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laclongquan

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Everything posted by laclongquan

  1. I dont know, from start I always install nvse and its plugin straight into data folder in FNV . But apparently some people using mod managers install those plugins into said managers. Sure, it's easier to manage the tiny plugins that way. but it never feel right to me~
  2. What is your load order? Because one thing it cause problem in Canterbury Commons is that you load too many mods that affect that specific area. Same deal with Novac, which is a favored area for mods. I can think of at least 5 big mods that touch on the buildings of CC.
  3. Did you install nvse and its pluggin straight into data folder like me? Cause that's how it get affected without any mods installed.
  4. scratch that, wrong post. Anyway, change in the game's tweaks option yet? It has option of cinematic, player view and etc...
  5. That vanilla nif using white brahmin skull is used in at least 3 helmets (of Fiend) that I know of. Meanwhile we have painted brahmin skull in HH dlc. Can you guys do nif work and produce a different Fiend Battle Helmet nif that use that painted skull?
  6. Sometimes I go crazy and use a too bloody long id. Havent met troubles with it though. Although, if you duplicate carelessly and the id is like originalidrefDuplicate000 the way it sometimes happen when we duplicate a bunch of things, it might cause troubles. The part ...Duplicate000 sometimes get ignored by game engine and cause some bugs. It's inconsistent, though.
  7. Use a combo of letter to designate your content mod. For example T(ea)P(ot)M(an)originalbaseID. This would be easier to figure out which is your content, and which is original or other mods (in case you messed with a common module like TTW or FNC etc). It would look easier to recognize at 1st glance instead of checking id number, Beside, if you change vanilla assets it wouldnt show in number.
  8. I can only think of 3 different weapons with same name, same nif. And change those weapons by crafting workbench. And I am not very interested in this idea even if somebody make it for me. In term of gameplay, you should make use of more weapons in different circumstances, rather than one-size-fit-all approach, which make the game boring quickly. It's not as if there's not plenty of OP weapons in vanilla, let alone modded weapons.(example: plasma caster) I dont use holorifle, or laser shotgun (aka tribarrel LR) often enough as it is~
  9. It's not about newbie or not~ It's about the complexity expanded when you install that many mods. More mods = more things they touched = more chance for bugs. More mods = more time to find out which mods caused which bugs. All objective problems.
  10. That's always what every other buggers say before they get hit with inscrutable bugs. Good f*#@ing luck figuring which is the culprit~
  11. That was a middle to late game position if it's ever one. if you want to release it, I suggest change its position to somewhere central of the map so it's fast to run from there to anywhere after a house rest. Novac is certainly nice, but there's too many already. 188 Trading Post has very nice mod affect it, like Adobe, or etc... Between Sloan road to Hunter Farm, you might want placing there, though the nearby deathclaws is a big deterrent Grub and Gulp has a nice static shack standing there and it's nicely overlooked most of the time. The ruin right above Great Khan Armory is also a good one. I think only one mod affect it, the Adobe Red Rock Canyon, I think. Sure, all three is like middle game position, but these days everyone seem to do stealthboy/Turbo and run the heck through north GS, or Sloan (risky AF, what with those deathclaws on the road), so it's not actually that middle game~
  12. Fire breathing = fire ant + armor item that cover its body. OR = roboscorpion but tail was minimized, and equip fire/flamer creature weapon
  13. 1. if you worry about space you might consider build it on height (or depth), 3D. Example is Fallout3's Citadel ground level (and citadel destroyed in Broken Steel) as well as Megaton. or the sky bridges over West side and Vegas East side in MoreMojave. Fallout 3 make use of this with various highway bridges, and mountains, but FNV drop that theme because it increase the load in each cells (more assets per cell). If you dont want items in the sky, consider building it half-open sewer/tunnel. Like, with surface map, you attach a tunnel map onto that, with weathered openings (or bombed craters) to allow access 2. About rail track. You dont actually need train engine to run the tracks. The most basic, no-engine vehicle can run on them tracks is handcar, pump trolley, push trolley, which used human power to run at speed, as well as carry certain amount of baggage. THIS is the vehicle of choice in post apocalyptic novels when they rebuild stuffs and can not use engine. https://fallout.fandom.com/wiki/Handcar?file=Handcar.png You can use that to link between two neighboring communities (villages or hamlet).
