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orangedeal

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Everything posted by orangedeal

  1. In case someone needs - CombatStyle -> General -> Dodge Threat Chance - 0 If we set at 1 and wiil start beating the robot with a bat, it will be funny
  2. Sometimes these things can like jumping aside and they do it too damn quickly. I don't like it :dry: How I can disable this movement or lower the speed of it? I have tried in sections: Race -> HandyRace -> Move Data Movement Type - > MrHandy_Default_MT CombatStyle -> csMrHandy I could have missed something,
  3. For example DLC01EncMechMrHandy01a. Everytime I spawn this, it can have minigun or nailgun on the left arm. I searched everywhere: DLC01EncMechMrHandy01Dummy, templates and mods. I want to exclude minigun from use, but only at this bot. The reason I want to do this - add ammunition for a specific weapon. Minigun ammo for minigun and spikes for yellow nailgun. All NPC use ammo, even bots. If I add DLC01BotWeapProtectron01ArmNailGunLeft to robot's inventory and bot will be spawned with minigun (visually), this minigun will shoot spikes! Not realistic :sad: I guess it's only the model (visually), because this minigun will act like a nail gun. It should be somewhere...
  4. Like Combat Knife, Baseball Bat etc. Even if parameter Reach is set below 0.8 (stock), the minimum range will not change, I can only increase it. And dosen't look like the parameter Range is working :sad:
  5. Was two times :smile: But I think it was because I was trying to save the file when the game was launched :sad: Just wondering, is it possible to repair the corrupted file? You mean save game? Where's the bottleneck?
  6. What if I set separate Inventory for every NPC without the Templates? Whether there can be any performance problems or else? Same about all other stats.
  7. I can target them in VATS. But I do not plan to use it in the game. My opinion, VATS in F3/NV/F4 games - this is not serious :sad: I have already noticed this - 1st normal one (self-destruction is desabled), and 2nd DLC01EncMechSentry01aLegendary (explodes after death): https://www.youtube.com/watch?v=owLW2Y4gvtM I don't want to mess with any legendary creatures - never played in the F4 before, so there is enough fun in the game, even without them. So fDiffMultLegendaryChance = 0 But now even Protectrons, when you shoot their arms, they do not explode near you and just beginning to escape :smile: Not so fun, but more realistic and not annoying.
  8. Done :smile: https://www.youtube.com/watch?v=7P1jmrwwEJQ I found a way - remove references about script abSentryBotSelfDestruct in abSentryBotRaceEffect MagicEffect. http://distlinks.net/img/lnk/sentry_selfexpl_scr.gif I hope there is nothing important in this script. http://distlinks.net/img/lnk/sentry_selfexpl03.gif
  9. I did like this: http://distlinks.net/img/lnk/race_blood_sentry.gif And it still explodes :(
  10. What should i change via Creation Kit to disable this feature? I've searched in different sections, but couldn't find :(
  11. I noticed that when a file size reached 2800 Kbytes, time needed to save this file in CK has increased. What will happen (if this happens) if the file size reaches 10 MB or more? Will I have any problems in the game and in the feature? I'm just making a few changes, nothing serious.
  12. Is there possible to find DLC01EncMechAssaultron01a damage? Weapon UnarmedAssaultron does nothing (even if it's 0 damage) and in AssaultronRace only Dmg Mult in Attack Data may affect. But where I can find raw numbers? In Actor I deleted all records, except Health, and SpeedMult. My character always gets 67 damage (Dmg Mult 0.5) points from one hand (that yellow manipulator) attack. Aslo I don't understand, whether stats like Perception is used for NPC or not. Strength yes, it used for carry weight and melee attack (but we can set melee/unarmed directly). Agility for Action Points, but Perception, Charisma, Intelligence and Endurance, it's like useless for NPC, esp for robots.
