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  1. Hello! I've been working on a new hostile NPC (My RX-1) and I am really stumped on how to get him in the game and was hoping someone could help me. I've been using the Famished mod as a reference and have tried my best to reverse engineer it to see how he is injected into the RadStag level list and trying to do the same for my RX-1 with the Synth level list. I have all the templates set up appropriately leading from EncNPC01-->EncNPC02Template-->EncNPC03 through 08. I have all the leveled list together in the appropriate LChar templates (LCharRX-1, LCharRX-1Legendary, LCharRX-1AmbushLegendary, LCharRX-1Boss) under leveled list as well as having the LChar base (LCharRX-1) in a LvlNPC template. Everything mirrors a standard level list and NPC template to a T. I added the LCharRX-1 to the LCharSynth list just like it is set up in the Famished mod and can never get the RX-1 to show up in game no matter what. I can spawn all of the different variances in via console command no problem. They all have the correct weapon, skin and name as well as anatomically put together (no floating body parts, no clipping, mesh working correctly.) Is there any other key factors I'm missing or could it be that the Synth Level lists are just very picky? I don't know how to write a script and the one ActorLLInject script I found doesn't work either when set up in the creation kit via quest or created with a quest in FO4Edit. So maybe if someone knows of a good script? It's strange because I used the same script from Defective_Synth because it is very close to what I'm trying to achieve but it doesn't work when I set the public parameters in the ESP. Defective_Synth mod still works great though... When I tried the script: Load CK-->FO4.esm + DLCCoast (for robot voices) + RX-1.esp--->Quest-->New Quest-->name quest, far right tab to script-->Hit Add-->add ActorLLInject (data/scripts/ActorLLInject.pex data/scripts/source/ActorLLInject.psc)--> Set public parameters in properties--> Hit ok-->Save Plugin. side questions: Does Race and Class matter with LVL implementation because I've made my own RX-1 Race and Class and floated the values from the synth gen 1 race for the most part. Does having a custom race with the default characterassests skeleton cause problems? I wouldn't think so because most of the races use this asset and My new enemy is a full suit of armor so setting flags would cover the entire NPC.. Synths are under Raider Class. should I just keep my NPCs under Raider Class? I have armor for skin, not an outfit and do not have any ap_keywords applied to the npcs, just a single skin. Do I need to add the armor to a level list as well to get NPCs to show up at all or if the NPC injection was working and the skin wasn't I'm sure I would just see floating guns.. I apologize for the long drawn out entry and if this is in the wrong section just let me know and ill move it or delete it.
  2. Hello all, First time posting here but I am stuck with a problem I can not resolve. I have been using mods for some time now and while I in general do not have many problems most recently a reoccuring one has popped up I can not find out which mod it causes. It basically has to do with a NPC spawn and in particular where the NPC is spawn. When the player first approaches the town of Primm the hostiles inside it are only patroling but not aggressive until the player enters the town. However one of my mods seems to spawn an NCR soldier, 00157cda I suspect was suppose to spawn near the guard post at the underpass but who instead spawns within Primm and aggros the bandits. I found out that this NPC normally does not spawn (FNVedit suggests he is disabled) but one of the mods I use to restore content must bring him back but makes him spawn at the wrong place. I remember having this issue years ago when I still used FOMM but when I rearranged the order in which mods were loaded it seemed to be resolved. Unfortunately I can't recally what I exactly did. I recently retired FOMM in favor of MO2 and I have also been replacing some of the older mods with modern versions such as Open Freeside and Open Strip with Simple Open Freeside and Simple Open Strip, this definitely has helped with stability issues. I will post a list of mods that I use here tomorrow (it is late here now), but in the meantime I would like to ask if someone else is having the same issue Edit: These are the mods that I have been using.
  3. I installed a mod that lets you choose how fast the IG time passes. I slowed it so that 10 IG minutes takes 80 seconds (2.5 slower than vanilla) (mod is Longer Days) Problem is it messes up anything working with a timer. Bounty Hunters didn't attack me a single time over the last 5 hours of gameplay. Is there a way or a mod to increase their spawns ? I was able to circumvent other mod's spawn timers (AMJM, Contracts, Bounties Enhanced, ...) but bounty hunters seems to not spawn anymore any thoughts ?
