Does it stil lwork and is it a must have as I am a bit worried for the different changes to loose some of the plans and features of the original mod so should di Install it?
I found an issue with the watertank. After switching from the normal version to this tweak version, my watertank was coming up as an exclamation mark. uninstalling the new meshes back to the old ones, the exclamation mark was still there. After looking at the esp in NVEdit, under Activators/Water Tank, the esp is looking for the mesh in WD/tweaks/watertank.nif. This "tweaks" subfolder doesnt exist, thus the mesh error. Changing the address to WD/watertank.nif has fixed the problem
I am late for the party. As of 2021, alternatively I create a folder name tweak and drop the watertank.nif into that folder right under WD. This will remove the exclaimation mark and replaces it with the new water tank.
II like this mod a lot. But whenever I start a raid with any faction on page 2 and 3, they don't spawn. The raid just would not start. Is there a solution to this?
it's was planned. however i realized that method used by original author for spawn variety is bad. It's should be done like in vanilla game via lists instead of scripting. so i stopped here and lost interest atm. Probably will continue or will make separate mod with predefined base place and proper navmesh.
Atm i don't have PC to run FNV anyway, so don't know when i continue or made new one. Notebook is not good enough to run it.
I love the new hologram meshes but when I install the new version the changes to guards like the rearming options and guarding different points don't appear.These options worked back with the old version.
I have an idea about old meshes. I wish to remove collision mesh from major placable objects and make them looks like hologram. so NPC don't stuck on objects and go through them while objects are looks almost same as on unedited mod.
will try on next version + additional raids + slow down raid spawning for stability and reducing lags.
also i thinking about experimental version with modified guards/scavengers and their enemies, which is allow to expand borders and npc activity radios. I want to make them act without player's presence. Bad side here - it's can add some additional load to game when player is outside fort's area.
Major difference from 1.8: - blueprints in one box - scavengers finally works. they walk only on something dead with combat items inside, but looting from distance. It's not about ez mode or cheating. It's mostly about poor navmeshing and NPC stucking in weird places. - guard now can be assigned to guard border points, HQ, water well or even follow player like follower. But there big difference between "normal" follower - no follower dialogs, flagged as "low level processing" which mean their AI will freeze if player not near and no follower packages at all except dumb "follow". - like guard, scavengers can be assigned on border points, HQ, water well. But beware, they are ultra fragile. - some workaround to prevent spawn guards and scavengers to nowhere, sadly untested. It's about map marker which somehow able to reset to default position or dissapear? Before guard/scavengers spawn there few checks for distance between player and marker. If it exceed limit you will see message and there will be two attempts to move marker (1st to water well, if not helps - to player). If you see such message - reset marker position in water well menu. - turrets AI package
if somebody still playing in FNV and TD with this "tweak", responses are welcome.
yes it's possible, but need to edit esp. Maybe later i try to update this and make version without touching of meshes.
they suck on purpose. i looked for meshes without collision to avoid npc's stuck.
well if i get interest in this again, i'll make new meshes based on original, but with removed collision. As i remember it's about deleting one branch in nifscope
imho it's better than stucked npcs and lags what it cause.
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however i realized that method used by original author for spawn variety is bad. It's should be done like in vanilla game via lists instead of scripting. so i stopped here and lost interest atm. Probably will continue or will make separate mod with predefined base place and proper navmesh.
Atm i don't have PC to run FNV anyway, so don't know when i continue or made new one. Notebook is not good enough to run it.
if it not helps, try to run new game and start building fort till you hire 1 guard. Guard should have dialog options even without armory.
so NPC don't stuck on objects and go through them while objects are looks almost same as on unedited mod.
will try on next version + additional raids + slow down raid spawning for stability and reducing lags.
also i thinking about experimental version with modified guards/scavengers and their enemies, which is allow to expand borders and npc activity radios. I want to make them act without player's presence. Bad side here - it's can add some additional load to game when player is outside fort's area.
Well 4gb patch + nvsr should help here.
Lot of changes, so better to start new game.
Major difference from 1.8:
- blueprints in one box
- scavengers finally works. they walk only on something dead with combat items inside, but looting from distance. It's not about ez mode or cheating. It's mostly about poor navmeshing and NPC stucking in weird places.
- guard now can be assigned to guard border points, HQ, water well or even follow player like follower.
But there big difference between "normal" follower - no follower dialogs, flagged as "low level processing" which mean their AI will freeze if player not near and no follower packages at all except dumb "follow".
- like guard, scavengers can be assigned on border points, HQ, water well. But beware, they are ultra fragile.
- some workaround to prevent spawn guards and scavengers to nowhere, sadly untested. It's about map marker which somehow able to reset to default position or dissapear? Before guard/scavengers spawn there few checks for distance between player and marker. If it exceed limit you will see message and there will be two attempts to move marker (1st to water well, if not helps - to player). If you see such message - reset marker position in water well menu.
- turrets AI package
if somebody still playing in FNV and TD with this "tweak", responses are welcome.
at 1.8 they are still problematic.
was really disappointed with the model change, since I started playing WD along with this -.-
Just find the corresponding activators and replace them.
No extra knowledge required.
yes it's possible, but need to edit esp. Maybe later i try to update this and make version without touching of meshes.
they suck on purpose. i looked for meshes without collision to avoid npc's stuck.
well if i get interest in this again, i'll make new meshes based on original, but with removed collision. As i remember it's about deleting one branch in nifscope
imho it's better than stucked npcs and lags what it cause.