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Nodevski

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    The Long Dark
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  1. I have exactly the same bug and I found a workaround: https://forums.nexusmods.com/index.php?/topic/8281923-lonesome-road-ed-e-game-breaking-bug/
  2. Short description: I encountered a rare bug in Lonesome Road's ED-E. ED-E is unable to fire his Unlock Zapper (which is a modified Arc welder) in some situations which breaks the game after the Cave of the Abaddon. Probably either the bug is in ED-E's AI packages or the bug is in the Arc Welder or its ammunition. ---- First occurance of this bug: After hiring ED-E it could not unlock the first Commissary Terminal, but at the same time I had ED-E unlock the Silo Blast Door Controls and that worked, ED-E unlocked them. For the Commissary Terminal I found a reproducible fix, it worked five times in a row: - Get ED-E out of his pod and tell him to come with you. - Walk to the Commissary Terminal, ED-E will follow you and halt before the terminal, unable to unlock it. - Open the console with "~" without the quotes. - Click on ED-E - type "addtitem 00078CC2 1" without the quotes, this is to add a Robot Energy Cell to ED-E's ammo. - type "openteammatecontainer" without the quotes, to open ED-E's inventory. - Close ED-E's inventory.- Close the console with "~" without the quotes. - Now ED-E will unlock the Commissary Terminal. It's also possible to add the ammo and open the inventory directly when ED-E comes out of the pod and then direct him to the Commissary Terminal and have him unlock the terminal. Second occurance of this bug, this time game-breaking: After going through the Cave of the Abbadon, when exiting the door to the Divide, the player is forced into a dialog with Ulysses/ED-E. When finishing the dialog, Ulysses/ED-E should shoot the player with the Unlock Zapper and ED-E is then taken away. But this never happens. As with the Commissary Terminal before, ED-E gets in position to fire (lifts his embedded Unlock Zapper a little), but never fires, and ED-E just floats in the air with nothing happening. The player controls are disabled and all the player can do is exit the game without being able to finish the DLC. This can be fixed a similar way the Commissary Terminal was fixed. However this time it was not needed to open and close ED-E's inventory, but if this does not work for you, you can always add the inventory command to the mix. - When you are at the exit of the cave, not yet through the door to the Divide, open the console with "~" without the quotes. - Click on ED-E - type "addtitem 00078CC2 1" without the quotes, this is to add a Robot Energy Cell to ED-E's ammo. - (Optionally open and close ED-E's inventory) - Close the console with "~" without the quotes. - Open the Door to The Divide. After the dialog ED-E does fire at the player and flies away. NOTE: EDE has a regular Arc Welder which it uses in combat, bus uses his Unlock Zapper to hit the player after the Cave. When I start fresh with Lonesome Road, enter the Silo, and hire EDE, do a "~ showinventory" immediately when he comes out of the pod, his Unlock Zapper xx00AB55 says [CANNOT EQUIP], and his Arc Welder xx0076A9 says "- Worn". When I have him try to activate the Commisarry Terminal his Unlock Zapper shows "- Worn [CANNOT EQUIP]". During the cutscene after the Cave it also says "- Worn [CANNOT EQUIP]". I think there is probably someting wrong with the Unlock Zapper, so if anyone is able to fix that then these workarounds wouldn't be needed anymore.
  3. Thanks, but i have already tackled this problem. I used an effect script for the gun and added Disable and MarkForDelete. Now when the actor dies, the effect animation plays, and after that the corpse disappears instantly.
  4. Hi, I have an all-powerful gun that kills enemies in one shot. But to make it less of a cheat I want it to make the corpse disappear after the killshot. So that the corpse cannot be looted, as a penalty to using this all-powerful gun. How do I do that?
