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Gruffydd

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Everything posted by Gruffydd

  1. Even if you don't add any mods that change the physical content (and I'm not saying you shouldn't - there's some great stuff out there that can really enhance the game), if you're going to be roaming the wastelands it's nice to have something to listen to. The "More Where That Came From" and "Old World Radio - Boston" mods are both worth checking out. The first one adds a bunch of new songs to the Diamond City radio station. The second one adds new radio stations, with professional voice acting for the DJs, and some amusing lore-friendly commercials.
  2. That depends on which poster. There are a few mods that have added some of them, but as far as I know none that added all of them. If you're not making any changes to them, they're fairly easy to add, once you figure out which poster is in which texture attached to which mesh. Was there a specific one you were looking for?
  3. Heh... okay, sounds like my signpost is going to have to wait. I was trying to take the large street sign post (the really big one that hangs over traffic) and make it smaller so you could put a store sign on it. Thanks for the answers. It does help to know that I can't do what I was wanting to, because now I can move on to making more signs instead of trying to get that silly pole to work. :)
  4. I'm somewhat new to Nifskope, and am trying to scale down a post that goes up then bends horizontally, to use for attaching signs. I've been able to scale the post, but the snap point for the signs remains where it was, so instead of having the sign attach to the post, it floats in the air above it, where the horizontal part of the post used to be. I'm sure there's something simple that I'm missing to get the snap to scale with the object, but I'm not finding it, and Google has failed me. Does anyone know what I need to do to get this to work, or have a tutorial that addresses this that they could point me toward?
  5. If you really get into settlement building, Homemaker and SnB are excellent. If you're OCD about your settlements, and want everything you place to stay right where it is supposed to, check out OCDecorator by mcface. A mod that goes well with them is Business Settlements, which adds in a bunch of signs from various places in the game, as well as some new signs and other stuff. I've also recently added a mod as well that adds more signs and posters, but all are new, using only the meshes from in-game while creating new signs. It's called Gruffydd's Signs and Posters. If you like listening to radio, try the Old World Radio mod from brandoman and neeher. Some awesome stuff, with lots of voice acting for the DJs and suchlike. Another mod that I like is Worsin's Immersive Power Armor Paint Garage, but as it adds paint jobs for power armors, it pretty much removes the significance of finding the paint job magazines, so on your first play through, depending on preference, you might not want to use it.
  6. I'm making a room that has a series of pools of liquid in it, each of a different appearance. As far as I can tell, I've done everything I need to do to make each pool a distinct entity. The problem is, when I edit one of my water types to change the color, it changes the color for that water type and every other water type in the cell. Does anyone know what I might have missed, and how to fix this problem? Thanks. ***EDIT: Never mind. Turns out when you save, quit, then re-enter the Creation Kit, everything is as it should be. Still having trouble getting the water damage on the acid pool to work (too shallow? minimum depth to trigger? dunno) and the fish in the fish pool to load/swim around, but at least the colors are correct....
  7. I know this has come up a number of times in the past, but I haven't been able to find where anyone actually found a solution for this. I'm making a mod that will have a number of custome NPC foes in it. They built just fine, and placed just fine, but when I go in to test the mod, the NPCs attack briefly, then stop attacking and just stand there, letting me destroy them at my leisure. Needless to say, this is not supposed to happen. They are supposed to fight to the finish. Some of them never even get started on the combat. Their missile-slinging compatriots start off ok before the problem kicks in, but the melee ones just stand there through the whole fight. I've got the all set to max confidence and aggression. Any ideas what I am missing? I want these guys to aggro any time the PC gets near, and attack until the PC runs out of range or one of them dies.
  8. I'm working on my first mod, which is a large underground "dungeon" environment (based on the classic D&D module In Search of the Unknown). I'm adding something I'm calling "firelizards". They are very small dragons, not very tough, with the primary attack being the fire breath weapon (the stream, not the fireball). I created a new race for them, then created the new skin, then created the new npc, and they look great and place in the cave where I want them just fine. However, I'm having a hell of a time controlling their movement. I want them to either only fly in a VERY limited area, or to not go anywhere at all, just hovering and flapping their wings. So far I have had no luck getting this to happen. When I set them to Immobile, they hang in mid-air with no wing motion and a very twitchy rotation. When I set them able to fly, they always immediately fly off into the big cave next door, where they fly around for a bit and then take off through a wall (because there is no collision detection for flying things, apparently). I've searched various tutorial videos, forums, etc., and have not been able to find anything that addresses this issue. Would anyone be willing to tell me exactly what settings I need to set to either drastically limit their flight range (so I can keep them in the cave where they start) or just make them hover and flap their wings?
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