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Everything posted by rlavlfwo0911
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Graphic issue after transferring a settlement.
rlavlfwo0911 posted a topic in Fallout 4's Discussion
After transferring this settlement this weird graphical bug happens. Normally It doesn't happen but in some locations some objects change like the image. I personally think this is not caused by any mods but I'm not sure why. -edit I fixed it myself. It is actually caused by scrap everything and I stopped using the ini file. -
When I play fallout 4 my playthrough is fairly long so I often experience severe bullet sponge. To fix that I have installed a mod modifies health scaling but it wasn't good enough for me and caused another problems because the game is designed based on that ridiculous amounts of health. So I'm just gonna make level cap. But I'm not sure what level is the best choice for this because some enemies and events including from mods appear after playable character reaches certain amounts of level. What do you think is the best level for this?
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Where can i find this rifle?
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I normally play the game peacefully but I didn't know the most peacefull solution in GI Blues cause the worst result for kings in mr house ending. So I want to fix this situation and have some plans but not sure they are right way. First things is typing "setstage 10e196 90" and "startquest 10e196" to restart the quest from reporting to the king. Second is just typing "setstage 10e196 100(or 101 I need check this later.)". I'm not sure which one is better and what is potential problem caused by these methods.
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I just finished simple retexturing but without compression the file size is too big. What should I select to compress texture in this image?
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I want to add water breathing effect to about 20 helmets. So that I need to write 20 identical scripts like this. scn script int iEquipped begin OnEquip playerplayer.AddSpell VMS15WaterBreathingActualset iEquipped to 1end begin GameModeif iEquipped == 1 && Player.GetEquipped helmet == 0player.RemoveSpell VMS15WaterBreathingActualset iEquipped to 0endifend But as far as I know Gamemode block is executed every frame and has a chance to affect gaming performance.Can this scripts significantly affect performance?
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A question about formlists
rlavlfwo0911 replied to rlavlfwo0911's topic in Fallout New Vegas's GECK and Modders
Thanks for your help. :) -
A question about formlists
rlavlfwo0911 replied to rlavlfwo0911's topic in Fallout New Vegas's GECK and Modders
I use millenia's script as a reference which stops quest after adding form to formlist. scn scriptname short idoonce begin gamemode if idoonce == 0 addformtoformlist form formlist set idoonce to 1 stopquest questname endif end So you mean this does not cause problem NORMALLY but can be problematic in rare case? -
A question about formlists
rlavlfwo0911 replied to rlavlfwo0911's topic in Fallout New Vegas's GECK and Modders
For lack of my English skill I think using example is easier to explain. Form A Formlist B Mod C start game without C -> script add A to B -> save game -> start game with C and load previous game -> C overwrites B -> is A still in B? -
Suppose there is formlist A and add any form by using addformtoformlist function. After this load mod that revise formlist A. Then what happens?
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Normally overwriting file means deleting old file and replacing it with new version but I heard it is quite different in skyrim. I heard overwriting save file in skyrim is just editing file not replacing so it can potentially cause critical error. Can the same problem happen in fallout 3 or new vegas? Sorry for my bad English.
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I'm trying to enable quest items like rebreather to be key bound with script but I couldn't find any way to do so. Does anyone have solution for this?
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Hello, I've recently installed mods require WMK and merged patch with it. But I already made merged patch before. Is there any way to add new mods to merged patch without creating new one.
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Items that have too many passive effects cause CTD when I make mouse cusor on it. Is there any way to fix this?
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I can't load cells with GECK.
rlavlfwo0911 replied to rlavlfwo0911's topic in Fallout 3's Mod Troubleshooting
Thanks! I thought it didn't loaded at all because of the red outline on the cell view. -
My geck can not load some specific cells like this image. Is there any way to fix this?