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Question2

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  1. Someone suggested that I rename "bunny" (the armor part) to "upperbody" and "body" (the arms part) to "arms". I think that has solved the problem, i dont see the clipping in first person anymore. Going to try renaming it for the other nifs too and see if that fixes it.
  2. Having a strange clipping issue with this armor in first person : There is some kind of white part that is visible at the bottom of the screen when I start to walk forward. When I first ready the pistol, it is not visible. It only appears when I start to walk forward. When i look at my character in 3rd person, there is nothing that would be visible in that area (i assume the camera is located infront of the face). It is not visible if i ready a two handed weapon, whatever it is only appears in first person. I tried looking at the nif in nifskope but everything looks like greek to me...could someone help see if there is anything wrong with it? It seems to be specific to this armor, but I can't figure out what is causing it. I dont remember having this problem when I used the same armor several years ago. Anyone might be able to help figure out what is causing it? I've uploaded the .nif here : https://cdn.discordapp.com/attachments/263625068981125130/785348605355360257/shincbunnyw.nif
  3. Nope. The issue now is that the AI will walk forward to hit enemies in melee...while the enemies backpedal with guns. They should be running forward instead.
  4. After fixing that, ive noticed another problem : When the NPC is too close, they will walk forward instead of running. This is normal behaviour, but in combat, enemies that backpedal (or creatures with high reach) can keep a NPC away as they are walking too slowly to get into range, and they will not run to get into range until the enemy is too far away (which might never happen). Any ideas on how to fix this?
  5. Might be a weapon reach issue....i tried increasing two step goodbye's reach to 2x and veronica stopped doing it. There are obvious problems with this approach however. Edit : Okay I think i figured out a fix. If you set the NPC combat style to use chance instead of movement, and set backwards chance to 0, the NPC wont keep backing out of melee range.
  6. Using Veronica as a companion and it is extremely frustrating watching her try to kill some low raiders. She constantly walks backwards out of her own melee range, which means she only attacks once per 3 seconds (or even slower!). I gave her a ballistic fist and T-51b armor and she almost died fighitng the gang members in the Monte Carlo suites, because of the constant walking backwards. I modified her combat style to attack 100% of the time, no dodge, no hold/idle timers. No effect. She still walks backwards out of her own melee range. I changed some game settings to set all AI dodge chances to zero...no effect, she STILL walks backwards out of her own melee range constantly. Even against a stationery enemy (I used the console command setRestrained 1), she will still walk backwards all the time constantly. Why?! In Oblivion/Skyrim, if you were knocked down, NPCs would stand next to you and hack you to death, but in NV NPCs just keep walking backwards! Just why are NPCs constantly walking backwards when using melee/unarmed weapons?!
  7. No, you dont get it, starting the quest requires you to pick up a gem, which means that you need to be in the same cell as the gem in the first place. Have you done this quest before, or made any custom quest markers before?
  8. For some reason, when you use the filter in the CK, it wont show any dialogue lines at all. They only seem to be visible if you go directly into a NPC/Quest and open up the respective dialogue window. But there is no search option in the dialogue window, and TES5 edit only seems to allow searching via form and editor IDs, not whatever is in the "name" field (which is where the dialogue text is located). Im trying to find the particular line where Arngeir says "Dragonborn, it is you." after you hit him with the unrelenting voice shout. He says it outside of the conversation window before he force greets the player. Dialogue lines outside of the conversation window are normally in the "misc" dialogue tab, but this one doesn't appear to be there, or anywhere that i can find for that matter. I can't find it anywhere in Arngeir's dialogue or MQ105's quest dialogue. How are you supposed to search for it?
  9. Yes it matters if they are persistent or not. According to the creation kit wiki anyway. Starting the quest requires you to pick up a gem in the first place so...yea.
  10. Yes, but it does it by adding markers for every single stone manually. Im trying to figure out how to make a quest marker that will automatically look for either the neaest gem, or every gem, and show it as a quest marker. That way i can use the same method for other quests. I don't get why its not working because if you look at the bounty quests (starting with BQ in the editor), they use the same method. They just set "find matching reference" followed by conditions, which is what im doing. What do you mean by stone in the loaded area? The game has 24 stones placed throughout the whole skyrim map by default. They are persistent.
  11. Im trying to make a quest marker that will automatically point towards every "Stone of Barenziah". So i made a reference alias like this : http://imgur.com/a/plEDU following the format that radiant quests use to point towards matching references. For the condition, i set it to point towards any object with the ID of "TGCrownGemActivator" which is what the gem in the cells look like. I then set the quest objective "Find the stones of barenziah" to point towards the reference alias. But it doesnt do anything at all, not even when i start a new game to test it. There's no quest marker. Am i setting up the reference alias incorrectly or something? I tried this with several quests and tried to point them to the nearest Jazbay or the nearest Dragon but the quest markers never show up ingame...
  12. Yea im pretty sure the OP isnt looking for cheats. The way the vanilla game works, it will VERY rarely spawn appropriate enemies for your level. Go to Saarthal at level 30, you will run into plenty of level 1 and level 6 draugrs. Shitty level scaling. At level 40, most of the dragons i fight are like, level 20 and are no threat at all. You should check to see what mods you have. The dragon breath attacks are VERY weak compared to human mages that do 100+ damage per thunderbolt spell. But if you are level 50, just bump up your elemental and magic resists. Use enchanted armor and rings. Theres a stone that buffs your magic resist too IIRC. Use fortify health buffs. Buy pots from vendors with the infinite gold you have at this point.
  13. I havent played DA:I yet but i was really surprised at how well done the characters were in DA 2. In DA 1, you played a generic warden and your character interaction with the world and NPCs was like what you see in TES games : no voice, no personality, cookie cutter. In DA 2, there were less character generation options, but you played an actual character with an actual back story and developed relationships. Your character was no longer faceless or generic, he or she was an actual person. It was fun watching party members banther and interact with each other. TES games dont have any character interaction of that sort, your "follower" is basically a mindless slave and the extent of their interaction are a few lines of dialogue like "oooh look a cave!" and a bare bones "marriage" system. It doesnt feel like you or the people in it are alive the way DA 2 did it. Talking to NPCs in Skyrim is basically just fast forwarding through dialogue as much as possible. Compare, for example, Hawke talking to any of the party members in the bar to the player in Skyrim talking to any quest NPC. Huge difference in immersion and storytelling. Of course, DA 2 suffered by being less sand box and having way less mod support than TES games do. Its a trade off.
  14. Why? Most of the oblivion data can be converted to skyrim with minimal issues. Tons of stuff is re-used from oblivion (practically all the weapons/armor are the same with the exception of oblivion specific DLCs). The biggest issue i can think of is if you want to port oblivion DLC pants over to skyrim since you would need to merge the mesh with the cuirass mesh as skyrim has no pants slot. AI data is very similar and uses pretty much all the same values and packages. You dont even need to add perks to oblivion NPCs since they functioned just fine without any in oblivion. Quest data and dialogue structure is pretty much the same as well. The hardest parts that i can think of would be to port the spell making system since that was ripped out from oblivion with no replacement. Porting over oblivion specific spells is a piece of cake, im actually porting over elemental resist spells and i know the missing spells mod has ported over quite a few spells. Enchantig system re-uses many of the oblivion assets as well. Infact, bethsoft deliberately designs their games to be easy to port in terms of assets so that they can re-use as many things as possible to cut down on devleopment time.
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