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Posts posted by GamerChas
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I am used to upgrading the traveling merchants: Doc, Crow etc. This time through I thought I would also try upgrading the random scavengers. Just because. I use the console command openteammatecontainer because it is a lot easier than reverse pickpocketing. But they lose everything whenever the cell resets after 3 days. I tried Grandma Sparkle, and some random traveling scavengers. They always lose everything after a reset time. I think it has to do with an inventory reset. An NPC I equip that does not sell stuff, like a group of ghouls that gave up going to underground, does not ever lose the equipment I gave them. But the named merchants reset their inventories without losing their equipped items. I am confused.
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Is there a way to disable the Enclave radio completely? I am very sick of hearing President Eden's speeches. When I go into a building it may take a long while before I can find the @##@##$ radio playing to turn it off. Meanwhile, I have to listen to Eden over and over again. GRRRRRR!!!! I see mods that extend the playlist and one that replaces Enclave radio with Three Dog, but I would just like to kill it completely.
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Is it possible to take damage from your companions weapon? I do not mean AOE damage. I know I can damage them, but I kinda thought the game did not let them damage me. I think Charon just killed me. I was sneaking through a doorway to fire on a turret. Then Charon came up behind me and started firing. Suddenly, I was dead. The turret should not have done that much damage. I think I took the full damage from Charon's shotgun because I was in his way. :sad:
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In Denerim, I find Sister Theochild's constant repeating of her sermon annoying. You have to pass near to her every time you enter or exit the Market District and then she starts her sermon up again. Is there some way to kill her speech? Maybe replace the speech file with a very short one?
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Most places I see list the damage from a fire bomb, freeze bomb etc as 80. But on the wiki page:
http://dragonage.wikia.com/wiki/Poison-Making
It has a table that says the damage from grenades is linked to a tier. A tier 1 bomb only does 26 damage. Tier 2 is 52 and tier 3 is 78.
I am totally confused by this table. Is it true that a fire bomb does not always do 80 damage? What are these tiers - maybe the poison ability of the maker of the bomb or the thrower of the bomb?
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Thanks. I missed the part were she says that the humans/werewolfs that commited the crimes are long dead. Ending the curse seems to be the 'best' solution, but I was worried that I just set free a bunch of bad people.
Interesting. So, does that mean that werewolfs grow old and die? Or are they just eventually killed? The curse is only carried on by the people that they turned.
I think that killing Witherfang for the heart would end the curse. And free the spirit? Zathrian seems to be OK with that and that does feel like a big plot inconsistancy.
This means that Zathrian is really a complete POS. Innocent people have been turned for centuries. They were not mindless beasts before they were turned. Maybe because they were all just humans? Many other innocents must have been killed by the werewolfs over the years, including elves. The spirit he used to start the curse sounds like another innocent victim. It says she was a spirit, not a demon. And he does not care. Does he still have a hatred for all humans? But he does not seem to dislike the humans in my group, including me.Even members of his own tribe are now being turned. Others of his tribe are being killed fighting the werewolfs. He knows how to end it but he will not do it. Except to ask someone else to kill Witherfang.
And Tuvok used to be completly logical in his thinking! Hee Hee
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If you get Zathrian to lift the curse, the werewolfs turn human again. The wiki says that these are not the original humans that killed the children a long time ago. They are recent victims of the curse. How do you know this? I did not see any clues that they might not be the criminals that are still werewolfs after all these years. Maybe werewolfs have a finite life span?
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I just started playing Mass Effect 1. (having a hard time getting into this game)
I was reading some comments about the game and the poster said that it had too much 'cheap combat'.
I just cannot figure out what that means ... Too predictable? Too easy?
WTF is cheap combat?
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I am assuming that the problem you are having is that they cannot be disabled because you have the Steam version. In your game directory, you will see a bunch of .nam files. One for each of the DLC's. Delete them. You can then disable any/all the DLC's from the main menu. The menu that you first see that says PLAY, etc. Click on the Data Files menu to enable/disable what is loaded.
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I have trained the Big Town residents in small arms to finish the quest. Is there some cheat or exploit that I can go back and also activate the robots? I do not want any additional XP, I just think it would be cool to also have the robots to help protect the teens. I do give them better armor and weapons via the console "openteammatecontainer" , similar to upgrading the caravans. But I also want to see the robots on duty.
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I am trying out very hard mode. I can definitely see that I am doing less damage. But it seems like Boone, Veronica or ED-E still do the same damage. I am using the MMUE mod.
Should the companions be doing less damage on very hard?
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I have the same thoughts. The easiest way I can think of is to leave the roamers as male but replace the basic feral ghouls with a female model.
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A little late and you may have started already. But, they removed the annoying "I hope you are not .." and the "I am watching .." from NV. FONV was made by a different company than FO3 so there are a lot of core differences. Even though it uses the same game engine.
PS One other big change. FO3 allows you to continue exploring after completing the main task. FONV does not. There is a warning in game: this is the end, are you sure you want to do this?
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Strange. Very strange. You should have no problem at all with him. My best wildest guess is some mod bug.
All I can do is to tell my experience as an example.
