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dogface

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  • Birthday 05/01/1980

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  1. Ah, only happens when both mods are active? I'll test around next time I'm in the area.
  2. I know you've said you're not coming back to this but just letting you know the exterior seems to have the same navmesh problems East Reach House had. Followers can't enter/leave Stynja unless you fasttravel them, and will refuse to walk along a section of road between Stynja and the Captured Dreams shop.
  3. Oh, nothing in mind, I was just hoping that if you did have plans for expanding the cellar you'd add another room instead of enlarging the main cellar. I love it just how it is, not too big, not too cramped. A grindstone and smelter would be nice but I can't see anywhere to put them that doesn't clutter the place up so I'm happy enough without them. I think it's more or less perfect and ready for a quest to grant ownership. Any ideas on that front?
  4. I love that you didn't make the cellar oversized and warehouse-looking. If you do expand it, maybe secret door leading to a new room instead of embiggening the main cellar would be best aesthetically?
  5. This was the mod I taught myself to do packages and dialogue on, so the original coding was a lot of trial & error guesswork, and in retrospect a pretty problematic mod to end up as a community collaboration. That said, I'm really glad to see folks still working on it and I'm sorry it's causing you so much trouble updating it to current spec.
  6. It's happened to me too when loading Maria Eden on a save that previously didn't have it. I went into TESedit and changed the edit of Player npc's race from Nord to Imperial and it doesn't happen again.
  7. I have a fair few weapon model replacers on, but I tried it with some weapons I know for certain have their original meshes (bows, woodcutting axes, etc.) and I can't get them back either. If it's down to my mod load, maybe it's immersive first person camera that's getting in my way? That's the only one I can think of that might be the cause.
  8. Extremely nice house mod. Only issue I could find is the weapon plaques won't let you reclaim your weapon unless you tcl halfway into the wall. I'm guessing the dagger displays are blocking them?
  9. I'd like to reduce my gold rewards by around x5 to match my other economy balance mods, but I'm new to Papyrus. Anyone got any tips on how to go about this? it looks like additem (Payment, 500) is the command that gives player the coins, but I can't figure out how or where to define Payment. Could I just change the 500 to 100?
  10. What happened to Kendo anyway? I read Dante's gleeful post banning him, but the reference links lead to a mod-only forum, it would seem. I also found a blog post celebrating his ban and claiming he was banned for harrassing homosexuals, which isn't the reason Dante gave. Whatever the reason, I hope to see more of his mods released outside the Nexus.
  11. Haven't tried this out yet since my character is still in DC, but I'm looking foward to it. Are you going to give Goodsprings and Novac a skip and add in Aerotech/Westside/Freeside first? Something I did in SewerSlave was to randomly add unplayable Nice/Default/Nasty tokens to potential customers when you first greet them, so that whatever random dialogue was picked out, the game would still remember which guys were assholes and which weren't. The idea was to reward the player for remembering faces and avoiding the bad ones (something that RL streetwalkers consider the most vital skill they have), since the "nasty" customers had a chance to rape, rob or refuse to pay. That sort of personality generation might be something to consider for this, so that the 'nasty' dialogue can stay isolated to 'nasty' customers, which a careful player can recognise and avoid (I imagine the Sloan miners would be kept in line by the close proximity of NCR law, but it could be a much more important practice in places like Freeside). edit ; And Devianza is 100% right about the Walking Dead. I don't want to derail the thread, but I can't let a comment like that remain unagreed-on.
  12. Anybody know what I need to download to get the torn Vault Suit meshes?
  13. If I can convince prideslayer to make a new global notification hook for dancing, I'll make a simple hotkey-to-dance-idle plugin and every other mod that wants to can react to that. I really don't think a dance idle is worth an .esm of it's own, but it's probably a function several mods might want to share. Perhaps it'd feel at home in SCR?
  14. Are there any plans to swap all the misc tokens for apparel or weapons so they can be set non-playable, or has the mod progressed too far to make that feasible? I tend to get annoyed enough make mini-patches that remove all the config items pre-MCM mods stick me with, so a half-dozen egg and sperm items really rustle my jimmies.
  15. Westside is a bit too civilised for street trade and was never intended to be a place you could streetwalk. The sewers, North Vegas, Freeside and Aerotech are the planned 'permissable' areas for jet-whores. I've changed the approach system to use the sexout scanner, and in future updates streetwalking will be handled via a hotkey which causes the player to dance (like the gomorrah spruikers) and nearby NPCs will either approach, or voice their disinterest (you'll need general subtitles turned on to see it). The system will be disabled anywhere outside the 'street trade' areas, unless I ever feel like setting up some dialogue to chastise or punish the player in places they shouldn't realistically be able to get away with that sort of lewdness. I'm considering cutting it out of Drug Dealers altogether and making it a more general street-walking plugin ; although I was planning to use Dixon as the Freeside pimp and don't want it to conflict with his dealing.
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