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NDDragor

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Everything posted by NDDragor

  1. There are quite some mods I'd love to see in F76. I have no problem as long as those mods don't bring any game benefits for other player or change the games visuals for them, but I dont want them to interfere with my gaming experience, by changing anything.
  2. After you change the difficulty to survival and return to the menu a message should pop up telling you that the update is currently in beta and some other stuff about the new survival mode. You have to chose Yes on this message or else the survival mode wont be activated. I am not sure about the mods, but my active mods got disabled as soon as I launched the beta.
  3. The problem with the water is that your Default Water Height is too low. Some sources say that it should be over 10500 others say it should be even higher. And your waternoise texture should be the same as your watertype. Check this out: http://geck.bethsoft.com/index.php?title=Category:World_Spaces It has all the basic information you need to create a worldspace. About the width of view. Do you mean that the terrain and objects are disappearing when you are too far away from them?
  4. I had forgotten how much damage bottlecap mines can cause and my new character got killed by the mine in the Starlight Drive In... I heard the beeping and searched for the mine but was too slow :D
  5. I completed the Cabot House Quest and now I have to talk to Jack and get the artifact from him. The quest marker guided me near the asylum but Jack wasnt there. I gave up on the quest and continued to run around the wasteland and after quite some time I found him near the Settlement "County Crossing". He was heading north and I hoped he would travel to the the asylum so I followed him the whole way up. But when we approached the quest marker near the asylum Jack entered combat mode, holding a gun and run away. After some time he turned back to normal and approached the quest marker again but then again he entered combat mode and run away. He repeated it more then 5 times. After the 5th time I used console command "moveto player" on him and he appeared next to me at the quest marker but he entered combat mode again and run away. I checked the whole surrounding area for enemies but all were dead. I talked to him several times like when I had moved him to me or when he was approaching the quest marker but he never completed the quest. So I went away and fast traveled back to the asylum and now he aint there anymore. Has anyone else experienced something like this with him? And I dont want to use console command to finish the quest but I have no idea what else I could do.
  6. That's it, i'm making an island covered in helium just for this. Had a similar idea with helium :D But I really think that something like that would be one of the easiest ways to get around the voiced protagonist. Just make a good explanation why his voice is different and thats it.
  7. I was thinking about the player getting his voice changed or losing it completely during a mod. It shouldnt be too hard to change somebodys voice with all the available technology in the F4 universe so it wouldnt be something completely unbelievable or absurd. Vanilla lines could be used at the beginning but later the player would get a completely new voice and in the end he would get back his original voice.
  8. I agree on the last one. It would be awesome to see the Commonwealth getting expanded. Personally I would like to explore more of the glowing sea or find out whats in the north or south of the map. But maybe the next DLCs after the first 3 will expand the current Commonwealth.
  9. I have an NPCs who has a follow AI Package which becomes active after the player has completed a quest. The NPCs is following the player around the worldspace and into interiors without problems but as soon as I encounter enemies the NPC stops moving and if the enemies are out of his sight he wont engage them. If they are in his line of sight he wont move towards them but he will shoot them. Once all enemies on the radar are dead the NPCs will continue to move and follow the Player. Its not a companion. Its a normal AI package of the type "follow". I have checked and unchecked all flags that have to do something with combat and tested it in game but nothing will prevent the NPCs from stopping as soon as he encounters enemies. Does anyone has an Idea what could cause the NPC to stop moving or what could prevent him from stopping?
  10. Just noticed that I have one completed download on Steam. Its called Fallout 4 - Workshop Content. I guess it wont be long until the CK for F4 becomes available. Has somebody more information on this Steam update?
  11. Thnx, this script is really useful since I want some "Boss" enemies to give a lot of XP. And Ill experiment around with this script. Maybe there is a way to decrease the amount of rewarded XP somehow. I was just hoping that it would be as easy as changing an enemies LVL.
  12. Yeah, I know this feature from Project Nevada and its pretty nice since some easy kills give way to much XP. But in my case I want to change the amount of gained XP only for some creatures and not all enemies.
