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Elementargewalt

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  1. Hello folks, i recently discovered a little bug with NAC X, but maybe it's just a "feature" of sorts...nonetheless, it annoys me quite a lot and i can't figure out how to solve this. When i exit the vault for the first time, unlike in vanilla, there is no fluent transition, instead the weather always changes from clear to any other NAC weather type there is as soon as the elevator has stopped. In vanilla, clear sky is constant, no abrupt weather change. Good. Whereas NAC X...very immersion breaking, abrupt weather change. As far as i know, no other weather mod has this problem. I tried most of them. Does someone know, where this issue comes from and how to fix it? Thanks in advance
  2. Oh, and somebody mentioned, that changing the zoom value to .999999 is the answer for no zoom- while it is correct that you do not zoom in with this setting, it also makes the camera jitter for a moment each time you ads. So this is a workaround but not a real solution to the issue.
  3. Thx LarannKiar for replying, but unfortunately i already did all that, as i'm quite familiar with these things and the CK in general. For example, in case of Thing's Glock mod, i made sure that the weapon uses the ZM Default zoom model and that no object mod modifies the zoom, by simply deleting all instances of the respective variables from the OMODS that included them. So this messes up aiming of course, but it SHOULD also prevent the zoom-in...which it does not. I always get a slight zoom, regardless the camera setting. Sure, i can INCREASE the zoom, but i can't make it not zoom at all, no matter what i do. On the other hand, if i make the respective weapon mod use a different animation, by adding another weapon mod as a master (in this case the Glock19x mod) and then apply it's anims-keyword to it, the animations are quite messed up, yeah, but it also prevents the zoom. So i must assume, that there is more to this and that this slight zoom effect does come with the animations itself. I even found some hints on the interwebs refering to this subject, but nothing helpful.
  4. This is maybe a complex one- i figured, that vanilla weapons and even a lot of weapon mods cant be configured, so, that they have no zoom-in-effect on their iron sights and reflex sights. I just hate that unrealistic zoom and want to get rid of it but found out, that it is somehow attached to the animation itself. Could that be? Tried to disable that effect on Thing's new lore friendly Glock mod, by deleting every entry regarding zoom and fov, but it won't change anything. Then i've tried the 19x mod, which has no zoom at all and added the esp as a master to Thing's Glock. Yeah, the animations messed up, but suddenly i got no zoom on the iron and reflex sights. So i think that ads fov is bound to the respective aiming animation, and that there is no way to prevent this... But if there is a way, please let me know, this is so damn unimmersive and it drives me nuts... Thx in advance folks
  5. No, the molotov uses explicitly this one...you could try it out for yourself. Follow the procedure and then tell me what the results are. Would be interested in someone elses experience with this...
  6. Thanks for replying. Well it goes like this: Change one value in CK, the duration of the molotov fire hazard. Let's say from vanilla 8 seconds to 30 seconds. Placed 5 molotovs in the game world. Pick the first one up, throw it, 30 seconds burn duration as intended. Pick the next one up, throw it, 8 seconds vanilla burn duration. Same thing with the rest of them. So just the first one has the modified value, the next ones switch back to vanilla. That's so annoying and weird and ruins immersion
  7. So, i figured that this is a thing even in pure vanilla. If i change one thing, the duration of the fire hazard, it will burn for the given amount of time, but only for the first molotov. The following ones will always switch back to 8 seconds or so burning duration...what is this s###?
  8. Hello community, i have recently encountered an issue with some Molotov-Mods, which implement "real working fire hazards" which will burn the player and also npcs, if they walk over it. That's cool, because it should have been like that from the beginning in the vanilla game and there are quite a few mods, that adress this annoyancy, but most of them have no functioning fire, even if they claim they have, like "Immersive Burning Molotovs and Flamers" for example. However, i now use "Molotavs and Flamers", which is working as expected, but there is a very strange behavior with the fire hazards going on there: If i throw my first molotov, it does what it should and the hazard on the ground, which can hurt indeed everyone, burns as long as it is set in the Hazard-Entry. BUT: If i throw a second or a third one, it will still work as a working flame, but it lasts just a few seconds, like in vanilla. There is no real logic behind it and i guess, this could be an engine-bug or something, but maybe it's simply something i've overlooked. Can someone tell me about the root-cause of this and how i can fix it? Thanks in advance
  9. So, yeah...title says it all. I need a complete list of all npcs (base game + dlcs) that are protected by a quest alias, so they can actually be killed, when the flag "essential" is removed on their character tab. Reason for this is, that i want to be able to kill any npc in the game (and the dlcs) but every mod i've tried so far either does nothing, does it unreliable (some npcs still not killable) or has features i don't like. So i prefer the hard way, by manually editing all respective npcs and their quest aliases over using the available mods on the nexus. Plus, there are a ton of essential npcs in the game and checking everyone of them for related quests that keeps them essential, even if their tag is removed...well...that's too much for me. So maybe someone can tell me which specific npcs are protected by quests, so i can use a classic oldrim "No-Essentials-Mod" and additionally edit their quest alias to complete the task. Thanks in advance (it's still an awesome community here!)
  10. Yeah, so i want to do a (maybe not so) simple DB quest edit, where the player find a simple letter on a person, which changes the quest stage of the "Destroy the Dark Brotherhood"-quest to a specific stage when read, so, that you do not have to talk to anybody at that point, but simply get the code for the secret door, kill everyone in the sanctuary and thats it. Quest completed. Maybe talk to someone to get a reward after that, but that's not really the goal. As i'm no scripter or quest-author, i would like to get a blueprint of the script i wanna use on that letter, so this task can be really straight forward, without me, a noob in scripting and quests, interfering. Thank in advance for the help
  11. Well, i did just that. Multiple times. Colored the head bone red. Exported the nif. Added the nif using slot 30 and 46- just like the vanilla combat helmet. The body still changes it's shape...
  12. Hello there, i have a serious problem and i don't know what to do anymore. I'm working on a mod, that changes the outfits of a few NPCs so that they use modded gear, instead of lame vanilla stuff. Thing is, when i give a helmet or a gasmask or anything head-related to a NPC, the shape of the body changes which results in a large gap around the neck area. This does not happen with vanilla helmets and it is very noticeable when they are naked and just wearing a piece of headgear, but it might also occurs when they wear a full outfit- what is the culprit here? I use the correct body slots and outfit mods from various authors, so it isn't their fault i guess. Could really use some advice here. Thanks in advance
  13. Oh hey thanks for replying and your effort! But i think you misunderstand my intentions, as i donĀ“t want to make those weapons unplayable in general, but to make them require a certain strength level and/ or a specific perk to pick them up or transfer them into the inventory. But i think you are on the right way- would be awesome if you could refine this script by implementing my ideas. Thanks again
  14. Hey folks, i want to make it so, that for heavy weapons, there is no way for the player to take/ pick up/ equip/ or use these items in any way. There is this mod called "Weapon Requirements" which kind of does this, but not exactly how i want it. As an example, with the mentioned mod you can still pick up the weapon or transfer it to your inventory via the menu, it just prevents you from equipping the weapon. So i want to implement the idea but in a more realistic and logical way. But i need help with the scripting because i cannot script at all. So a complete base script for this would be absolutely awesome. Anyone here who has an idea and is willing to help me? Thanks in advance
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