I got a little bored and decided to write up some random encounters - I got about 80 in before I realized that some of them have branching dialogue paths, like miniature text adventures. So an A/B/C choice, with both A and B having a 1/2 choice with a Failure/Success check and outcomes, and C having an single outcome. Does this mod support that kind of functionality, or should I just simplify it a bit more?
Not sure if I've done something wrong, but on the latest version, the mod does successfully check if I have a Caravan Lunch when travelling, but does not consume it. I previously had Caravan Fast Travel installed, and saw here in the comments that it leads to incompatibility, so I removed that and fresh installed this mod to hopefully prevent issues, but I might have missed something. Any advice on troubleshooting or fixing would be appreciated, thank you!
I play with Caravan Travel. It's a mod that only lets you fast travel to select locations by interacting with a caravan merchant. So I imagine this won't work with me. But it would cool if it could.
Have you tried? I was thinking it'd be cool if this mod's random encounters only happen when you DONT use the safer caravan travel option. Might test and see
SUPdate checker is throwing up a warning telling me to update from version 2 to 3. But, I already have the latest version available? (3.0.6). I can't find any remnants of any older versions in my game folder. I figure it's a me issue since no one else has mentioned anything. Is there any way to disable the notification?
Leaving this comment up for any other lost souls who encountered this issue. The legacy file causing the issue was IMFTEUpdateChecker.json located in Fallout New Vegas\Data\nvse\plugins\SUPDateChecker. Delete it and you're golden.
As always, the mod is great Lime. Thank you for creating and sharing. :)
Yeah, sorry my bad. I depreciated support for SUP date checker a while back so if you ever had an older version of this mod installed it the .json for date checker would persist through an update.
Glad you were able to figure out that deleting it resolves.
Neat optional patch if you could figure out how to do it, make the event trigger before the fast travel event, and then for encounters that give the player the option to fight their way through, the mod spawns the specified enemies at the destination (and possibly even redirecting the fast travel destination to a random point along the quickest path to the original one)
I appreciate the hardcore needs fix a ton since I'm not playing in hardcore, but is there any way to avoid the message? It's a little annoying, and didn't go away when I disabled all my hc rebalance mods. I checked the INI and, unless I missed something, didn't find anything.
I'm going to assume the problem is on my end. In that case, is it possible to have the fix applied without the message playing? I know I'm probably risking the stability of my save but it would be preferred. If you feel as if that's not something you'd be willing to implement I totally understand.
And for clarity's sake, I have even tested enabling hardcore, saving, exiting, running the game, and then disabling hardcore, saving and exiting again, re-running the application, and loading the new save. In that process I made note of my HC needs (all 0) and it still appears.
Regardless, I'm starting a new HC playthrough so this isn't going to be an issue for a while. I really appreciate this mod and would rather deal with a little message at first load than disable it. The pros definitely outweigh the con. Thank you for your work man!
The problem is that the script this message is part of also checks for JIP and throws an error message if that's not installed. Because of this, that particular script cannot use JIP functions, or it would error the entire script instead of playing the error message. To make it .ini configurable requires the use of said JIP functions.
That being said, I can quickly give you a .esp of the file with the message removed. It's easiest for me to do this over discord if you want to quickly join.
EDIT: I think I know a way around this, without needing to disable the message entirely. Try the version I just uploaded 3.0.2, it should play one more time and then (hopefully) stop.
Hello! Great mod, love the immersion it brings to my travels - one caveat, I feel as though some encounters are too much depending on the context and your whereabouts. For instance, my character experienced a radiation storm of some sort (?) and crippled his legs - which is, understandable. But it was from nearby the Super Duper Mart to.. Springvale School. I wish there was a way to fine-tune the types of encounters based on the location or distance being traveled to make encounters more consistent with the world's logic. Perhaps something like adjusting the severity or frequency of such events depending on the terrain or region type. Not sure how it could be implemented in theory, but it's one I've thought about just now. Hoping you see this and gain some inspiration! Much love.
I hope at least this encounter is tweaked: https://imgur.com/a/Eyha6yy
Slipping and crippling your legs is not very fun. I get shot and jump across fairly high ledges and I don't cripple my legs that often. Please tone down the drawbacks if you can, or at least give an option to circumvent it. Not sure if Agility comes into play here but yeah. Just seems a bit much to cripple both legs from a bad slip. Maybe a reduction in health instead.
I also wish the encounter where your character gets thirsty considers the dirty water inside your inventory instead of purified only. It doesn't make sense that I still technically have water and get +150 thirst because the player character wants purified specifically.
First one, yeah arguably it's harsh - I can't remember what skill checks it performs before firing that outcome. Although, there's absolutely a skill based way to avoid it (I think endurance skill if I remember correctly). The crippled legs is mainly a way to keep things fresh - binary x health loss is used quite a bit already so I want to cut down on repeat penalty types. I'll defintely look into it though. Perhaps tweaking it to 1 broken leg or having it only trigger with really low endurance would alleviate some of the concerns.