  5. I would like to implement that too, so that the Pip-Boy goes down. Could you tell me how to do that?
  6. Hi, your'e welcome to use this on your site. I added a section on how to create teleporters.
  7. How to make a follower travel to a place and start relaxing on arrival. This is my Fired configuration for custom companions and it works perfectly: First, add some variable declarations like "short MyNPCRelaxing", "short MyNPCHasBeenFired" and "short HasBeenHired" to the NPC's script. Make a home marker (with the render window) for the NPC, like MyNPCREFHomeMarker. Place a reference to your NPC in the world (in the render window) if not already there. Give it a name like MyNPCREF. Make a SANDBOX AI package and set the destination as "near current location" and add a radius. The bigger the radius the harder it will be to find the NPC. Check the relevant checkboxes. Add a condition: MyNPCRelaxing 1. Make a TRAVEL AI package (go home or fired) for the NPC and set the home marker as destination, radius 0. Add a condition: MyNPCHasBeenFired 1. Under Begin/End/Change put "Set MyNPCREF.MyNPCRelaxing 1" in the "On End" field. This wil make your NPC execute the sandbox relax package on arrival. Be sure that the sandbox package is above the travel package in the package list order. If you want to be notified when the NPC arrived home you could create a message like MyNPCArrivedHome, and put something like "My dear follower arrived home." in there. Then, in the "On End" field of the TRAVEL package you should add "Showmessage MyNPCArrivedHome". If you have an NPC with teleporter(s) (optional, see below) you can remove the teleporter(s), this should be done also in the "On End" travel section (optionally create a message first): ShowMessage MyNPCTeleportersRemoved player.RemoveItem MyNPCTeleporterNPCToPlayer 1 1 player.RemoveItem MyNPCTeleporterPlayerToNPC 1 1This way the teleporter is removed only on arrival, and you can use the teleporter as long as the travel package is active. That might come in handy if the NPC gets lost or stuck in the gameworld. Now make a relevant dialog topic in the NPC's quest if not already there. For instance MyNPCFired. Add an INFO to the topic or edit an existing one, and edit the result script something like this: set MyNPCREF.IsFollowingDefault to 0 set MyNPCREF.IsFollowingLong to 0 set MyNPCREF.Waiting to 0 set MyNPCREF.MyNPCRelaxing to 0 set MyNPCREF.HasBeenHired to 0 set MyNPCREF.MyNPCHasBeenFired to 1 MyNPCREF.SetPlayerTeammate 0 MyNPCREF.SetAV Assistance 0 MyNPCREF.ResetAI SetPlayerTeammate 0 is very important. If you do not set this to zero the NPC will travel back to you when you change cells and will start to travel home all over again. The downside is that you have no way of knowing where your NPC is located on the map while travelling so I would advise to make a teleporter for the NPC, in case it never arrives at home (stuck somewhere). This will make the NPC travel home when fired, and start relaxing on arrival. You can modify this to make a GoHomeAndRelax package, but figure that one out yourself. ######### OPTIONAL: How to make Teleporters ########## Take an item in the GECK, something like sunglasses, rename the "ID" field to MyNPCTeleporterNPCToPlayer, change the "Name" field to something like "< Teleport MyNPC to me >", mark it as a quest item, and save it as a new form. Do the same for a reverse teleporter: rename the sunglasses to MyNPCTeleporterPlayerToNPC, edit name, mark as quest item and save as new form. Create a new object script and put in the following code: scn MyNPCTeleportNPCToPlayerScript ;Teleports companion to player Begin OnEquip set MyNPCREF.IsFollowingDefault to 0 set MyNPCREF.IsFollowingLong to 0 set MyNPCREF.Waiting to 1 MyNPCREF.MoveTo Player End Create a second object script and put in the following code: scn MyNPCTeleportPlayerToNPCScript ;Teleports player to companion Begin OnEquip Player.MoveTo MyNPCREF End Open the Teleporter objects again and set the Script field to use the new Teleport scripts. Optionally create messages to notify if the teleporters have been added or removed on hire or arriving home. MyNPCTeleportersAdded: put in text like "NPC Teleporters added to your inventory." MyNPCTeleportersRemoved: put in text like "NPC Teleporters removed from your inventory." In the hired or hiredyes Topics info result script of the NPC's quest, add: ShowMessage MyNPCTeleportersAdded Player.Additem MyNPCTeleporterNPCToPlayer 1 1 Player.Additem MyNPCTeleporterPlayerToNPC 1 1 Set MyNPCREF.HasBeenHired to 1 Set MyNPCREF.MyNPCHasBeenFired to 0 MyNPCREF.SetPlayerTeammate 1 MyNPCREF.EvaluatePackageFor the Teleporters removal code, see above. The Teleporters will show up in the Pip-Boy and when you select one of them, teleporting starts. This is the main framework, however there could be some small mistakes or typos in here. If so, I expect you to figure that out yourself.
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