Thanks
  5. A little backstory... everything looked fine until I tried to pack all of my loose landscape textures into a ba2 this morning. I backed up the ENTIRE textures folder first. My ba2 idea didn't work for whatever reason, so I deleted the ba2 and restored the loose folder. Now... well... vines and a couple of other flora are kind purple, but not like they're missing the texture entirely. You can see the detail, the whole thing is just shaded purple. WTF is going on?
  6. So I was just trying to edit the Metal Helmet so it doesn't clip through one of my characters' hair. I loaded it into OS, along with the model for the hair, edited it to satisfaction, deleted hair model and exported it to meshes/armor/metal/FHelmet.nif But when I equip the helmet in game, it's still clipping into the hair. I went back into OS and set it to a ridiculous large scale (400% lol) but it's still the default size in game. I'm like 99% sure I'm editing the correct model file after confirming its ID in the Creation Kit. Is there something hidden in the nif file that tells it to keep its default shape or something? Thanks for any advice!
  7. So the drive I had Vortex installed to died this morning. I went and got a new drive, but when I went to install Vortex onto it, first it says it can't close Vortex (what? I'm trying to INSTALL IT), then apparently tries to run the uninstaller, which is gone with everything else that was on that drive. (E:\ is the dead drive) Trying to 'uninstall' it from Win10's apps list gives the same error about not being able to find Uninstall Vortex.exe, and the mighty Revo Uninstaller (free version, haven't needed it enough to buy it yet) gives a similar error. What else should I try?
  8. So I've been playing as a raider who set up in the Red Rocket near sanctuary. At level 16, went out to hunt for resources. Upon returning I found there was no power. It wasn't just one generator that was down... it was both. Went to repair them and found I was suddenly missing hundreds of steel, copper, ceramic, no telling what else. I loaded a save game just before I left to go hunting, and all those resources were there. Settlement bug, or did my raider get raided? O.o
  9. As title says. I'm using Creation Kit fixes here from Nexus. I was able to load the cell a few days ago (only took 7 f*#@ing tries) and make a few edits. Today I'm trying to get in and refine a few things, but this god damn CK just won't load that one f*#@ing cell. It'll load any other god damn cell almost instantly. Just not the one I'm trying to work on. Tried loading CK without the plugin. Still won't load that one cell, no matter what. Is this another one of those well-documented problems that every but me knew about? :\
  10. Okay, I had enough of my character armed a 'powerful' hunting rifle having trouble taking down just two or three bloatflies. Sometimes she one-shots them, sometimes she doesn't, so I started googling and found I'm not alone in this. But I've noticed something that no other post I've read has been talking about... and that would be the bloatfly getting an instant HP gain just as combat begins. What I did: new game, unmodified pipe rifle, went to the bloatflies near concord water tower, used, tdetect, tcai, and getav health (10), shot one, and used getav health again. This time their health was... 62.75.... WTF So this thing was hovering there with only 10hp, but the very nanosecond I shot it, it's health was suddenly a much higher number. What I tried to fix this: A few people have suggested maybe the game is looking up the wrong bloatfly stats (giving it the HP, damage resistance of legendary, etc). So I opened the creation kit and changed the max health for all bloatflies, legendary, glowing, whatever, to match the basic bloatfly 'template'. I then named the plugin NoBSBloatflyHP, saved, moved it as late as possible in the load order and activated........... No effect. Of course. I'm sure I'm not alone when I express how frustrating it is to easily shoot down a swarm of bloatflies, only to have the next one take 4-8 f*#@ing shots, and five get all up in your face shitting their maggots on you when it should have only taken one f*#@ing shot! And now I have evidence this mother f*#@er is just granting them extra health as soon as I shoot them?! Well, since the solution is apparently more hidden than god, the only workaround I know is to shoot a bloatfly, and if it doesn't die in one hit, target it in the console, and write KILL. I don't feel like that would be cheating. :\
  11. I suck at describing things lol But something I've noticed is that when moving around in 3rd person, the camera feels like the speed of forward movement is a bit unsteady. It also seems like the dips in speed are in sync with the running animation (slows down when foot touches ground). It's definitely not a stutter from cell loading (which I don't experience anyway) or reaction with the ground. Frame rate is constant at 60fps. It seems to be exacerbated by rotating the camera while moving. Also, why is that when switching from 1st to 3rd person while moving sometimes causes my character to literally stop before resuming movement? Any ways to smooth out this behavior? XD
  12. So, today I started work on a few little caves my thief character can retreat to. I've built lots of interior cells for LE, so this is far from my first delving into the creation kit. So I built the cave, added some lights, and sent my character in to check it out. Well... there are these giant walls all over the place that block the passages. They appear to be using the texture for the mountains, but they're not mountain pieces. These walls appear to intersect each other at various points. Even stranger, they can't be targeted in the console and disabled. I did not add these things to my cell. What I did was open my plugin in the CK, duplicated and renamed the aaaMarkers interior cell, removed all objects except the NavMesh, and went to work. What went wrong to add these mysterious pieces? Edit: They also appear to be one-way pieces. If I toggle collision and walk through they and turn around, they are not visible from the other side. They can also be walked through from behind, but not from the front side :\
  13. I'm wanting to mod Whiterun's Hall of The Dead. Add more enemies, rooms, cooridors, etc. I've already added a few more ghosts and skeletons, but a problem I'm running into is as soon as one enemy is alerted to my presence, ALL enemies in the cell come rushing at me all at once. From behind closed, locked doors and everything. :tongue: So I'm wondering if there is something that can be done in the CK that will prevent enemies from the other side of the cell from 'hearing' the action. The first thing I'm gonna try is setting up 'rooms' in the CK. If that doesn't work, then I'm relying on you for help. Thanks! :D
  14. I considered that, but keep in mind the same exact .nif worked just fine in my last build, without me having to convert it to BSTreeNode or anything like that. The good thing, that build, and the computer it's installed on is still up and running, so I can use it to do some deeper investigation...
  15. Let me start by saying I've used this tree model in my last build and neither the CK nor the game complained about anything. I simply named the file TreePineForestSnow05.nif and that was it. In my latest build, the trees aren't appearing and the CK is giving this error: MODELS: CLONE TreePineForestSnow05 is not a BSTreeNode or a BSLeafAnimNode. Please re-export this file properly. (Edit: I've been searching for how to accomplish this re-exporting, but haven't found anything) So I checked the .nif file, and sure enough, it was a BSFadeNode. Okay, but why wasn't this a problem in my last build? I'm using the same exact .nif file from a backup folder. Nothing has changed. So I figured out how to convert it to a BSTreeNode in NifSkope, and it still rejects it. Then I converted it to a BSLeafAnimNode. Still rejected it. I checked it against a working tree .nif, and everything seems to be in order. Here is the .nif file I'm working with if anyone wants to take a peek at it. I'm lost :O https://mega.nz/file/sIMBmQiI#5NxnMr1lu7t1bGyvEzSRuUkVmRSSVmai3jZ1s_bkRKs And here is what I'm seeing in NifSkope with the BSTreeNode selected:
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