  14. You can take reference on how Fallout 3 set up the quest Troubles on the Homefront. Once you get near V101 (or any place it's set up) the radio kicking up, and that start the quest. I think if you dont set the radio on, it's also started once you get to the vault exit. If the main quest had passed certain point (Dad dead) it's changed to allow you to jump into the quest. Otherwise, it doesnt get kicked up. So that quest is all about setting area trigger~
  15. Is there anybody ever make Deathclaw attack with their tails? No? So you definitely would need a new animation for that. No question.
  16. One thing drove me crazy about Fallout vaults is their not obeying basic default design for capacity Vaults in a way pretty similar to submarine. This is the biggest submarine with capacity for 160 people living several months Now imagine a facility for 1000 people in closed condition, for centuries. You would need 10 subs like that, maybe more, for spare capacity during emergency along that 100 years. Ehm, no vault ever have that kind of space. They always feel like a small district school. For comparison, think of Umbrella's The Hive under Raccoon City. Yeah, The Hive sounds about right. --- If we really want to squint, the combo of Citadel surface + citadel ring A+ ring B+ Lab floor is about right for a vault space. it's not enough for 1k citizens, but we can squint and believe that lie.
  17. There is a reason I dont use mods (inactive and active) beyond 100. Active mods: 70~. It's hellish digging through 200+ load order list, let alone 300.
  18. I remember there might be troubles relating to Joshua and the Whiteleg chief at the end scene of Crush of the Whitelegs. I advise to return to that save (it's auto fixed save) and run that scene again, even if you run it perfectly before. After finishing it, ensure the footlocker appear. If not, redo.
  19. I think TYPE4 advertising that their body replacer dealt with this seam from ground up. I am unsure if other T3, or T6 dealt with this one as aggressive as T4. I do remember, however, that after one (and only) extensive session with Type4 that run 100 hours, I return to T3 and thought "man, this neck seams sheeeesh just doesnt worth my troubles" You can use T4 if your taste run that way (thin body form, modesty etc...) But if your taste doesnt run that way, neck seams just dont worth your troubles to change to that
  20. If there's timer in withdrawal status, that mean there's mods dealing with it in your load order. In vanilla I have two ways to deal with it 1. Have doctor removed it for 50 caps. That's fast and an usage for doctors. Generally, I would use all the chems for a day duration, THEN have doctor remove addictions. That's 50 caps for at least 2 addiction. Otherwise have them do it before sleep is fine. 2. Use a Fixer BEFORE go to sleep.. 2 hours should be enough. Generally when waking up the status is gone. That was exploiting a game engine feature relating to sleep, combo with fixer temporarily removing status. 90% successful IIRC. it's not as economical and bugfree as doctors, but sometimes, you just cant fast travel to doctor before sleep (deep in dungeons)
  21. From where I sit that's a classic case of Feature Creep if there's ever one. When you do House mods why would you need dialog part anyway? Save that for quest mod, or companion mod. There's only two things need in house mod: navmesh (which shouldnt be complex, considering the small cell, and possibly optional) and art style (to ensure the structures in the cell has a definite theme to it) When your esp (or esm) has a dial, or qust sections, Feature Creep definitely is crawling on you.
  22. I think that cold turkey already IN. since that addiction effect has duration, IIRC. So if you go explore combatless for long, you have no need to check your status tab, thus dont notice that expiration. People dont make it a singleFeature mod because that mean you want to shorten that duration. Only reason to make such a mod. And nobody going to waste a slot for such thing, not when you can spend 15 sec to fast travel to novac and have Ada dealt with it in a flash.
  23. PLayer Owned Location is also another setting to check. There's mod that affect a lot, with player house only take a small part of it, thus they use that tag instead of Player Homes category. NOte that there's not a lot of shared mods between the two.
  24. I already ask for permission so no problem about that. That mod has exceeded my patience for now. That navmesh thingy is for another day. I made 2 interior cells and just... lost interest to do more. The exterior cells are fine, but I ran out of inspiration, so that's stopped~ Tomorrow I just release it as beta and upgrade it later~
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