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DocMoebius

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  1. Unfortunately, this didn't disable the combat music. No I just have my soundtrack and the combat music playing at the same time.
  2. Danke. I'll try that. All I want is no combat music and my music playing all the time but I'll maybe experiment with the exploration/combat music aspect of your approach. Edit: I can't edit the range of my sound descriptor. It always resets back to 1. Edit2: Nvm. It seems to work.
  3. This sounds awesome. Are you doing this via a sound marker? How do you do this exactly?
  4. No. I haven't tried that because I assumed that it would disable all music and I've a completely new soundtrack for my mod.
  5. Just two quick questions: 1.) Is it possible to disable the combat music for specific interiors? I downloaded a few mods that are supposed to disable the combat music but none of them seem to work so I wanted to ask if somebody has any experience with that? 2.) I'm working with a lot decals most of the time. They are being loaded fine in my interiors if I enter them for the first time but as soon as I go back to another area and re-enter the interior right away, they're not being loaded at all. I noticed that Bethesda turned some of their decals into primitive boxes and I tried to do the same for testing purposes but this didn't help at all.
  6. I set up a radio to start my quest and everything is working fine but it seems that my radio only shows up in the pipboy if I use the frequency 105.5. I looked at several different tutorials and discussions on the forum and there are many conflicting oppinions on this topic. I myself tried many different frequencies but none of them seem to work at all. So my question is: Does someone know more about this?
  7. Hey guys, I just wanted to ask if anybody knows if it's possible to change the pipboy light dynamically? What I would like to do is that the player equips a certain item and that the pipboy light changes after that. Is something like this possible?
  8. Thanks for all the answers. I'll definitely look into this stuff, when I get to doing ranged monsters. What I've done so far is that I created e.g. my own ghouls and gave them my own specific values(obviously for all the different encGhouls) for health, dmgres and melee dmg and I make sure to mostly only spawn medium to hard enemies to make it more engaging for the player, altough further balance testing is needed.
  9. I'm working on some balance stuff atm. I'm currently testing different ghouls who scale with the player level to make my mod more challenging. Unfortunately, their base unarmed dmg isn't scaled as well if I just use the PC level mult option. Should I go the Bethesda route and create lvlmonsters - which should be easy - or does somebody know another way? Does someone have experience with this and could tell me how they did it to have a decent challenge for low level as well as high level players who play the mod?
  10. Thanks again for the help :). But how do I delete said overriding records? I've already removed certain objects(a courple of weeks ago), that where in the wrong cell, from my esp manually by right-clicking and hitting remove, but I want to be 100% sure before I screw anything up.
  11. Thanks for your reply. I checked the cell and it seems that I somehow altered it? I can't even remember that I ever touched any commonwealth stuff. The only thing I can remember is that I accidentally clicked "navmesh object" instead of "create pack-in" when I right clicked on an object, which opened up an interior cell with the object as far as I can remember. I don't know if this somehow caused the error. Anyhow, is it possible to remove this change or can it cause any problems? Thanks for your response as well, red. I checked the time stamps and everything seems to be fine. You're totally right with the possibility of adding things to by custom layer, lol. I totally forgot that, altough I already added things to my layers in my worldspace, because I was so obsessed with precombines that I brain farted there. This will definitely come in handy again when I create the exit for the dungeon.
  12. Hi guys, I'm currently workiung on a small quest mod and I've never touched the commonwealth as of yet. Yesterday I placed a load door within the commonwealth which leads to the interior of my questgiver for my mod. I had all layers blocked and only worked on my custom layer. Unfortunately, I had to enable the default layer in order to move the teleport door marker. After that I checked my esp via xEdit and got 2 errors. I assume that I broke precombines during the process. So my questions are 1.) can I just delete all the records in my esp regarding the commonwealth except for my load door and 2.) is the second error somehow linked to the first one because it's complaining about a navmesh, altough I never even touched any navmesh related stuff?
  13. I might need some help regarding writing/proofreading dialogues next time when I reach the next stage of my quest mod.
  14. A new and bigger worldspace with the same level of detail like the commonwealth can easily take several years of work for a whole team of leveldesigners, especially if you've complex and highly detailed urban areas in said worldspace. Having many "empty spaces" between locations might speed things up, especially if you can auto generate stuff to a certain extent, but there still needs to be stuff for people to explore so that it doesn't get too boring. If you're looking for big new worldspaces, I can only recommend to wait a bit. There are like ~5-10 big and medium projects in the works right now. If at least half of them can be finished, we'll have hundreds of hours of new content in new worldspaces.
  15. Unfortunately, I don't know how exactly the "scrap everything mod" interacts with other things and what's gonna happen if you use it in conjunction with other changes, so you will need to do some research. Maybe there's some other way of doing this. What I recommended is just what I came up with ad hoc. In any case, I would recommend to never use the "scrap everything mod" anyways because afaik it does break precombines - if we're talking about the same mod - which absolutaley destroys your FPS if you do it in certain areas. There might be more elegant cleaning mods for certain areas which provide precombines and which maybe also get rid of the power lines.
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