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mojodajojo

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Everything posted by mojodajojo

  1. Edit: Nvm you'te talking about New Vegas. I thought it was FO3 for some reason.
  2. Yeah, they can't exactly claim Robin Hood status on any of this recent crap and be believable.
  3. Lol, if FalloutNV is like FO3 and Oblivion; you're stuck with whatever you named your plugin too. Cause if you change the plugin name gotta rename alllll that dialogue.
  4. MMM is less intrusive than Frans and OOO in terms of the gameplay changes. It's mainly just added creature types and changes betweens npc interactions. It also changes the size of mob spawns to be somewhat random and adds color diversity. It can make some npcs loot dead bodies nearby when they kill an enemy, and It's pretty modular. There are a few non-modular things that annoy me in that you have to fix them yourself in the CS if you don't want them (like some added armors for guards that I'd prefer it didn't add, and some creatures that are flat annoying like Ghostly Apparitions), but there's a lot less unwanted junk than most overhauls. Overall, it really does up diversity and increase spawns in a more natural looking way then other stuff I've tried. Edit: @ the OP CS Wiki is back up.
  5. The really crazy part is that MMM for Oblivion adds mobs named "Raiders" and MMM add's npc looting so... I dunno my brain hurts.
  6. Is this for FO3 or Oblivion? Don't know if the npc's will loot in Oblivion without MMM installed.
  7. Tes4Edit Easiest way to fix messups and clean dirty records. http://www.tesnexus.com/downloads/file.php?id=11536 Edit: That's assuming you're talking about in a plugin you're working on. Otherwise I don't know what you're talking about :)
  8. Shoudln't be that hard to script. Put a script on her and check when she's in combat. Then scan the player and see if targets are similar and what to do. A bit long and complex but not impossible. It will work with the guard and with most "good'" factions. Yeah, I'd want it to be compatible with Kuertee's crime has witnesses though, and I'm thinking that's probably out of my league.
  9. I have to disagree with that. The respawn flag is set on the base object, and what you change on a base object is valid for all his references. Confirmed, it definitely changes it on the BaseID for my loss. Thanks for the heads up.
  10. Well crap. I was planning to test to make sure anyways so I guess I'll find out.
  11. Thank you, good sir. And yay! I was hoping it was just on the reference.
  12. Is a Video Computer System Game Program that likes to go on adventures? (Your title makes my brain cell hurt.)
  13. Does this command set the flag on all instances of the actor or just the reference? Edit: I couldn't tell from the wiki. http://cs.elderscrolls.com/constwiki/index.php/SetActorRespawns
  14. Lies. You know you want to bash, merge, add, tinker, some more. Edit: Sadly your mod list is so long it was tl;dr
  15. There's only one starting race? That'll kind of suck if so.
  16. Set a float first. Float FQuestDelayTime Then set your FQuestDelaytime in the block it is I believe reading once every 5 seconds by default. Edit: Here's a wiki link. http://cs.elderscrolls.com/constwiki/index.php/FQuestDelayTime
  17. If you do it with Vista just make sure not to install in program files.
  18. I had her aggression and personality setting wrong for a bit, and she started some fights on her own with other cranky npcs. She got a bounty for it and my scripting took off the bounty and applied it to the player, yay! Unfortunately, this really does me no good. She still gets no bounty when she joins a fight to defend me from a guard or some npc I assaulted. I wish the game didn't differentiate between the two.
  19. The best zombie movie. http://www.youtube.com/watch?v=PpuNE1cX03c
  20. You can have his beer, and his hand's have fallen asleep.
  21. YOU WERE HEAD BUTTING CHILDREN OFF THE SIDE OF THE SHIP!
  22. Edit: I removed irrelevant post. Sorry, thought you were talking about a different game.
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