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ArdentFlame

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  1. So I've been searching the Internet, watching videos, and reading How-To's but I can't seem to find out if there's a way to simply copy and paste and existing vanilla dialogue line in the CK and add it to the quest. My goal is to simply add more generic "Hello" lines to followers to make them a bit more interesting. Is there a way to do this without having to worry about the audio and lip files? Thank you.
  2. Nevermind. I was able to get around this by disabling that dialogue choice altogether.
  3. I've recently encountered an issue where Brelyna Maryon only gives me the following dialogue when I greet her: "At least something good came out of that trip to Saarthal. I didn't find anything but dust." She doesn't give any other greeting. After she's said that to me as a greeting, then I exit from the dialogue, then click on her again she just says nothing. I noticed this because I was wearing an Amulet of Mara and she never commented on it, though the dialogue response as if she had said it is present in her menu. She does give the randomized farewell dialogues upon exiting talking with her though. The mods that could be affecting this are Amazing Follower Tweaks and Relationship Dialogue Overhaul. I also have the RDO patch for AFT installed. Other than that, I don't have any mods that would affect her dialogue. I do have another mod that edits her appearance and some stats, but those aren't causing any conflicts according to SSEdit. If anyone has any ideas or suggestions it would be greatly appreciated. Thanks!
  4. I know this is an old thread, but this is the closest I've come to finding a topic that relates to my searches. I understand how to change reactions based on quest events, but what about general world events? For instance, if I want Curie to give me a "Like" every time I hack a terminal, which script dictates this and how do I adjust it? Thanks for the help in advance.
  5. Update: I've found that the culprit is the Chemist perk. Every rank I add increases the amount of HP received by 50% since it's meant to increase the duration of the effects of all chems, food, drinks, etc. It would logically follow that the HP per second should stay the same and now the item would produce 150% of its original HP. I've never taken the Chemist perk until recently and now I realize that it's much more important than I ever imagined. The perk seems to not affect cooked items though, which seems ridiculous. I might need to make a mod to fix that... Thanks for your help xXxPYR0ST0RMxXx.
  6. Ahh, I meant to address that plugin but forgot. That is my own personal esp that I use for minor changes, such as adjusting respawn time or vendor gold. It has no scripts attached to it. Iâve also checked it in FO4Edit and found no issues. Iâve loaded the game without the esp active and issue persisted. I actually initially believed I had messed something up with this mod so itâs the first one I tried diagnosing, but I canât find anything wrong with it at all.
  7. Sure thing: *Unofficial Fallout 4 Patch.esp*Arbitration - Resources.esm*SpringCleaning.esm*Homemaker.esm*ArmorKeywords.esm*Worsin's Garage.esm*Real Big Boy.esp*CraftableAmmunition_Core.esp*CraftableAmmunition_Recipes_Core_Perks.esp*CraftableAmmunition_Recipes_FusionCore_Perks.esp*CraftableAmmunition_Recipes_NukaGrenade_Perks.esp*CraftableAmmunition_Recipes_Components_Normal.esp*CraftableAmmunition_Recipes_Core_NoPerks.esp*CraftableAmmunition_Recipes_FusionCore_NoPerks.esp*CraftableAmmunition_Recipes_NukaGrenade_NoPerks.esp*LongRangeBulletHoles.esp*ShellRain.esp*Docile Radstags.esp*VendorCaps_5000.esp*FatMan Power x4.esp*Brotherhood of Steel Kit.esp*BOS_X01_Paintjobs.esp*ICPA.esp*LoweredJetpakAPDrain.esp*UnlimitedFollowers.esp*BetterJunkFences.esp*Arbitration - Button Lowered Weapons.esp*BetterSettlers.esp*BetterSettlersNoLollygagging.esp*IncreasedSettlerPopulation50.esp*Tesla X01.esp*Unbreakable Power Armor.esp*Gameplay Changes.esp*MoreProductiveScavengers.20junk0chance.esp*homemaker_workshop03_patch.esp*DDP_Interior_doorway1.esp*ConvenientStores.esp*OCDecorator.esp*OCDispenser.esp*OCDecoratorDLC.esp*SC_ExpandedScrapList.esp*AzarPonytailHairstyles.esp*Dogmeat A True Companion Vanilla.esp*LeverActionReloadOverhaul.esp*Mosin.esp*FIXEDGoodfeels_no_DLC_needed.esp*ModdableGoodfeels.esp*WIPAG - Paint Garage - Style 1 (Easy).esp*WIPAG - Paint Garage - Style 2 (Easy).esp*WIPAG - Paint Garage - Style 3 (Easy).esp*WIPAG - Paint Garage - Style 4 (Easy).esp*WIPAG - Paint Garage - Style 5 (Easy).esp*WIPAG - Paint Garage - Style 6 (Easy).esp*WIPAG - Decal Station.esp*wipag-automatron.esp*AlootHomePlate.esp*Home Plate Workbench.esp*DeadlierDeathclaws.esp*AmazingFollowerTweaks.esp*AUG-A1.esp*HZS NavMesh Fixer.esp*GunmetalArmorSkins.esp*Armorsmith Extended.esp*GunmetalWeaponSkins.esp*ArmorSmith-CC-ArmorPainr-Patch.esp*clothingoverhaul.esp*ClothingOverhaulSP_XB1_PC.esp*Marine Armor Expanded.esp*Alcohol Provides Health.esp It may very well be a script based issue. I just deactivated all of my plugins, launched the game, and the values are still doubled. Furthermore, this issue is more than just meat based items. For instance, Nuka Cola Quantum yields a whopping 800 HP. I've got no clue what's causing this.