  13. speed_mult or speedmult? With console for ID of your new creature or in CK? I did speedmult for player - 90000. It was very fast, almost like a jet in Battlefield 3-4. But every ~5 seconds a game freezed with loading of new portion of data. >Something you can try is to edit the length of the animation in Max. You mean 3d max? :smile:
  14. Urtho Ok. I just don't remember now, is there any difference with Level and Auto Calc stats activated and deactivated. But I will stick with PC Level Mult. Starwaster Now I'm confused :smile: If I fix NPC level with PC Level Mult (1-1 level for all NPC), why their stats should change? I want to make it as advised by Urtho. All leveled NPC will have 1-st level, so I will meet all NPCs in this game, regardless of the level. I hope that will work. In other words, I want to completely eliminate the leveling from this game. My goal is to make the game more or less similar to reality. E.g. all humans will have 50-120 HP. It depends on the species (children, aged, women, men etc.). Same about other NPC. It shouldn't depend from level. Leveling will work only for me and only for non-combat skills (like lock picking). Or I will lock my level via console and add perk manually.
  15. This is the most clear description that I've seen :happy: I have noticed that if we want to set e.g. lever 1, it is necessary to use PC Level Mult and set 1 min - 1 max, but not just Level 1, or we will have mismatch at leat with Health parameter. Even if we check/uncheck Auto Calc Stats. Why? :mellow: Thanks!
  16. You mean walk/run/sprint ratio or in general? If in general - speedmult for any NPC: --------- http://distlinks.net/img/lnk/f4_ck_speedmult833.gif If you want to change speedmult for yourself - console player.setav speedmult 80. Or 90%. So it will be 80-90%. I think it's better than default. Same for NPC (human, ghouls etc.). But for some fast robots (Assaultron), even 80 looks a little strange. They like hovering or else :smile: You should try. Maybe for them optimal - 90%. If you would like to change ratio, so IDK. Some people say that: --------- http://distlinks.net/img/lnk/f4_ck_playermt353.gif But either I doing something wrong, or it does not work. There is one more setting, but I don't remember (can't find it again via Google). But I decided not to change it, now will stick with just speedmult setting.
  17. I get it. So I can just set 1 level in Leveling Data for all NPC, if I want to set hard limit of NPC parameters? Is that possible to make random spawn of all these NPC's without binding to character's level? DLC01LCharBotRaiderSentry DLC01EncBotRaiderSentry01a - 1 level DLC01EncBotRaiderSentry01Template - 30 level DLC01EncBotRaiderSentry02 - 40 level DLC01EncBotRaiderSentry03 - 50 level DLC01EncBotRaiderSentry04 - 60 level Are these levels work like between 1 and 30 level, 30 and 40 level etc? If my char will be limited (let's imagine) forever with 30 level, I'll never see sentry bots under 40 lvl and higher selection? How I can avoid this? Or there is no easy/quick way? (I can live with that)
  18. Also I wold like to know, is there any difference between single Level field and two others Calc Min/Max. Are they equal? If I set Level 25 in the first field will it be the same as 25 - 25 in Calc Min/Max?
  19. I want to put the same level of the same creatures. E.g. all assaultrons will have 25 level and my char will have 20 lvl at the time of this encounter. Can it cause problems with NPC spawn? What type of Assaultron the game will give me? Or it just doesn't matter and I shouldn't worry? http://distlinks.net/img/lnk/f4_ck_lvldata213.gif
  20. http://distlinks.net/img/lnk/f4_ck_animspeed92.gif No matter what I enter - 2 or 0.5, ingame animation speed remains the same. I can see changes only in preview window. All I need is to reduce the speed of the attack animation (robots and humans). I know how to reduce walking/sprinting speed, but only not attack.
  21. Hello! I'm trying to slow down the movement even more, when PA will run out of fusion core. Is that possible without any scripts? Ideally, this thing has to stop immediately right after it. But I guess some raiders can use their PA without core (?). Because I will increase the weight of all PA up to 200 :smile: Maybe I can find this in Object Mod?
  22. I have one more question, this time about Power Armor mods. Is it OK to remove them totally without any problems in the future? http://distlinks.net/img/lnk/f4_armor_mod345.gif
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