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Everything posted by orangedeal
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NPC night vision/detection in warning state.
orangedeal replied to orangedeal's topic in Fallout 4's Discussion
Thanks for the answers, but I would like to clarify - I made my mod where there is no leveling and perks, and the weapon is balanced so as to be as close to reality as possible. I'm trying to find parameters that are similar to fSneakLightMult and fDetectionSneakLightMod, but which work at the moment when we don't sneak, but we have already been detected and only in the dark. I can be wrong, but I think I created this topic in the moding section. If not, then I apologize :sad: -
How to make the NPC detection worse at the moment when we shot them and we were detected during night time? I know about the fSneakLightMult and fDetectionSneakLightMod, but it does not seem that they work when we were discovered. The problem is that I'm using Darker Nights and the NPC notice me too good and too fast right after I open fire on them.
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Black Loading Screen, Long Load Times
orangedeal replied to srmacpherson's topic in Fallout 4's Discussion
I have an old 6 core i7 with HT. Here is the loading times of locations with all the cores and only two (via Affinity) cores: from The Fens to Hardware Town: all cores with HT - 10 sec / 2 cores - 4 sec from Hardware Town to The Fens: all cores with HT - 40 sec / 2 cores - 7 sec If I'll use bPreemptivelyUnloadCells=1 or "pcb" each time, loading times will be about 3 and 20 secs accordingly. New save file (coc actually). There is definitely something wrong here :dry: Other people also complain about this. -
Black Loading Screen, Long Load Times
orangedeal replied to srmacpherson's topic in Fallout 4's Discussion
Windows 7 here :( -
I'm trying to add headlight to the helmet, the way it's done in the mod "Combat Helmet Illumination" - https://www.nexusmods.com/fallout4/mods/7198 I do this because this mod conflicts with mine. Everything I needed to do was successful, including adding meshes from this mod. But the light looks crooked. On the first video, as it should be, and on the second, what I have after all. Can someone tell me what this can be? I compared it in the FO4Edit and, in theory, there should not be any problems. But I'm doing everything in CK, because it's so much easier for me...
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And it scares me. Can't roll back, because there are a lot of changes. This quest just don't start at all. The presence of any other mods doesn't matter. Also tried different stages for this quest ("setstage BoS100 5" etc.). I can definitely write that I didn't make any changes to all entries with BoS100 names. I recorded the video:
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During normal play and the normal player speed movement (not like 900) or with fast travel/coc'ing, I did not notice any problems. I was just wondering why this is happening. I got the suspicion that the game is making this delay on purpose. But I don't understand why. In any case, it is too late to change anything. All this took almost a year.
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I changed the records of absolutely all the characters and items, removing the leveling, also created some new records. As for the scripts, I just don't know how to do them. I used Damage Threshold mod, but when it is turned off, the situation does not change. I'm making a mod for myself and unlikely will publish it anywhere, as ready mod. Here is the file - http://distlinks.net/other/my46.esp (8,22 MB)
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For exemple, I modded an NPC raiders + their inventory and all of items. And then want to spawn them via console quantity of 10 NPC. They start to appear only after 5-7 seconds and appear one by one. A similar situation with non-living objects, for example, cars. If you increase the speed of movement by 10 times, then this is clearly noticeable. I want to understand how to avoid this. Due to the fact that I changed all the NPCs and items, the game can load the system more heavily, but I didn't notice the increased CPU load.
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Why is this race indicated? No entry that is referenced has such race. I'm confused and see only one solution and I don't like it. I was wrong at the beginning - don't need to shoot NPC to get his HP grew to 300. They just can respawn with 300 HP (or whatever I set in SynthGen2RaceValentine). screenshots
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I found where the 300 HP comes from. It's SynthGen2RaceValentine. I prescribed this number for this race, but why this number is prescribed for some NPC from race dog and human, I can't understand. This applies only to health, other parameters, such as strength, perception, etc., are not replaced. Is this a bug? Are there any other glitches like this?
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Changing the reload speed doesn't work as intended even in the original game. Entering or exiting the power armor, always resets this parameter, no matter what changed this multiplier, perk or other two things. But selection grenade in the inventory, resets only fReloadSpeed parameter in Object Mod: I just checked it with the original game. So I had to give it up. Quick Hands perk uses a Magic Effect AbFortifyReloadSpeedMult and alters the reload speed of all weapons and also have power armor bug: http://fallout.wikia.com/wiki/Quick_Hands The improved reload speed of rank 1 of this perk may stop working under certain circumstances. Getting into or exiting power armor seems to be a potential trigger. It can be remedied by switching/reequipping your current weapon. This is the same as changing the reload speed for the race (WeapReloadSpeedMult). Only PA bug. So far I have stopped on WeapReloadSpeedMult for SuperMutant and Human race, since this is the best I've managed to do.
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I slowed down the reload speed for all weapons, but sometimes it can return to normal speed after some events (can't say what kind of events), but after entering/exiting the PA it happens always and the only way to fix this is deselect this wp. and select it again. Is there any way to get rid of this bug?
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Best Practices for testing
orangedeal replied to sirjohnhawkwood's topic in Fallout 4's Creation Kit and Modders
Is it not enough to use the console command "coc xxxxxx" + "player.moveto xxxxxx" from the main menu? -
Can I do something with it? This is completely unrealistic :sad: I'm doing it. I'm starting a new game each time by using the console command from the main menu. Ada and for exemple Piper are non essential until they are became our companions, but after that, they became immortal and I don't know how to change it via console, because I need to change it for ref id and don't know, how to do it. But of course it's better to let them be essential, but disable auto healing right after the fight.