  4. Hello, I have created two guards for my house mod to help me with enemy encounters while at home. I have set the respawn flag for both of them when I didn't realise that a respawn takes 30 days. Of course, 30 days makes the guard concept completely obsolete. Now I wanted to set it to essential to prevent them from dying. I also made them a bit more resistible, but the game ignores these changes during the current playthrough. I assume that after 30 days the game only spawns the known reference and not a new copy of the base actor? So changes like daily routines, better armor/weapons unfortunately don't work. What I actually want to get at - Can I kill the guards currently placed in the game (Console?) and then spawn a new ref of the Base ID with changes? Or can I place my own spawn instead of the actor that is not bound to these 30 days ?
  5. HELLO WE NEED A NPC SPAWNER FOR THE DIVISION 1 OR 2 PLSSSSSSSSS I KNOW BEST MODDER CAN DO THAT PLSSSSSSSSSSSSSSSSSSSSSSS
  6. Does anyone here know why some Legendary items (ex: Wildman's Clothes) can be added to inventory via the console with their Legendary properties intact, whereas others (such as the Apolcalypse Armor and legendary items created via the method in your tutorial) will appear in your inventory sans their Legendary properties?
  7. I would like to alter 1 of 4 power armor frame crafting recipes, those PC can purchase from vendors, e.g. Myrna at DC Market. All of those purchaseable frames spawn a power armor frame on a fixed marker location. I would like to create a crafting recipe which will spawn the Power Armor Frame next to the player instead of one of those 4 given location marker. Example: PowerArmorFrameDCMarker [REFR:00218C50] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of [CELL:00000FEF] (in DiamondCity "Diamond City" [WRLD:00000F94]) at 0,0)I know PC has a specific location; FormID Player [NPC_:00000007]But its defined as "NPC_" and not "STAT" (XMarkerHeading / XMarker). How can i setup a (dynamic) marker next to PC or the current workbench? Hopefully its possible without using scripts. Cheers EDIT, Workaround; 1) Create a workshop crafting recipe, e.g. craft furniture power armor and set the requirement to an item of choice, e.g. power armor schematics 2) Create a crafting recipe, e.g. craft furniture power armor which will spawn in the PC inventory and can be dropped which will automatically spawn the PA frame next to PC
  8. Can someone tell me if there is a preset for enemy spawning zones based on region? A map with all spawn points? I would like to seperate spawn types based on location, not just randomly based on faction. For now all i can see as part of a seperation is the Commonwealth world sector as a whole, and its 4 sub-blocks; 0, 0 0, -1 -1, 0 -1, -1 Well all ican think of is to go wild in CreationKit and track down all spawn marker and create a map myself, but maybe this is present somewhere already. thanks in advance.
  9. Been curious about this... is there a way to move where the settler spawn points are in a settlement? I keep seeing some settlers get stuck in my foundations and I want to make it so they spawn above them. Thanks much.
  10. I'm not a modder. I just had an idea. I looked online but no one has done this yet. To take the Mortal Kombat 11 Spawn Model and put it in Any or all the Arkham games. Specifically Arkham City. Is this possible for someone to do?
  11. I find interesting how many people says workbenches, wards, campfires (or fire emitting objects) as well as hoeing all the grass makes enemies stop spawning. The thing is, if you want to make a base on a mountain, you will have to deal with dragons, wolves and fenrings constantly, so it doesn't seem to work properly. This mod I am requesting would fix this problem, making wards actually stop 100% spawn rate of enemies around a [so much] bigger area, even if it's turned off. What do you think? Shall someone work on this? Thanks for reading.
  12. I'm sure it's a taller request than it sounds, but until the cop spawns get patched id rather be rid of them entirely. Canon says police are pretty useless anyway.
  13. I don't know what's causing it, but almost every time I start a new game, something like a deathclaw or giant radscorpian spawns right in the middle of Goodsprings, usually slaughtering everyone while I'm still at Lvl 1. Even if I kill them using the console, next time I walk into town there's a good chance they'll respawn. I'd like to make a mod that fixes this, but I can't figure out how they're spawning in. I opened up Goodsprings in GECK and I don't see any NPC spawn points on the map. Is there some other way they could be spawning in? It's happened on modded and unmodded playthroughs. Thanks
  14. Hey, so it doesn't look like mod requests are common for Doom Eternal, and I get it has DLC coming out and mod support might be shaky at the moment etc etc. But ever since the end of my first run through the game I've been thinking "Man. If only I could do that again, except with MORE DEMONS." I'm talking like, a Master Level for every single stage in the game, but they're replacers of the levels. Throw Tyrants at me in the Khan Makyr fight. Throw Marauders at me in the Icon of Sin fight. Give me a Doom Hunter on the first level. OR at the very least, simply change some 1 to a 2 somewhere in the code that makes 2 demons spawn whenever 1 is set to spawn. I could take that as an alternative, that would be amazing.