I use MMUE as my only mod. I have Boone and ED-E, both with no enhancements. I am around level 20 with 60 something in guns. I use That Gun with 5.56 AP ammo. I walk in the door and Dead Sea is right in front of me. I use VATS and aim for the head (95%) and he dies in about 4 hits. I even have enough AP left over to target one round at one of the other soldiers. This is repeatable, not a one time lucky critical hits thing.
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I agree with the other posters, you should not have any problem with Dead Sea.
What gun are you using? What ammo? The legion guys wear armor and all have a high DT. Especially Dead Sea.
Do you use companions?
I have always done Nelson on my own before going to Camp Forlorn Hope, so do the NCR guys follow you into the cabin with Dead Sea?
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Thanks. There IS a list of the addresses for the quests. I tried searching but did not find it. Gotta go back to Google 101 remedial, I guess :(
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I goofed in doing the quest for Veronica, If I could make you care. I got the Pulse Gun from vault 34. And the quest advanced to: return to the elder. But then I put the gun into Veronicas inventory. the quest reset to: you need to find the gun. I took the gun back into my inventory. The quest reset to: return to the elder, and looked as if it was OK. But when we get to the elder, Veronica just stands there staring at him and does not start her conversation. Looks like the quest state is buggered.
How do I reset the quest state to: I just found the gun? ( I think that will set things right )
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I already use a mod that sets the global respawning timer to 6 months. I hate the idea of things just coming back to life by magic.
But the viper camps (and maybe some legion camps) must be on a different timer. They still respawn every 3 days.
Could the timer that controls these respawns be changed also? Would you have to change each camps timer individually?
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pintocat, did you mean uGridstoload? I cannot find uGridstoload or uGridsloaded in any of my ini files.
The local map is way too detailed for what I want. It only shows a small area around me. The path it shows that I have taken through the area is only about 6 feet wide. When I zoom the local map all the way out, is that one whole map cell? They are that small? Are you saying that there is a way to display a bigger area in the local map?
Gribbleshnibit8, you are reading too much into my title.
I am not looking to find my way back the way I came in. I am looking for a way to see where all I have been in the world and where I have missed. Mainly, I want to know what areas I have missed. Just the named locations showing up on the map is not enough detail. I want to explore all the little nooks and crannies before I am done. As you talk to people and get quests, you travel all over the map, back and forth. Unless I stop and completely explore an entire square around everywhere I go, I will be missing a lot of the small stuff. And I must see it all. Look under every rock, so to speak. For instance, on the way to Nipton, you need to skip out on going too far up into the mountains to the west because you cannot handle the large radscorpians up there yet. I am looking for a way to show that this is an area I have not been too yet.
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How about a mod that shows where you have been to in the world. Maybe display a dot over each map cell that you have been inside on the main map. (I think map cell is the right term)
I am not sure what the size of a map cell is but I think it is small enough to show how well you have explored the world. That is the easiest way I can think of to do this. The data management for each cell must allow for a lot of variable, random data. If you drop an item on the ground, it will still be there when you go back to that same spot. There must be a way to add a simple yes/no flag if you have been inside that cell.
I have no idea how you would display these dots on the map or how hard that would be.
You could get a higher resolution than map cells by making a big array of bits for the x and y coordinates at some better resolution than the map cells. As you walk around, check off each square you have been inside.
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I was playing GOTY with the expansions activated but not with the Gun Runners Arsenal activated. I wanted some bug fixes so I installed the NVEC bug fixes only mod and activated GRA because NVEC needs it. I just got ED-E in Primm and I notice that its gun is different. It now turns enemies into goo piles instead of lighting them on fire.
Is this from NVEC or from GRA? is ED-E's weapon now stronger? Because, I do not want a stronger ED-E or anything else to be stronger from NVEC. I just want a bug fix pack.
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I am using the Mission Mojave mod as my only mod to FONV GOTY. I am using it because it is supposed to be the unofficial fix pack for NV. I am playing hardcore and just got to Novac and tried resting in my owned motel bed. But I did not heal. I deactivated MM then loaded my save game and then I did heal while resting.
Is this supposed to be a feature of MM? I thought MM only fixed bugs.
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In FO3, you could tell Dogmeat to find weapons, ammo etc. Is there any mod that does something similar in FONV? When I get into a running battle with several enemies, I usually have a hard time to find the bodies to loot. Is there any mod that would help?
Edit: OK, I see the almost same request in the Mod Requests forum, so my question is answered:
http://forums.nexusmods.com/index.php?/topic/992013-corpse-detection/
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I would like it if the Pipboy light would automatically turn on when going indoors. With an option to enable/disable the automatic feature. If you are sure there are enemies inside then you can disable the automatic light.
Edit: Or maybe just an option that keeps the light from going off automatically when you go back outside. For instance, in Nipton, when going from house to house looting. Just keep the light on until all done.

Less wacko companion?
in Discussion
Posted
I want to try one of the new companion mods but I want one that is less sadistic about killing. I play on very hard so I always get Jericho (aka Jerko) as soon as I can, Then I switch to Charon as soon as I can. I use Charon up until I can get Fawkes. But Jericho and Charon drive me crazy with their over eager combat taunts. Jericho is just insane and Charon is not much better. Charon is about the best companion but his "Yea, yea you want some of this..." etc. is too annoying. I have tried all the other vanilla companions, but they are not very good.
So I would like a companion as good as Charon but with a much toned down voice acting. I also do not want a way overpowered one either. Any suggestions?