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MooseKelmavor

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    Can you play just one?

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  1. My mod CMA - Craftable Mages Armor has a custom mage category added to the tanning rack, but only seems to work some of the time. It seems to be overridden some of the time by something else. E.G.: My process, 1. I fiddle with my mod, 2. save, 3. exit CC, 4. load NMM, 5. load the game through SKSE, 6. continue my game through my test character, 7. go to a tanning rack and the mage category is there, 8. exit the game, 9. fiddle round some more with my mod, 10. Repeat step 2 to 6 but the mage category is not there anymore. I followed this Customizing Crafting Categories to give you an idea of my process. Anyone got an idea as how to fix this? Moose
  2. I think those have to do with a mix of patrol markers and packages, but i will have a look. As for the underground hideout mod, i havn't played it. I would like to add voices for the fort characters but i have no experiance in adding and using voices. If anyone knows of a decent tutorial for adding voices, let me know and i will have a play around.
  3. I havn't gotten that deep into the mod yet but it maybe possible. And i know how you feel, especially when playing with RTS as well. Things get really tight and the npcs from both mods can start to act up so badly that it is useless to have a functioning armed force for your fort/RTS village. (1) Im not sure if thats possible, i will look into it. But it may need someone with much more experience in scripting than me. (2) That problem has to do with the pathing of the npcs. I've noticed that problem whereever i build my fort. I read somewhere that the pathing makes the npcs act stupidly and WD dosen't help with that. We've all seen the enemy try to get to us by running thought a barricade or a rock. (3) I, myself, have never seen that. (4) Npcs in WD are not scripted per se, But it has more to do with disposition, AI Packages etc. There is a few scripts to do with the enemys/guards but nothing about who they attack. I will look into it though and see what i can. And, thanks to everyone for the support. My 2 wk waiting period is almost up, so i will really be getting into it and getting an updated version out to you.
  4. I like the idea, but my problem would be the same as the Zombie Apoc. Without a mod patch it is limited to vanilla. I can create a patch with RobCo when/if i get permissions for it. Already working on it. though i am limited to keeping with the theme of WD. Maybe able to a better job with an alternate version.
  5. Its a good idea and i agree with bjornl, the first three would fit the best. do you plan of doing this yourself or let someone else do it? a couple of ideas though: 1. If you want Nipton to be an Independant city-state, You cant make it a NCR/Legion fort. Being independant it should have its own armed forces. 2. Being a trading hub, it should look like a giant market place based around the wild weat theme as bjornl said.
  6. The faction system now has a name, the Faction Representation System or FRS. I have a run into a wall with the coding but i am working on it. A slight alteration to the stationary guards script has resulted in a more stable version. it is not a 100%...... yet. I have added 4 new varieties of Feral Ghouls to the raid list. But without mod patches it is contained to vanilla FNV. I have also altered leveling list for all npcs and some of the model lists. EG. Super mutants are varied by their class. Light Armour for Gunners, Medium Armour for Melee fighters and heavy for the boss. Moose Kelmavor
  7. are you talking bout adding a raid command to allow a full scale zombie ( Feral Ghoul) raid or just a random chance raid like the rest? Cause at this time, Feral Ghouls have a raid option already, though they are very limited in variety. Maybe a patch with MoMod may allow me to add some more variety.
  8. Pics Market SM and ghouls Scripts: : Faction Representation System in the works Finished: : Added Weapons, Armour, Ammo, Clothing & Food packages to scavengers : Personal Request: Added Items to the interior of the market (See above Pics) : Altered Stationary Guard scripts
  9. Hey all, I have start this topic to get ideas and recommendations from the community about Wasteland Defence. Note: As stated on the Wasteland Defence mod page Still, i have sent a msg to Elderwind (Last Login 02nd of Sept) asking permission to continue his work, but i have started working on a personal version of WD making modifications and additions to test on a clean game. (Clean game meaning no mods other than NVSE and WD). I have also sent a msg to Falconian asking permission to use his WD Enemy Fix. I plan on updating the OP with pics and scripts for community reveiw and comment. If anyone would like to help, either comment here or send me an PM stating what you would like to work on. Now that is takin care of, down to business. What i can think of so far. : rescripting of Stationary Guards to reduce crashing : adding a Faction system to outfit guards to the desired faction (Weapons, Clothes etc) : adding new, more varied raiders : adding new building plans allowing more customized forts : creating a few characters with a requirement system allowing them to join the fort after the requirements are met. : creating patches for mod compatability. No doubt all of you have many more ideas, so post them here for reveiw. Moose Kelmavor
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