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dudeapocalypse

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  1. Self-explanatory. Happened after force-reboot, googling wasn't much of a help ¯\_(ツ)_/¯
  2. Self-explanatory. Happened after force-reboot, googling wasn't much of a help ¯\_(ツ)_/¯
  3. Thanks a lot, I deleted Plugins.fnvviewsettings from AppData/ Local/ FalloutNV and it reset FNVEdit back to factory values. daliawithoutanh,
  4. Doesn't matter if launched directly or through Mod Organiser 2. FNVEditQuickAutoClean - same story.
  5. Happened after some tinkering in the settings. I tried to delete FNVEdit and all the associated files I could find and start anew, didn't help. Maybe I missed some .ini where FNVEdit settings are stored?
  6. Thanks daliawithoutanh, I learned something from your post too :thumbsup:
  7. Well some NPCs level up with player, so their health increases with each level. I think you should try a mod that lets you to just adjust every setting to your liking, i would try Cover Based Stealth Mechanics (has weapon damage modifier too) or Project Nevada's Rebalance module (the main module may be outdated by today's standards but the Rebalance I think is still the best for such tuning considering the variety of settings and that everything is easily configurable in game through the Mod Configuration Menu).
  8. "Remove identical to previous override records". I think I edited out // skip records that have elements in child group (WRLD, CELL, DIAL) if ElementCount(ChildGroup(e)) <> 0 then Exit;from it too.
  9. I'm not really qualified to give any advice on scripting but I would try to attach script like this: scn equipIT! Begin ScriptEfectStart Player.Additem DoomHelm 1 Player.EquipItem DoomHelm 1 endto a magic effect, then attach this magic effect to an ability, and then add this ability in your trait "Perk Entries" field.I dunno, may not work but maybe it'll point you in the right direction.
  10. So YUP changes 40mm ammo projectile from "None" to 40mmGrenadeProjectile, which overrides Frontier's grenade launchers custom projectiles (and of course their attached new explosions too) with vanilla ones. Apparently "None" allows variety, while any other projectile type just overrides every using this ammo weapon projectile with itself, despite the fact that weapon may have it's own custom projectile set. For example: let's say some mod adds a unique grenade rifle which uses 40mm grenades but is set to fire flame globs like Incinerator. If YUP is active, this weapon will just shoot basic vanilla 40mm grenade projectiles with ballistic explosions. Replacing 40mm ammo projectile through script works, but only with a concrete projectile name, like: SetAmmoProjectile Ammo40mmGrenade TFMB40mmGrenadeProjectileBut it's not a solution, because people may not want these Frontier overrides for the vanilla 40 mm grenade weapons. This command seems to be a better choice, because it should just return everything to vanilla settings: SetAmmoProjectile Ammo40mmGrenade ; (Sets the projectile to None)but it doesn't seem to have any effect in game, so my question is - is it maybe known to be bugged, or is it possibly me doing something wrong?
  11. Thanks, but what I was actually asking is not how to get rid of masters, but how to remove records that I edited and then returned them back to original settings (tested them in game and decided no to do that), because they are still marked as edited and can override things. All that without QuickAutoClean returning back all the master's interior clutter that I removed. If anyone is interested, the solution is: Thanks TheBiggestBrother666 on Discord for that.
  12. She has a fairy tale bimbo personality that doesn't really fit the game setting. I could also do without vanilla interiors being littered with unsuitable collectible toys (maybe it'll be all right in shops or houses with other toys around, but mostly they are out of place). Gameplay-wise though she surpasses any other NV companion, original or not, which is even more impressive considering mod's release date. Much needed combat options, complicated bonding / reputation system, lots of companions and locations comments (and option to turn them off), quests being unlocked after months of in-game time, separate inventory for player's stuff and a lot more. Everything is also consistently written and well scripted without any serious bugs.
  13. It returns back all the interiors clutter, furniture, light, etc. that I removed in GECK.
  14. I'm trying to fix YUP overriding frontier's 40mm Grenade APW's explosion with vanilla one (it changes 40mm ammo projective from "None" to 40mmgrenadeprojectile so it doesn't allow any other projectiles for weapons using 40mm grenades). So far my best attempt was to make it dependant on the visibility of the Frontier's map markers, like .45 ammo recipes visibility is handled. But it's not ideal, because the first marker you discover in the Frontier (NCR airport base) can get removed from the map if you lose reputation with NCR while working for the Crusaders, so it's not reliable. Of course I can just put there like a dozen of other markers player is more likely to discover fist, like this: If (RobCoTowerMapMarkerRef.GetMapMarkerVisible > 0) || (WastedAngelMapMarkerRef.GetMapMarkerVisible > 0) ; and so on SetProjectileExplosion 40mmGrenadeProjectile TF40mmGrenadeLauncherExplosion but there's also a question of how the script would update. Is it reasonable performance-wise to make a script that would update every second through entire game (like NVDLC04AutoInjectQuestSCRIPT for auto-inject stimpacks) for such a small thing? Are there any other options?
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