Any clue what could be causing this? I have a minimal load order with no other errors occurring except for this. The only thing I have that might cause conflict that I can think of is combat enhancer, but turning that off doesn't help. This is the first time I've encountered the spore plants.
I'm going to agree with Panzermann, using Green Gecko poison makes Mojave and Big MT spore plants much more annoying to deal with. For those of you who'd like a workaround, this mod does a good job of that: https://www.nexusmods.com/newvegas/mods/71931
I'd suggest using radscorpion poison instead of green gecko poison, since green gecko poison can only be cured using datura antivenom instead of regular antivenom.
Tried out the mod. A couple of issues I noticed: 1. The spore plants in Honest Hearts do not use their melee attacks. I havent checked if this affects OWB spore plants. 2. I'm using the Vault 22 Flora Overhaul Remaster mod and a spore plant spawns inside of an object. Any chance of an update that can move the spore plant like 2 feet to the left?
Indeed, the most common variant of the HH spore pant fails to unequip its spit attack when the script tells it to, and even if I manually remove it it flat out doesn't use the melee attack anims. I'm at a loss here.
This is awesome, but can you also restore robot like Sentry bots and Protectrons melee animation? I vaguely remember if someone did said based on cut content that this two robots do have melee animation during close combat instead firing laser at players/ npcs.
Protectrons do indeed have a melee attack, as do Securitrons. Thing is that they already have ranged weapons that fire fast and do enough damage that it wouldn't make much sense for them to switch into melee. It might make enough sense for Queen Ants, since their "firearm" is another spit attack thing, and I'm seeing the Lakelurks are supposed to use melee attacks as well.
I've noticed in TTW point lookout at least that the swamplurks correctly *censored* slap you up close and also spit their fat loogies at your face when far away, haven't gotten around to NV to see lakelurk behaviour though. Capital wasteland mirelurk kings seem to attack normally...I think. Been a while since I've seen one in my current playthrough though.
If you're not keen on restoring them, how would we go about restoring robot melee anims? Even if it doesn't make much sense for them to melee I'd still love to see it in action, triangle city's cut content videos got me hooked although I still don't know which episode mentioned the robot melee anims.
Cool! Another would be to fix the attack of geckos, mole rats and radroaches, but small creatures have too short an attack distance (while changing it for some reason does not give anything).
A small gecko (roach, molerat) can't hit a moving player. Even when I reduced the speed to 40, they could hit me only 50% of the time. It seems that change the Attack Reach parameter is not working.
There was a mod for oblivion that fixed the atack anims of several creatures, so that they could be performed while the creature remains moving or running, since otherwise it was simply impossible for them to hit a moving player even if you just walk, like you say.
can't recall the name now though, and I wouldn't know how to edit animations like that.
The attack reach stat seems a bit useless, it affects how far away from the target the creature can keep performing the melee attack anims, but the real reach seems to depend on the skeleton model bounds.
There is more creatures that has the same issues like spore plants. The same about Ants Queen, and Cazador Queen (Mod) wich is still Ants Queen because of the same skeleton animation... They also has melee attack animation, i've checked before, but they also unable to use it because of the same reason as plants. One way or another i'll see your script, maybe i will able to fix it my own. Thx btw.
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Any clue what could be causing this? I have a minimal load order with no other errors occurring except for this. The only thing I have that might cause conflict that I can think of is combat enhancer, but turning that off doesn't help. This is the first time I've encountered the spore plants.
For those of you who'd like a workaround, this mod does a good job of that: https://www.nexusmods.com/newvegas/mods/71931
1. The spore plants in Honest Hearts do not use their melee attacks. I havent checked if this affects OWB spore plants.
2. I'm using the Vault 22 Flora Overhaul Remaster mod and a spore plant spawns inside of an object. Any chance of an update that can move the spore plant like 2 feet to the left?
If you're not keen on restoring them, how would we go about restoring robot melee anims? Even if it doesn't make much sense for them to melee I'd still love to see it in action, triangle city's cut content videos got me hooked although I still don't know which episode mentioned the robot melee anims.
A small gecko (roach, molerat) can't hit a moving player. Even when I reduced the speed to 40, they could hit me only 50% of the time. It seems that change the Attack Reach parameter is not working.
can't recall the name now though, and I wouldn't know how to edit animations like that.
The attack reach stat seems a bit useless, it affects how far away from the target the creature can keep performing the melee attack anims, but the real reach seems to depend on the skeleton model bounds.