  15. Hello! First time poster here. I've been having this weird bug in my modded Skyrim Special Edition. I've noticed that there is a delay in the spawning of bandits in certain forts, specifically in the interior cells. This only happens in forts that have been cleared out before, and have already reset. On the outside, the bandits spawn normally, sometimes they spawn in groups, but those that spawn that use animations (sitting or using the forge) spawn normally. However, whenever I go inside the interiors, there are no bandits. If I wait (press T) for 1 hour, the bandits would suddenly spawn normally inside the cell. I've noticed that this only happens in forts that are affected by Civil War Quests, namely Fort Greenwall, Fort Greymoor, Fort Dunstad and Fort Amol. I've tested the interior cells of other bandit camps and forts such as Faldar's tooth and Treva's Watch, and they work fine. Forsworn encapments work fine as well I've been working on this for a week, did a new save hoping it would go away, but it doesn't. Here is my modlist: (That's been sorted out by LOOT) 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Lanterns Of Skyrim - All In One - Main.esm 6 6 Unofficial Skyrim Special Edition Patch.esp 7 7 Skyrim Project Optimization - Full Version.esm 8 8 Campfire.esm 9 9 TravellersOfSkyrim.esm 10 a Sneak Tools.esp 11 b SkyUI_SE.esp 12 c dD - Enhanced Blood Main LITE.esp 13 d Blowing in the Wind SSE.esp 14 e Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp 15 f Audio Overhaul Skyrim.esp 16 10 ELFX - Exteriors.esp 17 11 EnhancedLightsandFX.esp 18 12 iNeed.esp 19 13 iNeed - Extended.esp 20 14 Cutting Room Floor.esp 21 15 Skyrim Immersive Creatures Special Edition.esp 22 16 Hothtrooper44_ArmorCompilation.esp 23 17 Hothtrooper44_Armor_Ecksstra.esp 24 18 icepenguinworldmapclassic.esp 25 19 Dr_Bandolier.esp 26 1a LeftHandRings.esp 27 1b TravellersOfSkyrim - Vanilla.esp 28 1c iHUD.esp 29 1d honedmetal.esp 30 1e sandboxcylinderheight.esp 31 1f dD-No Spinning Death Animation.esp 32 20 Perks Unbound - Special Edition.esp 33 21 hearthfireextended.esp 34 22 AmazingFollowerTweaks.esp 35 23 Immersive Weapons.esp 36 24 Wildcat - Combat of Skyrim.esp 37 25 High Level Enemies.esp 38 26 SkyTEST-RealisticAnimals&Predators.esp 39 27 Immersive Encounters.esp 40 28 High Level Enemies - SIC SE Edition.esp 41 29 Run For Your Lives.esp 42 2a Cloaks.esp 43 2b BetterShapedWeaponsLW-XB.esp 44 2c Frostfall.esp 45 2d SPTDiverseGuardsSkyrimSE.esp 46 2e USSEP-Immersive Weapons Patch.esp 47 2f Cloaks - Dawnguard.esp 48 30 Cloaks - USSEP Patch.esp 49 31 Unlimited Charge for Unique Items.esp 50 32 ABT SE - Kevkas All-in-One.esp 51 33 Immersive Patrols II.esp 52 34 notice board.esp 53 35 Missives.esp 54 36 MBW Dragon Souls to Perk Points.esp 55 37 Notice Board MCM.esp 56 38 HothFollower.esp 57 39 HothFollower UFO Patch.esp 58 3a SignatureEquipment.esp 59 3b Armor of Intrigue.esp 60 3c PyP_LE+CRF.esp 61 3d CASM.esp 62 3e Enhanced Vanilla Trees SSE.esp 63 3f bugfixchillrend.esp 64 40 Wildcat-Immersive Weapons Patch.esp 65 41 UltimateCombat.esp 66 42 VioLens SE.esp 67 43 DSer360MovementBehavior.esp 68 44 XPMSE.esp 69 45 DSerCombatGameplayOverhaul.esp 70 46 LeftHandRings-1stPersonView.esp 71 47 20 More Perk Points.esp 72 48 Elephant'sScriptLatencyTester.esp 73 49 Icactors.esp 74 4a HFE-CRF-Patch.esp 75 4b Apocalypse - Magic of Skyrim.esp 76 4c TheCleaner.esp 77 4d HFE-iNeed-Patch.esp 78 4e High Level Enemies - Dawnguard.esp 79 4f High Level Enemies - Dragonborn.esp 80 50 Sneak Tools Vanilla Hoods.esp 81 51 Sneak Tools Vanilla Masks.esp 82 52 Five O'Clock Shadow.esp 83 53 Grass FPS Booster.esp 84 54 