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Xio

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Everything posted by Xio

  1. Ah, so perhaps it has to do with editing the animations themselves and not actually control commands? If so, I just gotta figure out how to do that.
  2. I feel like the only person in the world with this issue, but the controls in third-person are a lot more delayed than those of the first-person view. Press a direction, and in FP, the action is carried out instantly, but in third-person, the movement happens a whole half-second or so later. It makes me avoid the viewpoint all together, and makes Beast Form almost not even worth using for me. Does anyone know of any .ini fields that could be edited to change the movement or control speed in third-person mode? Or any other method of doing so? Thanks!
  3. I hate to bump, but ... BUMP. Just one last try before I disable FOOK2 or FWE all together.
  4. So, you are able to use the original Personal Vertibird mod(that doesn't use BS meshes) successfully?
  5. I'll cut to the chase. I just finished downloading the latest MMM and FOOK2 as well as FWE(all three have been outdated in my files for a few months now and I only had the first FOOK) and, for some reason, I can't seem to get FWE to work with all of these, or even on its own anymore. It just crashes to desktop without so much as a main title screen. I tried using my old FWE files and everything. My goal is to get FWE+MMM+FOOK2+XFO to work all together, which is probably stupid of me but I've seen examples of it working from others with the proper merge add-ons so I figured I'd give it a try, and I had them all running fine together with FOOK1 before now. Also, when I go in-game with FWE disabled and just MMM+FOOK2+XFO, my character's appearance and inventory has been completely reset. Not sure if that's normal or not. I was wearing mostly vanilla content, so... I'm hoping there's some load order I screwed up on or an .esm I left out somewheres. I feel kinda silly because I'm usually good at keeping proper load orders. I left out alot of my misc mods but listed all my .esm files. -QZ Keys.esm -Fallout 3.esm -Anchorage.esm -ThePitt.esm -BrokenSteel.esm -PointLookout.esm -Zeta.esm -CALIBR.esm -FOOK2 - Main.esm -Mart's Mutant Mod.esm -FO3 Wanderers Edition - Main File.esm -Globaltravelsystem.esm -GTSEssentials.esm -SPECIAL Extended.esm -EnclaveCommander-OA-Pitt-Steel.esm -COMM.esm -RRCompanionVault.esm -Sharing and Caring Companions.esm -Bunker72 v3.esm -QZ Night Vision.esm -FOOK2 - Main.esp -FOOK2 - Mothership Zeta.esp -FOOK2 - DIK.esp -FOOK2 - EVE.esp -FOOK2 - WAN K Map Markers.esp -[...] -FO3 Wanderers Edition - Main File.esp -FO3 Wanderers Edition - DLC Anchorage.esp -FO3 Wanderers Edition - DLC The Pitt.esp -FO3 Wanderers Edition - DLC Broken Steel.esp -FO3 Wanderers Edition - DLC Point Lookout.esp -FO3 Wanderers Edition - DLC Mothership Zeta.esp -FO3 Wanderers Edition - Alternate Travel.esp -FO3 Wanderers Edition - FOOK Support.esp -FWE - FOOK DLC Support.esp -FWE - FOOK DLC Support - Classic DR.esp -All the XFO esps save for a few -All the MMM(fook2 required version) esps checked, including FOOK2 and the DLCs but exluding the "No Monster" esps -[...] Fellout, the rest of QZ, etc.
  6. Ahh, I see, so it really was sculpted for Dogmeat specifically. I'll have to figure out why he isn't going into wait mode, then, when I use that wait script without the WaitingLeaveDay part in. He still follows but his dialogue acts as though he's waiting. And as for the StartConversation script, that could be. I can't find that script anywhere in Dogmeat's hiring quest, though. The only script he has in his greeting topic is a setessential disable. And I chose to directly copy Dogmeat because I'm making another canine companion and I figured it'd save me alot of work. Maybe I was wrong :P
  7. I've been learning how to make followers from scratch for the past couple days and I've pretty much got it down pat. However, I've some questions about things I can't figure out ... My new companion is basically a Dogmeat dialogue copy with minor adjustments so, like Dogmeat, when you move near him he slowly walks toward you and engages his hiring quest conversation. Is there a script/setting I can add to make it so he doesn't engage you, you have to walk up to him and start the conversation? Do I give him some kind of top-level dialogue in the hire quest or what? Also, in Dogmeat's "DogmeatWait" script it has set DogmeatREF.Waiting to 1 set Followers.DogmeatWaitingLeaveDay to ( GameDaysPassed + FollowerWaitTime ) DogmeatREF.evpand when I go to give the same thing to my npc's dialogue I change all the references to match and the script in the middle that talks about GameDaysPassed errors as though it's not available for my NPC. I can't find any reference to "waitingleaveday" in the object window or in Dogmeat's package list. I even tried <npc>REF.<npc>WaitingLeaveDay, Followers.<npc>WaitingLeaveDay. Ideas? Any help would be appreciated. I'm learning as I go :thumbsup:
  8. Brilliant tutorial!! Very accurate and easy to follow. Thanks a ton.
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