  8. I've encountered an interesting issue today. It seems that all raw meat yields double their usual health when consumed. For instance, Softshell Mirelurk Meat yields 80, when it's supposed to yield 40. I checked all my mods with FO4Edit and didn't find any adjustments to their yields. I'm also not aware of any perks that would be affecting this. Anyone have any thoughts?
  9. @kingbeast88 That makes sense to me. You might not actually need to in this case though. All weapons seem to be just a little too far into the armor. Weâre talking inches. I feel like it might be as easy as moving a certain node a few notches on whichever axis it would be in meshes (x, y, or z). @M48A5 Iâll defer to you on that since I know very little about mesh editing, but in this situation youâd have to go adjust every single weapon in the game for them to look correct. And even after that, all the weapons in the game would look terrible on every other piece of armor.
  10. Iâm talking real, functional weapons. I believe the animations are factor in addition to the armor mesh. The skeleton mesh also ties in somehow. This mod is proof that editing an armor mesh to fix this issue can work: https://www.nexusmods.com/newvegas/mods/61219/ When I looked at the downloaded files for that mod it only changed armor meshes, nothing more, and it fixed the weapon clipping issue. Although I donât know what variables they edited to get that effect.
  11. I've recently started customizing a piece of armor through NifSkope. I've mostly just been assigning textures and some other minor things in it. The mesh I have was created by someone else on Nexus. The textures loaded totally fine when I was finished, but I found that weapons on the back of the armor had the dreaded clipping issue. I (kind of) understand what needs to happen. I need to load the mesh into Blender to adjust the nodes so that the weapons attach at a point farther away from the body, but I'm clueless as to how I'm supposed to do that. I'm capable of running NifSkope quite well and understand a minor amount of 3D editing, though nothing quite like this. So here's my overall question: once I import the .nif into Blender, how do I adjust the nodes to have the weapon attach farther away from the armor? Also, if someone knows how to fix it and doesn't want to bother explaining it, I'd be OK with giving you the mesh and allowing you to adjust it. That's not quite as fun though; I like learning new things. Anyways, if anyone can help me that would be awesome. I'll continue my Internet research until I get a reply.
  12. I've been looking around for a mod that allows you to consolidate/send supplies and caps from settlement workshops to one single location. It would be extremely convenient if all of your caps, water, and food all got sent to the same place. Does anyone know of a mod like that?
  13. Wow, I don't know how I've never learned that trick. Tried it and it works. Thanks!
  14. I'm not really asking for help, I'm more just curious if anyone else has ever encountered this strange anomaly. Base IDs on NPCs often don't work depending on what the base ID of the NPC starts with. If the NPC's ID starts with a letter (like Lydia a2c94) then the commands will work. If the ID starts with a digit (like Brelyna 1c1a4) it won't work. For example, the "1c1a4.moveto player" won't work. It will fail every time. When trying to use commands on Brelyna you will often get errors like "not a recognized script" or "uknown variable." You can use any type of console command on Lydia and it will work though. This is bizarre, and I don't understand it. Has anyone else ever recognized this?
  15. Thanks, that clarification helped. I definitely did not know that removing the path on the BGSM would make the mesh use the default assigned texture on it. I decided to try using actual material swaps to see how well they work, so I successfully duplicated the necessary BGSM files and redirected their paths to the correct textures. What I'm running into trouble with now is getting the model to use the actual material I swapped the original with. I see that there's multiple ways to try doing this. Most tutorials say to go into the object template and edit the compiled files on the top left (whatever that section of the object template is called). With a weapon with this many mods, this would be complicated task. Instead, I found that you can go into the each individual weapon mod, click its individual object template, and there you can add material swaps. I did this with every weapon mod (grip, rifle barrel, etc.) but the textures still showed the default ones in game. Anyone know why?
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