FixedYourShitTodd.esp 85 55 Ordinator - Perks of Skyrim.esp 86 56 Apocalypse - Ordinator Compatibility Patch.esp 87 57 Alternate Start - Live Another Life.esp 88 58 Immersive Citizens - AI Overhaul.esp 89 59 Realistic AI Detection 2 SE Lite.esp 90 5a CFTO.esp254 FE 0 CFTO-iNeed-Patch.esp 91 5b CFTO - Immersive Citizens Patch.esp 92 5c Relationship Dialogue Overhaul.esp 93 5d RDO - AFT v1.66 Patch.esp 94 5e Convenient Horses.esp 95 5f HFE-CFTO-Patch.esp 96 60 RDO - CRF + USSEP Patch.esp RDO - USSEP Patch.esp 97 61 RealisticWaterTwo.esp 98 62 RealisticWaterTwo - Needs Mod Patch.esp 99 63 RealisticWaterTwo - Waves.esp100 64 SSEMerged.esp254 FE 1 Bashed Patch, 0.esp Any help would be appreciated!Thank you.
  16. If I've added lets say multiple slaughterfish do I need to build my own form list to reflect that? They do spawn using the standard list but they don't swim anywhere despite having a fully navmeshed area. They just kinda sit in one spot and squirm. Tutorial in which I followed to get as far as I have was the one DarkFox posted up a few years ago. Thank you for your time,
  17. I have mods like Extra Encounters and Immersive Patrols. In conjunction with vanilla events, I'm wondering how they spawn. If I sit in a watchtower and wait, will encounters pass by on a road? Do encounters only trigger after reaching proximity to a spawn point or is it a timed function that can trigger fairly farther away?
  18. Hello! Can anyone make a mod where you can call for allied reinforcements? It would be cool to be able to push a button and a mercenary would show up to help you out in battle for X money. Press the button again and more show up. Or a mod where you can recruit mercenaries from taverns and equip them with gear. They will follow you around until you run out of money. Thoughts? Possible? So far I'm using the cheat mod to spawn allies, but they sometimes attack me when I'm fighting with bandits...
  19. Hello, everyone who has the audacity to come here and read my overly-emotional rant. Let me assure you, I've had at least 50 hours of game-time (and very little actual mission playing) to come to this conclusion: The law enforcement personnel in this particular place, are some kind of ESP-having gods. Nothing you can do, will stop them from somehow, 80 miles away, teleporting to whatever train you're robbing, somehow knowing it's being robbed, and then instantly recognizing a masked face that they've never even seen. That's right, there's no escape from the long, superhuman arm of the law. I'm sure you all know what I, a poor southern outlaw, am referring to: The system is flawed. If I could convince someone to take up the overtly difficult task, of nerfing these gods that be, which stop me from having a good, train-exploding time, I'd drop to my knees and orally pleasure them, hypothetically speaking. If someone out there is listening to the pleas of a nobody, please heed this: The mask should stop bounties, the law shouldn't appear to save people who have no way of telling the law, and the law shouldn't be appearing en mass to an area where there isn't a town for 20 minutes if you so happen to kill an officer or two. If you find yourself in a firefight, and no officers escape, well, there shouldn't be a bounty, either, as dead men tell no tales. Dead men tell no tales would also be a bitchin' name for the mod, but I can't tell you what to do. In short, less policing; no cops showing up out of the blue if you murderize some poor souls, no bounties on a masked man, and no law spawns en masse when you kill a couple of their men. Thanks, babes. I'll go back to my actual job now.