  13. I would like to change the amount of gained XP for killing a lakelurk in my mod. Base XP amount is 50. But since my lurks are only LVL5 and go down really fast its way to much XP for such easy kills. But I haven't found an option to change the XP amount for the lurks in my mod. I know that lakelurks count as "very hard" enemies and that is why the XP amount is 50. Is there any way to change the amount of gained XP or the "very hard" difficulty for a creature in the GECK, so that they would give less XP or a specific amount of XP that is set by me?
  14. Thank you, renaming the INI file seems to have solved the problem.
  15. The problem is simple. After I fast travel my mouse wont work anymore. I can walk and use my weapon but as soon as I press Esc, start a dialogue or use the pipboy the mouse wont react. So I end up stuck in the menu, pipboy or a dialogue. I checked for solutions but nothing helped. using the command EnablePlayerControl, disabling and deleting all mods, reinstalling the game completely. Nothing helped. The game worked on this PC over a year without any problems and suddenly this problem occurred. I am having no problems with the game on my other PCs.
  16. I have a script that makes an NPC autotalk. It works perfectly, but I want that NPC to autotalk only after I have finished a quests stage. The autotalk script looks like this. SCN WarnPlayer2Script Short DoOnce Begin OnTriggerEnter Player If DoOnce==0Set WarnPlayerbyNPC.Talking to 1GuardSentinel7REF.EVPset DoOnce to 1Endif END I am pretty sure that I have to put the phrase "If GetStage PlayerFirstArrival ==30" somewhere inside this script above, so that the NPC autotalks only after I have finished the quests stage. But I cant figure out where to put the phrase. If I put it before or after "If DoOnce==0" then the script cant be saved, meaning there is some error. Am I wrong and does somebody knows what needs to be done in order to activate this script only after a stage of the quest has been completed?
  17. Never mind, just found out that changing textures for creatures is not as easy as changing them for weapons.
  18. I want to change the army sentry bots texture, but I cant finde the file in the FalloutNV/Textures directory. I searched for all sentry bot files with the BSA Browser but only found the rusty and repcon sentry bot textures. Is it located somewhere else? Since the texture is working int he game, I should be able to find it but I cant :(
  19. The entrance to the cave is Southwest from the Red Rocket Truckstop. There is a small dirt path leading to it. Exit the Red Rocket Truckstop through the Garage door, turn left around the corner and then go to the other corner of the building and then on the right side there will be the start of the small dirt path. If you haven't cleared up the area then there should be roadblocks and other objects at the start of that path. Follow the path downhill and it will lead you to the entrance. There also is a lot of wreckage, like barrels or tires around that path.
  20. Found some nice and quite places in the city ruins while playing earlier. They are really suitable for a player home, mostly in back alleys. And there already are many places in the city ruins where Scavengers have been or are still living, so a player home would fit in there. Once I will have made a pretty decent, standard player home and familiarized myself with the new Creation Kit I will surely try out something crazy. Like mentioned in the comments above, Fallout 4 is giving many assets and opportunities do do something crazy. And I am really excited to see what other modders will create.
  21. Thats why I want to make a player home. I had quite some fun with the settlements but now they have gotten annoying. I think it doesn't matter if its a closed interior or a quite location somewhere in the worldspace. I just want a small place for me where I can store my stuff and do some crafting, without having to take care of settlers, attackers or building up an infrastructure.
  22. Alright, thnx for all the ideas. I will try quite a few different locations and places for the player home once the Creation Kit is out.
  23. That is still better then deleting trees or flattening the ground. And I could just place an invisible door on a static door, so there wont be any visible changes.
  24. As long as your work isnt promoting anything I dont see any problems. I mean its a part of our worlds history, it cant be undone even if some people are trying to erase it. I lived in Germany for some years and I know that this is a really heavy topic for them, but I can clearly recall that they had several shows or books that criticized the Nazis in a funny way, so why dont let them be the bad guys like they were in reality in a game or a mod? But maybe you shouldn't have put the "German" in front of the Title.
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