The water one, I'm not hugely keen on changing honestly, because drinking dirty water actually dehydrates the player. For the sake of not breaking hardcore balance and what I believe to be in game cohesiveness only purified water should pass this encounter. Hope that makes sense.
I'll obviously continue to monitor feedback on both encounters.
1 crippled leg would be a great alternative, and I understand the need for variety. I just think that having two is too brutal - requires two Doctor's Bag immediately upon a new cell is very rough. For Aid Addon users, splints are viable, but you're still left with two legs at very low limb condition, making upcoming fights really difficult on top of disabling fast travel for those who have that setting. I know you can't create a use-case scenario for everything, but lightening the downsides is a good compromise. My suggestions for this crippled legs event are two other skills perhaps: agility to maneuver and avoid tripping or perception to notice instability with one's footing. I have both fairly high when I build my character, and I find it unfortunate if endurance is the only saving roll for it. Low endurance would work too, so there's varied choices in how you remedy this.
All in all, I support your mods. You've been great. Thanks for listening to my feedback. I'm using Famine and other mods that complement the scarcity. It's just a shame about the water - I have 90 dirty water in my inventory and it doesn't get used for the encounter. Take care and I hope to discuss more with you as I continue testing the mod. ^ ^
278 comments
Make sure you are using the latest version of xNVSE & JIP LN plugin. xNVSE must at least be version => 6.2.3
In the console:
If you find yourself taking dehyrdation damage while not in Hardcore Mode - please update this mod to the latest version
Typing player.restoreav dehydration 1000 in the console will resolve this issue & later versions of this mod will automatically resolve it.
As of version ≥ 3.0.0. The custom events format has changed significantly to allow for more complex sleeping encounters to be added.
For full documentation on the new system, please check the following article.
If you previously wrote any basic custom events for this mod you will need to re-format them like this in the .JSON file:
"1" : {"Message":"Some Text."}
"2" : {"Message":"Some Other Text."}
"3" : {"Message":"etc..."}
So, caravan travel won't cause encounters to occur, only map fast travel.
SUPdate checker is throwing up a warning telling me to update from version 2 to 3. But, I already have the latest version available? (3.0.6). I can't find any remnants of any older versions in my game folder. I figure it's a me issue since no one else has mentioned anything. Is there any way to disable the notification?Leaving this comment up for any other lost souls who encountered this issue. The legacy file causing the issue was IMFTEUpdateChecker.json located in Fallout New Vegas\Data\nvse\plugins\SUPDateChecker. Delete it and you're golden.
As always, the mod is great Lime. Thank you for creating and sharing. :)
Glad you were able to figure out that deleting it resolves.
Got a screenshot?
Error 004
You must have another mod giving you needs damage when you load your save. I would load in, let the fix apply and then save and load again.
I'll double check the script on my end though
And for clarity's sake, I have even tested enabling hardcore, saving, exiting, running the game, and then disabling hardcore, saving and exiting again, re-running the application, and loading the new save. In that process I made note of my HC needs (all 0) and it still appears.
Regardless, I'm starting a new HC playthrough so this isn't going to be an issue for a while. I really appreciate this mod and would rather deal with a little message at first load than disable it. The pros definitely outweigh the con. Thank you for your work man!
That being said, I can quickly give you a .esp of the file with the message removed. It's easiest for me to do this over discord if you want to quickly join.
EDIT: I think I know a way around this, without needing to disable the message entirely. Try the version I just uploaded 3.0.2, it should play one more time and then (hopefully) stop.
Thank you!
I do understand the caveat and it's long been on my mind.
Unfortunately, very difficult if not impossible or impractical to implement like that.
Slipping and crippling your legs is not very fun. I get shot and jump across fairly high ledges and I don't cripple my legs that often. Please tone down the drawbacks if you can, or at least give an option to circumvent it. Not sure if Agility comes into play here but yeah. Just seems a bit much to cripple both legs from a bad slip. Maybe a reduction in health instead.
First one, yeah arguably it's harsh - I can't remember what skill checks it performs before firing that outcome. Although, there's absolutely a skill based way to avoid it (I think endurance skill if I remember correctly). The crippled legs is mainly a way to keep things fresh - binary x health loss is used quite a bit already so I want to cut down on repeat penalty types. I'll defintely look into it though. Perhaps tweaking it to 1 broken leg or having it only trigger with really low endurance would alleviate some of the concerns.
The water one, I'm not hugely keen on changing honestly, because drinking dirty water actually dehydrates the player. For the sake of not breaking hardcore balance and what I believe to be in game cohesiveness only purified water should pass this encounter. Hope that makes sense.
I'll obviously continue to monitor feedback on both encounters.
All in all, I support your mods. You've been great. Thanks for listening to my feedback. I'm using Famine and other mods that complement the scarcity. It's just a shame about the water - I have 90 dirty water in my inventory and it doesn't get used for the encounter. Take care and I hope to discuss more with you as I continue testing the mod. ^ ^
Completely avoidable with Endurance > 5 Otherwise - one crippled leg.