Fallout New Vegas

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mojavesuave

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mojavesuave

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52 comments

  1. mojavesuave
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    To all my feral ghoul mod fans: I've been working on several new variations of the feral ghoul waking script over the last year and finally understand how each line and function actually works.

    I've added some logic and checks to effectively fix the sinking into the ground bug. However, my new script with the ground fix still had the bug where feral ghouls where being healed twice. Then I figured out how to fix the healing issue but that version of the script introduced a new bug where feral ghouls would detect the player from way farther away.

    So basically I'm still working on version 2.3 and will be making Feral Ghouls Play Dead and Forgotten Feral Ghouls my top priorities after I finish watching the Fallout TV show. TTW version is planned for 2.4 after these top priority bugs are fixed.
  2. SleepyNotDead
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    new game save using the mod.
    first forgotten ghoul was awkwardly standing upright before playing the animation
  3. ohotadead
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    I use your mod with Clickerfied ghouls from fallot 3. Try to combine both (autor permission). 
  4. mojavesuave
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    Something occurred to me tonight. I noticed sometimes while testing, the mod works perfectly, and I even have some gameplay videos. However, other times (like many people have experienced) feral ghouls transitioning from laying to standing will either abruptly transition between stances, clip through the ground then rise back up, or simply not play the animation at all.

    Maybe the issue is that this mod may require a new save to work, and additionally require a save that is not created by teleporting to the world with console commands. This will be further tested until I can get multiple gameplay videos using different save games without bugs.
  5. FuturaLass
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    having to kill the same ghoul twice (the second time, they're missing their head) in succession isn't a bug, it's a feature, and i'll die by that stance. really enjoying the mod (and it's gently strange occurrences!)
    1. mojavesuave
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      This is an issue I am actively trying to solve (respawning ghouls in the Sleeping Version) but it seems like you are saying you prefer it that way-when I fix the double spawning issue you are free to use any older versions in the old files section and file archive.
    2. FuturaLass
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      i didn't mean to throw any shade; i just thought it was neat and initially thought it was intentional! i'll def update to whatever the new deal ends up being, i'm just grateful for the mod at all. <3
    3. mojavesuave
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      Good news, this issue should now be fixed in version 2.2.1. I have a better understanding of the script and how it works so I could actually upload a version that gives feral ghouls an extra life feature, so to speak (it will work like legendary enemies in Fallout 4, regaining their health right before they die).
    4. Dxthwxvx
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      It's like the old school TES spriggans, but more badass.
  6. mojavesuave
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    I think I forgot to include a texture file for the feral trooper ghoul armors. This will be fixed shortly in the next update.

    Upon further testing, the armor seems fine in-game but buggy in the editor.
  7. mojavesuave
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    The new update has been released addressing many long-standing issues with animation and spawns. Next up is the TTW versions. These versions will add feral ghouls to the Captial Wasteland that lurk and play dead inside interiors (optionally respawning after death.)
  8. For some reason, the latest version does not work for me. I installed the version with sleeping ghouls, and so the sleep animation does not play. As soon as I meet them, they just stand, completely frozen, as it were, not even moving. But when I get closer, the animation of their subday starts playing abruptly. The previous lore version worked better in my opinion.
    1. Thanks for letting me know, I'll compare the scripts of the different versions and see what I can do and update it.
    2. sanderlend
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      I checked the latest version - still doesn't work. Maybe that's how it should be and I don't understand. I don't know how to record and process videos, but I did some short demos in fraps. For an illustrative example. The first two links are videos from the latest version 2.0b with sleeping ghouls.(since the video is in fraps, be careful with traffic)
      1) https://drive.google.com/file/d/1ahKt9m3FCASrjKyBKNWkqSWilUpyhgj8/view 2) https://drive.google.com/file/d/1qeEO6JRBSbJhIIGGo-8_uwleK5bN1ogn/view 
      The third one is lore version 1.1 - https://drive.google.com/file/d/1iUXelGXvSkqhz8hu9aXpIWtI7kpwAQ-b/view
    3. mojavesuave
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      I'm really determined in fixing this issue, as it happens to me rarely as well. Considering 2.0b uses the same script as 1.1 this has to be an issue with the spawn placement. Gonna hop back in the editor and compare both versions this evening. If you don't mind just use the version that works for you until I can fix this issue.
    4. mojavesuave
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      It's been a long journey, but hopefully version 2.2.1 finally fixes the abrupt animation issue for good.
  9. mrphresh
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    The ghouls are standing, none of them got sleeping anims :/ Any idea wich of the old mods work ?
    1. mojavesuave
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      That's unfortunate. Maybe one of the older file versions may work for you. I'm aware of the issues with the inconsistent sleeping animations. Works for some and not others. This mod is one of my most popular, and is in my top priority. So you can expect a big update in the near future.
    2. mojavesuave
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      This issue should no longer be present in the 2.2.1 versions.
  10. mojavesuave
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    I have a love/hate relationship with this mod. When it works, it's game changing. However, in the past users have had very inconsistent results.

    The issues are very well known. Some feral ghouls either seemingly have two lives (respawns immediately after death), abruptly switch from sleeping to standing, or don't sleep at all (sleeping animations don't play)

    My theory is that this mod may have had scripting requirements this whole time possibly including NVSE, JIP NVSE, or JohnyGuitar NVSE. If this is true, it wasn't intended to not mention it to users as this was originally one of my first real big mod projects. Perhaps I'll recreate the script in several versions, and double check for any requirements. Anything I can come up with to reduce the chance of users having one of the three issues mentioned above.


    By the way, the next a future version will add barred, abandoned interior cells infested with feral ghouls that have been locked away from the public.

    Most of these issues have now been fixed in version 2.2.1.
  11. NotNotFreeman
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    Oh so thats why people in the 3D fallouts just board up random ass houses
    1. mojavesuave
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      Funny you mention boarding up houses, that is something I'm considering for the next major release.