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ibldedibble

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  1. Thanks for the suggestions. Tried navmeshing what's there at the moment, and that fixed the issue for the first two raiders. No clue why it doesn't fix it for the last two raiders. If you look at the attached image you can see two LvlRaider markers in the room to the left. Those two raiders spawn in the room to the right by the arrow and question marks. That room is one floor up and behind a locked door that opens from the other side, so they couldn't have walked there either. Any suggestions on that one as well? :)
  2. Hey guys, gals, and everyone else! I've made a new room in a vanilla dungeon and put a couple of LvlRaider markers in it, but the raiders keep spawning in the vanilla rooms outside of mine. Obviously I'm doing something wrong, but I can't for the life of me figure out what it is. Anyone have any ideas for what could be the problem? Is there's some kind of actor spawn area set somewhere I need to change, if so, where? :) //Dibble
  3. Thank you, both of you! ^_^ Haven't gotten any plans to change any workshops, so I should be safe. :)
  4. Hey! Tried to read up on locations and encounter zones, but I didn't feel like I got any wiser. So off to the forums it is. If I were to make a new dungeon underneath Gunners Plaza (first place that came to mind), could I use the Gunners Plaza encounter zone without any issues happening? Obviously it would respawn based on when Gunners Plaza would respawn, but... is there anything else that could go wrong? - Dibble
  5. Already done. Doesn't help sadly. If you attack it, it still gets into combat mode instead of dying like it should. :sad: This is always working for me: Ignore Combat: true No Combat Alert: true Interrupt Overwrite: <NONE> Not necessary, but you can also check the: Observe combat behavior Aggro Radius Behavior If it still doesn't work, duplicate an existing (vanilla) ignore combat package and use this in your mod. Just don't change the combat related flags. This may be a good one: DefaultStayAtSelfSceneIgnoreCombat [FormID: 001879EC] Thanks for the suggestion! I'll try the package you recommended there next time. Decided to give up and just leave the NPC dead with a note this time instead. Wasn't a very important NPC anyway. :)
  6. Already done. Doesn't help sadly. If you attack it, it still gets into combat mode instead of dying like it should. :(
  7. Hi there! I've recently gotten back into FO4 and the modding scene and I decided to add an NPC that uses the same kind of mechanic as the injured Gunner in HalluciGen to convey some info before it dies. It's using NPCWoundedSit and I've managed to get the NPC to sit there and lowered it's HP to 5 (as far as I can tell, using the same settings and an identical AI package as the Gunner above)... but if I attack it, my NPC stands up and gets into combat mode instead of taking damage on the first hit (whereas the Gunner dies immediately if you attack it). Any ideas on what I'm doing wrong? Do I need to tie the NPC to a quest that kills it if it's attacked? It's been far too long since I did anything in the CK to remember how this stuff works. (Granted, the NPC is meant to deliver a short speech to the PC and then die from their injuries afterwards, but if a PC wants to kill them first they shouldn't just stand up. :P ) Many thanks, Dibble
  8. What other plans are there, Nexus Mods action figures? :D Seriously though, that mug looks sweet. Will definitely have to get me one of those if it becomes a reality.
  9. Do you use any mods that remove the build limit? I've noticed that this seems to happen when I do 1 of 2 things: 1) Removing the build limit and build a lot more than the intended limit. 2) Get more than 20-22 settlers in the smaller settlements (such as Taffington Boathouse). When I built about twice the limit of Taffington Boathouse I couldn't have more than 10 settlers before they all got unassigned whenever I tried to assign someone. So I guess there are some scripts that can't handle going above the limits too much.
  10. The biggest reason is most likely that the people interested in a Fallout game want a post-apocalyptic game, not a more "modern" world game. While I'd prefer the inside of the settlements being cleaned, the rest of the world can stay as dirty as possible. I have no issues with something like Sanctuary being dirty, since no one has settled there yet (as of the start of the game). Same with all the trash on the beaches and stuff. If no one lives there, trash seems perfectly fine to me. If the game was clean, everything rebuilt, and settled... then it would feel more like I'm playing a current day game, that suffered a nuclear war in the past, sure, but still a current day game. Not a post-apocalyptic one. And while people probably would have put in more effort in cleaning, rebuilding, and settling after 200 years than what is being done in the Fallout universe... I personally feel like it wouldn't feel as post-apocalyptic anymore. (Don't get me wrong, I'd love if they made the game world larger and added more major pre-made settlements/towns. Like 2-3 "big" settlements/towns, instead of the 1.5 (DC + Bunker Hill) FO4 has pre-DLC. FO3 was slightly better in that regard, with it's 2.5 "big" settlements/towns (Megaton, Rivet City, and the ghoul one... Underworld? Possibly even Tenpenny Tower.).)
  11. There's always: http://www.nexusmods.com/fallout4/mods/10750/ by a1a3a6a9
  12. I've never had to have any. There's been a couple of times a mod has caused issues or I've had to make a slight change to my load order, but in general it's been pretty straightforward to me. The mods that I want to make sure don't get overwritten I put at the bottom. The rest I sort by type of mod. Areas (new and modified) at the top, then NPCs, then equipment, then settlement objects, and finally perk changes. (I probably forgot some stuff, but that's in general how I handle it) Also make sure that you don't download mods that have conflicts. If they change the same things, odds are they will have some kind of conflict. If you're okay with some things from one of the mods being overwritten put it above the other one. When I've made mods I've added a few things, opened the game to make sure they work. If they don't - go back and see if I can find the issue, maybe Google it if it isn't an obvious mistake. If they work - great, I can add more stuff and repeat the earlier steps.
  13. Male wood elf. Just make sure to always eat your victims afterwards to stay true to the Green Pact. (Otherwise forskyrimmods hit the nail on the head. Shadowscales are the best.)
  14. I know that War of the Commonwealth adds loads of encounters outdoors at least: http://www.nexusmods.com/fallout4/mods/12395/
  15. There's a formlist called VoicesMarriageAll that has all voices that can be used for marriage, you might have to add your custom voice to that formlist. I'm not at all versed in making a character marriageable though, so I might be completely wrong here, but hopefully it works. :)
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