  20. when settlements are raided the raiders come from preset spawn points. if you know where they are then you only need to set up defenses in those areas. if you've ever set up some turret along the bridge entrance to Sanctuary Hill you've wasted your time cause raider's don't spawn there. having a fortified front gate for Sanctuary Hill might be aesthetically pleasing but it's functionally pointless. also, some spawn points are inside settlements so building walls is pointless for settlement defense. i've checked out as many raid mods i could find and none of them seems to provide anything close to the solution i've got in mind. what i've got in mind is that first we'd remove the spawn points inside settlements. second, increase the amount of spawn points surrounding the settlement. third (assuming this isn't already in the vanilla game), have raiders occasionally (not always) spawn in from multiple spawn points at once. and finally, have raiders attack in greater numbers but this should only happen on rare occasion, if would get annoying if it happened too often. i believe these ideas would make settlement defense a more challenging but also fun and rewarding experience.
  21. They should have made Tom Cruise the voice actor and called it "Fallout: Edge of Tomorrow" with all the deja vu I get in this game. A dynamic spawning system is the the life no one can figure out how to breathe into this game... a world where your blood and sweat actually has a lasting impact The spawning system is the weakest link in both the vanilla game and within the modding community, IMO. There's a few good mods that add spawns but none that actually fix the game up with a realistic spawning system. Not sure why everyone wants more faster spawning mods, I don't really like the idea of fighting the same enemy twice. Ideally, NOTHING should respawn but nomadic, roaming enemies that roam far and wide across the map. New spawns should be introduced on a leveled basis, up until the engine's leveled spawn cap at which point a whole bunch of nomadic, roaming enemies should be introduced as spawns to simulate roaming rogue invaders. That way you can actually feel like you're making some sort of impact on the game instead of just fighting the same enemies endlessly. I'm not a mod author... I wish I were, but the CK absolutely confounds me, can't seem to accomplish one thing without messing up something else. Clumsiest of any program I've ever tried to use, save for maybe 3ds max. But if I were a mod author... this is the mod I'd make. Not for glory or fame, but because it's the one thing everyone couldn't figure out they were missing, apparently.
  22. Hey everyone, I've run into what from my angle seems like a very strange circumstance. Please see script below and I'll explain.. Scriptname ForswornClaimRorikstead extends ObjectReference Faction Property TownRoriksteadFaction AutoFaction Property ForswornFaction Auto ObjectReference Property ForswornRorikSpawn1 AutoObjectReference Property ForswornRorikSpawn2 AutoObjectReference Property ForswornRorikSpawn3 AutoObjectReference Property ForswornRorikSpawn5 AutoObjectReference Property ForswornRorikSpawn6 Auto Quest Property RevengeofReach AutoActor Property RorikREF AutoActor Property RoriksteadBriarheart AutoActor Property ForswornBard AutoActor Property JarlTaraket autoActor Property Taraket Auto Event OnDeath(Actor RorikREF)TownRoriksteadFaction.SetAlly(ForswornFaction)ForswornRorikSpawn1.enable()ForswornRorikSpawn2.enable()ForswornRorikSpawn3.enable()ForswornRorikSpawn5.enable()ForswornRorikSpawn6.enable() JarlTaraket.enable()RoriksteadBriarheart.enable()ForswornBard.enable()Taraket.Disable() RevengeofReach.SetObjectiveCompleted(30)RevengeofReach.SetStage(40) endEvent I've ensured the properties are pointing to the right places as well. When I kill Rorik, all that happens is the JarlTaraket Actor enables, the quest completes, and nothing else happens. Please someone explain why the spawning points that previously worked now do not work at all...
  23. Hi all, so I'm wanting to learn how to use FNVEdit and what I can do with its power. Today I downloaded a PPSH-41 mod for example and I wanted to create some sort of edit that will add it to the possible weapons raiders would spawn with. Upon opening FNVEdit I can tell there is leveled list data so I assume this is the code that makes it spawn in the world or containers etc.. Any help with adding the weapon to random naturally spawning raiders would be appreciated.
  24. Is there any ways to do that? No matter how I tried to change the NPCDisposition either directly or indirectly by editing existing mods, it just won't work. Is it even possible to, e.g. make them spawn in the middle of the town when the day starts?
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