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vasiD

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  1. Okay, so far this is working out as I had hoped. I just restarted OWB with my esp on and with the exact same character and the weapons given by the Think Tank now feel more than adequate for the area. I can tell the difference between the spawns, and it seems they're all working fine. I'll keep testing, but expect me to post this mod sometime soon.
  2. Okay, so after looking at a mod that did something similar for Fallout 3 I think I understand how to do this. Still, I'd love some feedback from any experienced mod author if I'm heading in the right direction. What I'm doing is just going into FNVEdit and under Leveled Creatures removing everything except the level of monster that I want, and then replacing it's level with 1 if needed. I suppose I'll also do the same to NPCs and probably max out Loot. Anyway if I don't get any replies I'll just continue ahead and test it myself to see if what I'm doing is going to work or not.
  3. So I was playing through OWB recently and was really unsatisfied to find out that the weapons given to you for the DLC are underpowered on the enemies in the DLC just 5 levels above the recommended level. Now I understand why they did that as not everyone is going to throw aside their trusty weapons to try new toys out, but still I feel like the way the DLC levels with the player is a bit annoying and something I'd like the option to remove. It's really odd to be such a destructive force in the unleveled Mojave only to enter a DLC and be facing bullet sponges. Specifically I was thinking about making a mod that locks the level of all the characters and creatures in the DLCs to the suggested starting level of each one (maybe leaving HH alone since it offers no starting level). TL;DR I was wondering how hard it would be to lock down these levels. I was looking at the DLC in FNVEdit and I was checking each creature and seeing a "Calc Min" "Calc Max" field that maybe I could just set to one number for each and every creature, but I'm very new to modding so I'm not even sure if I should be trying something like this in FNVEdit or if I should figure out how to script it. Any ideas on how to start would be helpful.
  4. EDIT: I found the problem, turns out I hadn't activated the quest. I must have done it on a previous save and then reloaded, and I didn't notice the problem because I'm playing with the wasteland explorer mod to remove markers anyway. Once I activated the quest I was able to get him to follow me no problem. Derp, sorry to waste your time everyone, appreciate the help! Mods feel free to delete this topic.
  5. [[[sOLVED]]] So I'm running through Honest Hearts and I'm on the Bighorner quest, just reached the lost calf and it won't let me interact. "Interact with Lost Calf" or whatever pops up, but when I hit E I just get the click sound as if there were nothing to interact with and nothing happens. I have four Banana Yucca on me, and I'm not using anything that should be modifying Honest Hearts outside of small tweaks made by YUP or JSawyer. Anyone have any idea what is causing this? I could just shoot the thing but I'd rather figure out what's wrong in case it causes problems later. Here's a list of my mods: YUP (10.4 to be compatible with YUP - JSawyer) Uncut Wasteland Jsawyer Music Recovery YUP - Jsawyer Wasteland Explorer Lonesome Road True Faction Allegiance Delay DLC NVSE NVAC NVSR Enhanced First Person Camera
  6. Scripted movement can be done via the use of the SetPlayerAIDriven which will allow AI packages to be run on the player. EDIT: You could instead of using packages use PathToReference, but either way the player must be set as AI driven. Thank you very much, this is exactly what I'm looking for!
  7. So, I know it has to be possible as Bethesda did it in the intro (when you walk to the headstone), however I have no clue where to look for that code. Does anyone know either where I can find and analyze that intro code at Helgen or perhaps more to the point how to script controled player character movement? I have an interesting prison mod in mind that has the character taken from their cell to work in region specific locations and I'd rather not just warp them around to really soak in the atmosphere of being a prisoner.
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