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Lemnear

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  1. In case anyone else stumbles across this thread looking for a real solution for mod companions falling through the floor: save funclist 1will create a text file with all form and ref ids in your current game. ctrl-f for the NPC name and try the id in the first colum for prid, NPC should be listed once with formid and once with refid. As always make a manual save before using console commands, in case you move some identical named storage container for a merchant npc to you or something like that.
  2. 2 Notes about The NV gnomes in TTWInteriors: Officer Friendly is bugged and can't be picked up. Fix from TTW Forum: Open xEdit find xx1CF213 "Officer Friendly" and rename the Model Filename from NVInteriorsMeshes\clutter\GardenGnomes\gardengnomePoliceHat.nif to NVInteriorsMeshes\clutter\GardenGnomes\gardengnomePoliceHat01.nif PBR is in a bus wreck in the part of Freeside with the Atomic Wrangler.
  3. Having only Settlers that where raised in a barn is the second most annoying thing in FO4. (Most annoying thing is NPC pathfinding) Even Raiders and Super Mutants settlements get their doors closed when the cell resets, making it look like Super Mutants are more civilized than my own settlers. :facepalm: Someone should really look into the Covenant home door scripts where npc unlock their door with a key and lock it behind them again. It would suffice to have only one key for all placed doors, though it would bring back some nostalgia having a gate, red, green, blue, asf door key :rolleyes:
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