Jump to content

laclongquan

Supporter
  • Posts

    664
  • Joined

  • Last visited

Everything posted by laclongquan

  1. The idea is to make a complete radio mod but the audio files are just placeholder 8kb size. So there's nothing to C&D about. Even the placeholder name should be like 01.ogg or 01.mp3 for example. No need to poke on the sensitive nose of copyright hunters. Then make an audio archive with same name but putting outside, using different name for rar files, even. There were a lot of upload file service, it's not like you need to use Nexus server. Then insinuation users on how to find said archives. Find the archives, extract, overwrite the placeholder 8kb files with these one. Round about, but that's modding with copyrighted material. I am too lazy to use this method, but an Elvis radio mod back in the day does use it~ Dont use correct name for audio files, because even that can be C&D. use a text or excel for rememberance. My advice is not to try flying under radar, because when you get caught, C&D then take down your mod is unpleasant experience. We are modding not for that, you know.
  2. The easiest thing to do is creating mod in Tale of Two Wasteland platform. That way you can make use of F3 assets, no prob~ Sure, that limit you to TTW user audience. BUT otherwise you have to do some shenanigans with F3 assets which is just risky~
  3. I saw you have a Trap Tweak mod in your load. What, exactly, did it do to your mines?
  4. "0077","+","Joshua Graham - Fully-Voiced Companion" "0092","+","Zion's Fire -- Joshua Graham Romance Mod" "0158","+","Joshua Graham's Revenge" "0269","+","Joshua Graham Dialogue Bug Fix" I can see potentially 4 source of conflict there~ Have you checked if the two later mods would conflict with BOTH companion mod and romance mod? By asking in their threads? Because it's quite likely the companion mod and romance mod would deal with the content of 158 and 269 on their own already, and not leaving for other mod to fix.
  5. You can take reference of this mod Glow when Irradiated. Basically it check your own rad meter and set player glowing. So if you want to set your own on fire this might be a good alternative.
  6. 1. Change the timer script to 30 sec. When it explode it also disable the ally 2. The detonator first call both ally and the mine. then detonator script add that mine to their inventory. Does that sound workable? --- okay, alternative method. The detonator first call ally up. This detonator script should work like NCR emer radio button script. the ally has a script running with a timer of 15 sec. After that it add a timebomb to the ally (so you dont have to mess with timebomb script And 15 sec later the bomb explode). The ally's script also count that timer to 31 to disable theally (so it ensure the bomb explode before disabling) is that workable? --- and finally, simplest method (I think) The detonator first call ally up. This detonator script should work like NCR emer radio button script. the ally has a script running with a timer of 30 to spawn an EMP explosion at the foot of ally then 31 to disable theally. It is likely the explosion will send the ally flying but not killed, so it look smoother. You dont have to mess with timebomb or sheesh~
  7. Isnt that same feature as the NCR Reinforcement Radio that you get when NCR relation get better? The Supply button is for supply only, but the other buttons are to call on different NCR unit. As for timer, take reference on Time Bomb. It explode after 15 sec, but it might be a good reference.
  8. Hmm ingame photo 7 look good It look a bit like tiger stripped which is possible because you look at the molerat skin and its folds could be processed into looking that way. The other versions look not very interesting: either overcomplex for no attraction, or too simple. The hat and headwrap also look good: leathery, and different color theme from usual type of hats and wrap.
  9. That was some interesting idea. Would follow with interest.
  10. Yeah, we made use of that Vexi helmet before. As for your molerat hat, I would advise to cut the molerat's two whiskers. Unnecessary details, is what. you might want to think about a neckscarves (covering the neck area) with molerat skin texture. Think of cowboy scarves but with that texture. It is to make the whole helmet thing feel more balanced, because currently you are making it too topheavy.. Dont forget the gecko animal. We have no gecko helmet, and the gecko leather/metal armor are not very geckoish (practically vanila). Not very tribal or hunter either~ You also can think of cowboy hat, but with gecko skin texture. Nightstalker armor has an experiment in Dry Well mod, and it look too rough~ I agree that it feel a bit tribal and hunter, but it look too rough. Plus no female version which is a deal killer for me.
  11. Nobody can, because you use a huge load order. Leaving aside 220+ script runner waiting to fire up. Anyone use a huge load order of 200+ mods are expected to bugfix by themselves. WE can only guess, not fix it for you. And what I guess is this: BrokenSteel.esm PointLookout.esm zl_caliber.esm Zeta.esm TaleOfTwoWastelands.esm Note the zl caliber thingy? Why the heck is it there? Wrong place, who the heck know what kind of trouble it can create in your huge load order. I can see you have F3 optimization, navmesh overhaul, vanila enchancement, all of which are, in my expectation, going to clash in a TTW platform. Just for an example. +++EDITY EDIT: note that there's several esp are in the esm group. Are you certain that is all the esp already being esm-ified? Are they being there because you put it there intentionally? Or are they being there for MO2 group them there. Because if there's one or two NON-esm esps being among esm group, they can create havok. And the only way to ensure is that you must be sure all those esp in there are already esm-ified. MO2 can mark those esp as bold (which is esm-fied), so you can see if there's nonbold esp in there you know thatis the cause of trouble. As for Novac bug, specifically, I think you have several mods affecting campfire lighting, which can create CTD. OR you have several mods affecting AI packages, and Novac has several group of NPC with different AI packages (not just Novac residents but merchant NPCs starting, arriving, or passing by), THAT combined with navmesh overhaul can clash to hell and gone. Finally, those huge package of mods might (MIGHT) work well in the past, but nvse and its pluggins had several rewrites in code, so who know what incompat will create that CTD. Do you ever turn on pipboy light, and going from indoor to outdoor cell? Yeah, that can create CTD due to jip nvse pluggin. I fix it by download an unreleased version of jip (dont know if it's out or not currently) and never turn on light when go through doors. IF you have saves with light turning on, loading it can sometimes create CTD for exactly that reason. The jip dll can be found by asking in comment thread, or by go to discord channel of Modding Linked or NVSE and ask for it. Overall the general cure for your situation is to CUT DOWN in halve your current load order, for a start, that is my strongest recommendation~ Because your undiagnosable CTDs are not going to stop.
