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FilthyGravy

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  1. Don't know why, but it's only the Hard difficulty terminals that do this. I've been using the "unlock" console command for them for quite some time since my build makes the minigame pretty easy regardless, but it's still pretty annoying and messes with the flow of the game. Load order: https://pastebin.com/HQBN4Hxp
  2. Now it's the even more generic "What do you need? Bye/Later." My load order: https://imgur.com/a/hEmPWEw Mods I've already tried disabling include: No Witnesses No Scope (and Loud Gun) Functional Post Game Ending BREEZE Male Body and Armors Type 4 Female Body and Armors Character Expansions Revised Securitrons On Alert JIP Command and Control Better Ed-E Dialogue Personable Ed-E Dialogue Lone Courier's Dialogue Tell Dad About Jonas UPDATE: I've disabled every ESP and ESM MO2 allows me to and tested it. Still the same. I'm at a loss.
  3. Found the culprit. It was The Lone Courier's Dialogue (The DC Origins version at least). Just one little record entry change in FNVEdit did the trick and it's now fixed.
  4. I have yet to enter any casinos let alone anywhere that requires weapons to be handed over with Lily. She's been unarmed since I first recruited her and I've made sure only to give her weapons I know Super Mutants can use. Firing and rehiring her doesn't work either, nor does rapidly telling her to switch between melee and ranged combat.
  5. Everything she's given goes unused and she's been fighting exclusively unarmed. Only place I could find where someone was having a similar issue is an eight year old Reddit thread, and it only offered a single, temporary solution. Said solution being use of the "equip" console command, but as soon as she switches weapons, it's back to unarmed. The only mods I have that might touch Lily's records in any way are JIP Companions Command and Control, Tale of Two Wastelands, and maybe a couple of dialogue mods (Wanderer Courier Soldier Spy and The Lone Courier's Dialogue).
  6. One of my favorite parts about the Pip-Boy 2000 Mk VI mod is the ability to find it in the world. I think it would be cool if that were possible with other mods, such as the Pip-Boy 2500, it's arm mounted varient, or the Pip-Boy Readius.
  7. NPCs can fight among themselves just fine, but as soon as I join in, the game crashes. It started after uninstalling Ragdolls TTW along with it's patches for Diagonal Movement and Player Headtracking, and it continues to crash the same way even after reinstalling them. I don't know how those mods would cause this, but I figured it was worth mentioning. My mod list and load order. EDIT: Nevermind, it was a Stewie's Tweaks thing that has since been fixed.
  8. They were normal earlier in my playthrough but have recently gotten all messed up. I don't think I've downloaded anything that touches them either, but I could be wrong. Here's my mod list and load order: https://imgur.com/a/HfTSdv1
  9. It could possibly use a calculation that determines how much damage it does to the right arm similar to how Immersive Recoil 2.0 determines the amount of recoil weapons have. Some weapons could be omitted like melee and unarmed weapons in order to promote their usage, or maybe only have the damage occur when a target is hit. I'd imagine the limb damage applied to the courier might be greater when using blunt weapons versus bladed, so the courier might want to stick with a bladed gauntlet a little longer before using a power fist. When it comes to unarmed weapons that utilize both fists though, it could theoretically apply damage to either arm according to which fist is thrown, but I'm not sure if the game is capable of acknowledging this, since it might just be the fists' "firing" animation. Ever used Scribe Counter with a power fist? Doesn't make much sense considering the left fist does the attack, but the damage remains the same. Would be nice to see that animation mirrored somehow.
  10. I've been using Fallout Classic Fonts for a little bit because I love classic Fallout and I think it's signature font fit the Pip-boy perfectly, but it's still a pretty old mod and while totally usable, doesn't exactly fit DarNified UI as cleanly as I'd hope. HUD text is way bigger than the original DarNified fonts and the Pip-Boy's text seems to be misaligned in a few places (even more so in Vanilla if the mod page is anything to go by).
  11. I have 0 experience with this kinda thing and have no idea what it might entail, but I'll make the dive anyway, thank you.
  12. I've been trying to look for a program that'd allow me to mess with the size an alignment of Yushatak's Fallout Classic Fonts for personal use, but programs I've tried don't really want to open any of the mod's files. Dunno what to do.
  13. I've been trying to look for a program that'd allow me to mess with the size and alignment of Yushatak's Fallout Classic Fonts for personal use, but programs I've tried don't really want to open any of the mod's files. Dunno what to do.
  14. Your first suggestion is the one I've been using, but I tried the other suggestion and it still seems to be an issue. The problem seems to persist without either of them as well. I've made a temporary fix for now by duplicating the Mtidle.kf file and renaming it Pamtidle.kf so that they simply use the same animation, but it's led to some slight slipping with the hands in power armor. Guess I'll just wait and see if the next TTW patch fixes it assuming it's that. I can't think of anything else that could be doing it now.
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