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jdrfox

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Everything posted by jdrfox

  1. Hell, I can't believe this was a problem for this long. I've only really played FO4 this year. It's the 'athletic outfit' the guards wear. It doesn't allow for leg armor but since guards sometimes spawn with leather leg guards, it overrides the athletic outfit, unequipping it in the process.
  2. hmm, how about: ScriptA property myOtherScript auto const ;;fill this one with your ScriptA id in creation kit Event OnEffectStart (Actor akTarget, Actor akCaster) Actor newActor = myOtherScript.Caster endEvent
  3. Sorry you're having problems with gromulos' guide, I know it seems complicated when reading, but it isn't as much in practice. The Wrye Bash + bash patch is super important to me, not only for faster load times, but better performance in-game as well. Another thing that significantly boosted game performance (load times and gameplay) for me is by compiling every loose file from mods into a unified main + texture BA2s. I really recommend getting wrye bash and getting all your mods to show 'green'. I know there's a youtube tutorial on how to unify all your loose mesh, material and texture files into single main and texture .BA2 files. I remembered this because I had horrible game hiccups and long load times before I learned to optimize my mods. Even just the Looks Menu options, hair styles, new character customization options, all come as loose files, and I remember simply walking to a settlement and my game would lag for a good 2 - 3 seconds to load the npcs, and load times took forever. After the optimizations, absolutely no stutters or pauses, and normal load times.
  4. It doesn't require anything. Just fallout4.esm for the base mod. Having MCM allows you to tweak things like headshot damage values, creature armor values, knockdown and stagger thresholds, stuff like that. Not running MCM means the mod runs with its default values.
  5. just right click on the window to the right and make sure 'hide no conflict rows' is not selected.
  6. I don't know if this is relevant to your problem, but I've experienced a 'startup ctd' before when I made a small edit to a certain weapon mod and I erroneously selected a 'bad pick' in the dropdown menu in one of the records (i accidentally selected 'Form ID, Float' instead of 'Form ID, Int') for one of the weapon receivers. I guess what I'm saying is, maybe it's worth checking a bad record issue and not a load order issue?
  7. I only recently tested enhanced blood (MXR recommended it as one of the 'best'), and it causes CTD for me, when firefights start to happen (whether I'm involved or from far away). Not always, only when there's a minigun or fast firing weapons involved during a big fight.
  8. a damage adjustment modification I've worked on it for some months now. I, one day, decided I've had enough of Fallout 4's silly damage mechanics, and not being satisfied with damage mods currently available, started work on this mod. Basically, the damage system I've created is based on Penetration and Wound ratings I've assigned to different calibers, and Armor ratings to different types of helmets and body armors, then a wounding system built off of that. No longer will targets without helmets soak headshots, just because they're wearing power armor with 1000++ DR. Body shots can be as lethal as headshots if not wearing proper chest protection. Penetration have distance falloff and hits can stagger and knockdown based on caliber's power and target mass. Caliber penetration ratings will be compared to target armor ratings, caliber size compared to target size and mass for damage, rather than make ALL headhots 'auto kill' and body shots non existent like most other overhauls do. I also designed the system to be simple to implement to custom weapon and armor mods. I also included MCM options to allow adjustment to different values (headshot multipliers, creature armor options, knockdown and stagger tweaks, etc.) I've also added a short video tutorial on how to make your armor and weapon mods compatible with my mod, which is in the video section of the mod. As always, I appreciate bug reports! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Current Version: 1.34 - Added code to the script to fix a vanilla bug affecting companion/settler enchanted gear not giving proper bonuses on Trade Menu exit - Added code to the script to restore effects of this mod if they happen to be dispelled for some odd reason. This sometimes happened while equipping companions. - General script optimizations and some unused variables cleaned up ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ what's next: - doing some more play testing, looking for ways to further optimize mod before I start adding more features. - looking at Loads of Ammo and New Calibers compatibility patches.
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