  12. From a Nexus search we have Dusty Mercenary mod. And we can additem a skeleton armor to any mercenary and we have skeletons following Courier Six around. There should be some other robot followers mod too.
  13. Do not, I repeat, do not follow video guide. They generally has some of the obvious thing they simply dont think to mention "Of course you would need mod ABCD installed, why would you not". Learn to follow text guide, like https://thebestoftimes.moddinglinked.com/ Sure, it look intimidating, and too long to follow. You are not alone in that: I install TTW in 322 and 332 and now I am just exhausted not want to install 333 from start AGAIN!!!! But if you can not follow step-by-step instruction in TBOT, you are quite likely not technical savvy enough to play Tale of Two Wasteland. You really need that savvy to deal with TTW, believe you me.
  14. MuteSignals seem to do something about a brahmin or bighorner helmet, based on her published image. I think HH dlc also has some armor use a part of bighorner fur on their armor. Legion has a dog hide helmet which suit certain armor for dog/coyote theme. Molerat though. I think Fallout 3 has a molerat helmet but not very noticeable. And no molerat skin at all. Deathclaws currently has no helmet plus armor, despite having a DC claw gauntlet for age. So is Yaoguai. Nightstalker has nothing. Radscorpion has nothing. --- So in short, what we need most is helmets of molerat, Deathclaw, Yaoguai, Nightstalker
  15. Picky, picky~ Because what you want not only minion system, you want to mess with companion control (HP healed after fight mechanism). I still say Obscurum Pandemic is about best suit your need. Otherwise you simply have to do it yourself. I dont know any other mod ever devise anything beyond OP.
  16. player.modav health 100 that would increase it 100 more point, both max and current. --- If you want to change other creature/NPC, that would need to open console, click on correct image to show correct id, then use modav health 100 for example.
  17. Fog thingy would be dead to light, especially light at end of tunnel scenario.
  18. Obscurum Pandemic also do same thing you want, and similar to Dust. You can take reference from that.
  19. @Everyone guys, guis, anyone know anything about Vortex, please come out and help this poor sod. I stay away from Vortex like plague so I cant help you there~
  20. Since you @ me, I will response, regarding this topic (see the topic tittle). What I expect from you? Answer this question I already put in the very first post! "Why, exactly, would you want to leave Benny alive after the man put bullets on your head?" It is not an useless question, btw. It is absolute central to the mod idea of sparing benny without being an idiot. You cant do that without a big effort in answering that question. You have to have a core answer for that. Then you would develop into story branch surround that core answer, which require characters said what to whom. Never forget that Benny had done a terrible thing to your character: putting bullets to your head. Without Courier's great luck/endurance, that is Dead Right There situation. This is Vendetta. This is Blood Feud. You dont spare Benny without a comprehensive reason after this situation. Nobody ever can answer this question, btw. We would applaud if you can provide one. Can you? Thus I said that you need to write a full fledge disclosure to this road! And this need dedication and actions from YOUR side, not others.(because others couldnt provide that answer, that's why) Can you?
  21. My personal guess is that adding shields will provide much more defensive capacity to wearers, especially in the heat of battle. If you want to headshot people with Vats, in battle they would generally raise their shield arm high, thus hiding their head. Even if you use Vats for headshot, the shield would block fly path so no damage to head. Kinda like how missile launcher and SMMG protect users' head. With FNV being easy as it is, adding shields to player would make it too easy, and adding shields to raiders (for example) would make them tougher than expected... which is bad for players who are familiar with FNV difficulty. The difficulty curve will change all over the place~ That is how I feel with Fallout New California. Raiders' battle would change its specific difficulty. This weird experience is how the demand for shields are never high among modders, is how I think.
  22. I have to say that I dont use Vortex for FNV. Damn thing caused so many bug reports I really dont feel any adventuring spirit to try it. I can only suggest that you set YUP right after all the esm of FNV. That is the proper place for it. Nothing else stand between it and them.
  23. THAT is why you choose YUP. Yup dont have anything additional, unlike other bugfix mods.
  24. I would advise you guys to try Obscurum Pandemic, a total conversion project for FNV. It's practically a different game running with FNV engine. Anyway, in that module, there are two classes of players that can summon succubus and zombies from corpses. --- Another method I can think of is to additem a skeleton armor to the resurrected NPC. So that one will appear as skeleton doing all the things its AI package design from start. Skeleton armo item you can take reference from DLCs as they have some variant for that. This is the Dust method, as naugrimm use that to convert existing NPC on the map (and cells) into skeleton lying on the ground. So adding an armo item, and doing edits to AI package and voila~
×
×
  • Create New...