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Everything posted by orangedeal
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I'm trying to disable it. Now I have Ada as a companion and this thing regains health in a few seconds after all enemies die in a small radius. Here's what I tried to do: - disabled Essential in checkbox and removed Keywords in Ada's record - changed all about health and essential in GameSettings - tryied to disable Essential state in the game after Ada's recruiting (can't do that, because it's impossible for this ID) And I don't see anything suspicious in the Ada's companion script.
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Crippling and condition?
orangedeal replied to icomc's topic in Fallout 4's Creation Kit and Modders
Is there a suitable Condition function in Condition Item with a time delay? Personally, I decided to leave it as it is, but allow the Stim to cure the limbs by only 10%. The limb will be immediately cured, but with the slightest damage it will again be broken. -
I added this effect to some weapons and it works good. But if this effect used on Essential NPCs, the health of these NPC is restored immediately and they don't enter the unconscious state. What can be done with this? I tried different checkboxes here:
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How to install mods with Nexus Mod Manager?
orangedeal replied to pragon977's topic in Skyrim's Skyrim LE
After that nothing happens, the file is not added. This helped me - https://forums.nexusmods.com/index.php?/topic/924182-mods-manually-downloaded-how-to-install-with-nexus-mod-manager/&do=findComment&comment=7418129 "just put the zip/rar file inside the folder where NMM keeps the mod install files, and next time you open up NMM, you can manage it just like any other mod" Strange.- 2 replies
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- nexus mod manager
- nmm
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When in the inventory of female Cricket's guard prescribed two knives (by mistake), CK will crash every time when I try to open this record. And I can fix my esp-file only in FO4Edit, by changing quantity to 1. How so? A random glitch? My esp file already weighs 7,7 MB and I've been doing it for almost 9 months, but this was like the first time I had faced it.
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I decided to put textures for T60 from T45, because T45 looks more logical, and T45 will be removed from the game (from Leveled Lists). The problems were only with Actom Cats and some BOS paint, but they were solved in an accessible way. Everything looks fine and at PA station all the mods that I left work. Can there be any further problems? For now, I can still get everything back.
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I'm now editing the speed of the NPC's movement and I can't find the parameter that is responsible for this. Whatever I put in different "Movement Type" fields, the chasing speed is the same - too fast and speed returns to normal (the one that I set) only when the distance is reduced to about 5 meters. Similar situation with retreat speed. I would like to completely turn it off or change speed/distance. Maybe there is somthing in Gameplay -> Settings?
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:laugh: Same thing about Turrets. I deleted them as well as rats. And now, for example, around the DiamondCity, there are friendly radroaches. As a temporary solution, I replaced the turrets with cats. And since I removed all the turrets from the game, there will be a lot of cats. Everywhere. I think I'll add more dogs. I wonder why if the list is empty, the game will spawns radroaches. Well, at least not YaoGuai or DeathClaw...
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If you want that at the first hit in the limb will damaged it, better add an enchantment to the weapon - ModLegendaryOnHitEffect_Cripple. But at least for some realism, this effect can be added depending on weapons and creatures. E.g. - .38 cal and 10mm only for dogs and lower, 5.56 & 7.62 for humans, Super mutants and lower, .308 cal for Deathclaw, YaoGuai and lower. .50 cal and Gauss - for humans in Power Armor and lower. As for the damage dealt to an NPC, depending on the hit in a certain body part For example, HumanBodyPartData: Torso - Damage Mult 1.00 (NPC will get 100% weapon damage) Legs - Damage Mult 0.3 (NPC will get 30% weapon damage) As about setting "Health Percent", I just set 30 for all. I also recommend changing the default setting "fAimStabilityCrippledArmPenalty" (Gameplay -> Settings). After all, if a human has a damaged leg, he can't move quickly. And if the hand - it should be very hard to shoot.
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I don't like that rats jumping out of the ground, so I removed them from LChar. I'm not against radroaches, but now the game throws them out in scripted places, where there should have been rats. My radroaches do not pose any danger. They can be killed easily and they do not inflict any radiation damage, but they are annoying in these ambush-scripts. Should they ever appear in these places?
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I prescribe such parameters only in one place - a race or an actor (humans and dogs ony in each Actor entry). There is no duplication. After that, I started a new game several times (by jumping from the main menu to the Red Rocket) and I met these NPCs, including a dog and there were no such problems. So it looks like it's left from the old save.
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Resetting NPCs outfits
orangedeal replied to Macrophobic's topic in Fallout 4's Creation Kit and Modders
You can make bat-file with ID's of all known NPC. But after such global changes, it is better to start a new game. (I'm doing the same thing, including all other equipment) And if the character is unique (without respawn) we also need to use recycleactor command? If all the characters use ammunition, then I can use "resetinventory" command (bat-file) to update their inventory (ammo, grenades) once a day. But then there is a problem with the naked characters. Should I use recycleactor in this case? Could this cause problems? In case of Deacon in Bunker Hill there will be problems (he disappears or becomes invisible), but this ID does not need to update the inventory. -
For example, I made all the caravan guards essential and they can't die, but now they completely recover right after the battle. I did this: http://distlinks.net/img/lnk/3u71d892w.gif (they was only unique by default) but in this case, Cricket and even Trashcan Carla stopped talking with me (only "Hi", "Hey" etc. and this is a little strange :unsure: ) Or maybe I can increase the radius in which there should be no enemies to finish combat. Not sure if this is possible and whether this idea is good or not.
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All the characters (verified every NPC-record) in my mod have fixed level (1-st) and health (around 100 HP). But there is a group of raiders over the water pump, not far from Red Rocket, which is near Sanctuary Hills. One of these raiders ((00246cd4)[PP]) and a dog (00246cd5) also have 100 HP and 80 HP, but as soon as I shoot one time these characters, their health automatically rises to 300 (minus some HP due to a shot). Is this some kind of quest script? Nowhere written that they were legendary enemies. And their appearance is disabled. It was not such an old save file, besides, I finished editing NPC long time ago. But just in case, I started a new game, by teleporting via console to Red Rocket from the main menu. I didn't see this glitch anymore. I need to understand, why their health increased after the first hit. It looks confusing.
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I want to make Handmade rifle (Nuka) for the rounds 7.62 (default) and 5.56. They will have different barrels, receivers and muzzle brakes. But for the weapon to work, it must have all the components for the same caliber. So if you combine the barrel for 7.62 and receiver for 5.56, the gun will not work. How can I do it in a simple way?
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For example, DLC01_workshop_co_ScrapHospitalLights. It has: 2 c_Copper 2 c_Glass 3 c_Steel_scrap And in Workshop, when scrapping this item, I can see only Steel. But if I change Copper and Glass to _scrap, I will have all of it. But from other items I can get c_Robber even without _Scrap. Can I use _scrap prefix for all items, even not for scrapping, just to avoid confusion?
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I read about how it is formed. But I'm worried if there will be problems with this if I reinstall the game or someone else uses my mod on his game. For example, I created records (leveled lists) for Handmade Rifle from Nuka World DLC. In the CK I can see it has 04033b60. And my custom LL has an identifier 089F5A11, with reference to 04033b60. What if someone has this record (Handmade Rifle) with a different identifier, starting not with 04? Of course, the player will have installed all the addons that were used to create my mod (Nuka-World, Far Harbor, Automatron and three Workshops). Did I understand correctly, that if the user does not have all the DLCs, that were used to create the mod, then my mod will not work. And if the DLCs are installed, the identifiers will be the same?