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ismael29h

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  1. There is an error in the game that occurs on some systems (Windows 10) from version 1.5.5 onwards. It consists of the audio stuttering at some random point in the game in progress and there are also fps drops (everything seems choppy). I tried everything, it seems that the only solution proposed on Steam is to use a 32-bit beta version (but that is not an option for me). I am opening this thread to see if someone could find the problem in question of the “audio crackling” that is not resolved in version 1.6. I exhausted all possible options
  2. Thanks for the reply! Now I know where to keep looking. EDIT: what a fool I am, I just found out it was added to YUP (I think so)
  3. I have decided to play new vegas again, but it always seemed essential to me a mod called "essential iu bug fixes", I don't know why it is deleted in nexus, it fixes the clicks stuck during the crafting, without it it is impossible be comfortable when you try to create something. Does anyone know where I can download it or can you pass it to me?
  4. I know, the thing is, the anniversary mods are part of the lore, themselves, they are already part of the game.
  5. As you know, there are countries in which to switch to the new generation of PC costs an arm and a leg. In my case, I can have skyrim legendary edition with hundreds of mods and it goes smoothly... however, skyrim special edition (base) works FATAL. So the question is, would it be possible to adapt all mods from skyrim anniversary edition to legendary edition? :confused:
  6. I have managed with "GetTargetUnreachable", it seems to work. The problem is solved :happy:
  7. I need an npc to walk to another npc or bed (random). But sometimes they are in places that cannot be reached. I would like to check this before the npc moves in your direction to choose another target. (transport is discarded) PS: don't ask what mod I'm creating, lol
  8. I understand that there is a function in geck that checks if a reference is reachable. In other words, an npc can walk to it without problems. What is that function? I need to do that check on a mod and I can't go on. Thanks in advance for any help you can give me. For example, if an enemy cannot hit you hand-to-hand because you are standing on top of a rock, this enemy usually walks away to verify that he is unreachable.
  9. Yes, the mention of oblivion helped me better investigate the subject. Get to the theme of the factions, in an unpredictable scenario it is complete chaos to be taking into account every detail. This topic is not worth touching on, especially when I'm learning. Thanks for answering!
  10. I see :mellow: ... the question may be easier than I thought. Thank you! :laugh:
  11. Wow, it makes perfect sense ... I'm going to try. I think that may be the answer. Thanks!!
  12. Thanks. The npc's I'm targeting don't accept surrender.
  13. Hello!!! Here I am, slowly learning scripting ... Is there a way to stop combat with hostile enemies? I have tried "StopCombatAlarmOnActor", but it does not work properly with hostile enemies, rather it stops them for a moment ... in this sense, I have created a loop with said function hoping to get some result, and nothing. I have tried other functions like "stopcombat" or, going further, "SetCombatDisabled" (scanning to each npc separately, of course). The results are not seen either. Is there a way to stop all hostile acts towards the player and to be able to resume the combat later? PD: (if something of my painful English is not understood, please notice)
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