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  1. I haven't been able to find a mod that allows Glory to survive the Railroad questline. I'm surprised nobody's made one - or at least, I couldn't find one on Nexus. It would be great if someone could create a scenario where she survives. It could be that she was out on an op when the place was hit. It could be she was left for dead but survives if you do xyz things to save her upon finding her body. It could be that she took off chasing the bad guys and you need to go after her/find her via the clues left behind that indicated she's still alive, etc. I should think she'd have even more of a personal axe to grind in the aftermath. You could even go an "evil" route if you're aligned with the Institute and have her reset (there's a Danse mod where you can "realign" him to the Institute but still keep him as a companion, or reset him entirely where he just wanders the Institute forever as a reset synth without any memories of Danse) or realign her to Institute loyalty. How ironic if she fights with the Institute against the RR, like how Danse can fight with you against BoS as Institute-aligned...
  2. Fairly stable 500+ TTW NVR etc build, I update a few mods every week or so and play but I guess I didn't see any kids for a while then I visited LL and now I see they've all shrunk (not just there everywhere). I've got no mods that effect children or so I thought and they were fine a minute ago (a month ago). It doesn't seem to effect the game in any other way so I'm not motivated yet to do a brute force trial by mod yet, just wondering - what would even touch this setting? Clothing textures? Skeleton? Animations? I have type 4 armors, combat re-texture etc the normal stuff from following the guides.
  3. The settlement system in Fallout 4 seems to be lacking. I know the 'Sim Settlements 2' mod further enhances settlements, but I want to custom-build all settlement structures. I hope to enhance structure building with new modular parts. I hope to improve the settlers with better AI and behaviour, perhaps AI markers. I want to be in better control. I want parts to snap together more easily. I want to easily and nicely flatten terrain for building. It would be cool to manage settler names and settler uniforms and clothing, too. I've discovered that 'Rename Everything' mod can have issues with FallUI mods. I really like renaming NPCs, for example 'Barry (Farmer)'. I want my settlement to have purpose and feel lived in. What mods and tweaks would you suggest?
  4. hey all I've recently having this issue where the npcs (and animals) are having this transparent ghostly effect to them (like they're not fully loaded in) after I installed the mod "modern scrolls" it is causing a lot of annoyance due to it being inconsistent. one moment it is all good and then the next the npcs are ghost-like. I've never had an issue like this and while it might not make me CTD it's just everywhere I go. If the fix is just uninstalling "modern scrolls" then it must be done but i don't really want to because 1. there is a lot of pretty woman npcs walking around in that world that i make into followers and 2. some of the clothing in the mod I like. I hope it's just some mesh confliction that can be fixed but if not i'll remove modern scrolls to get rid of this effect
  5. Could someone please make a mod or point me in the direction of a mod that, When you tell your Follower/s to wait in a location they will wait there until the heat death of the universe. until you tell them to follow you again. Not grow tired of waiting and f*** off and all the things you had in there inventories is officially Purged from existence the moment they decide to do this. this is REALLY annoying and it would be cool if there was a mod that fixes this. I tell you to wait! so you f***ing wait there until you die of Old age idc.
  6. PLEASE GUYS MAKE A NPC SPAWNER FOR EVERY BORDERLANDS GAMES PLEASEEEEEEEEEEEEEEEE I CAN PAY ! PLS...
  7. Hi! First request here so my bad if I do something wrong I haven't seen it anywhere, so here's my idea Since we know the NPCs are CPU hungry in this game, especially in cities.. Would it be possible to simply remove useless NPCs from towns, the ones that keeps disappearing and reappearing like ghosts constantly while not adding anything to the immersion but are still eating your CPU? Why not just keep only the important ones? Like merchants and quest givers! If a removal is impossible, would it be possible to make a mod that automatically put them in a dead state, so they go straight to the morgue and not mess up your frame rate ever again, without the need of your pawns or arisen to do the dirty work themselves Thanks for reading !
  8. We can adopt 6 kids (with the mod), though I would like to adopt more. Anyway, with multiple homes and even multiple spouses, why do all the kids have to live in the same house? Why can we not spread the kids out? What if I don't want to tweak my houses or install new ones that work, and I want 3 kids to live at Lakeview Manor, then another 3 in Solitude, or Whiterun. Or, two at each of those places.
  9. Hello guys, I think its unfortunate that the dragonborn can no longer enter the island Japhets Folly after the quest Rise in the East. My idea: The dragonborn can also visit Japhet's Folly after completing Rise in the East via the Windhelm Docks or any other location. After completing the quest, the island will be in the hands of the Imperial Army or East Empire Company. There is a trader and mercenaries/soldiers who complain about the arduous service in this remote, lonely place. Maybe this is an inspiration for someone :)
  10. I think it's crazy that the guy who shows up with a gunshot wound at Goodsprings wakes up and not 24 hours later everyone's homes and businesses are completely looted. But no one suspects you did it??!!!! My idea for a mod is to overhaul theft to make it much harder to steal your way to wealth and to create serious gameplay consequences to stealing. In this mod stealing will cause you to gain a specified amount of negative faction reputation. The amount of negative reputation you gain would be based on: -the quantity of items stolen -the valuation of item(s) stolen -any current reputation with that faction -your charisma Any negative reputation is realized after 24 hours have passed since the theft, (allowing npcs to "realize" they have been robbed). The amount of negative reputation you gain primarily is based off the seriousness of the theft. A very small theft can cause no negative reputation, but a very largescale theft (like raiding every building in Goodsprings at the start of the game, lulz) can turn the entire town hostile against you. For example: a) One small/inexpensive item: no negative rep gained b) A couple of small/inexpensive items: some negative rep gained c) A high value of small, inexpensive items: quite a bit of negative rep gained d) A very high value of small, inexpensive items: a lot of negative rep gained e) A single very expensive item: quite a bit, or a lot of negative rep gained You could mitigate how much negative rep you get by spreading out your thefts over time instead of stealing everything at once. Additionally your current faction reputation, as well as your charisma are both weighted into determining how much negative rep you gain. For example if you have neutral reputation with Goodsprings and you commit a small-medium level theft. If your charisma is high you won't gain as much negative reputation as you would if your charisma was low. The same applies to your faction reputation. If you have a very high positive reputation with Goodsprings they'll be less like to suspect you of being a thief. You'll still gain some negative reputation from thefts but not as much as if your faction reputation was neutral or negative. And again, just to clarify, negative reputation is being used to determine how much a faction SUSPECTS you of a crime. it doesn't necessarily mean they KNOW you did the crime. With that said, very serious crimes will definitely turn entire towns hostile against you so you have to decide what is worth stealing and also plan your character build accordingly if you want to be able to steal more stuff without facing game altering consequences. Finally your luck skill assigns you a % chance of getting away with thefts. The percentage factors in all of the other variables I've listed above. But unlike with charisma and positive faction reputation (which can lower or raise the amount of negative reputation you get from stealing) luck gives you a chance of getting away with the crime completely (not gain ANY negative reputation at all). If your luck is high you will be much more likely to get away with low-medium level thefts, but if your charisma and/or faction reputation is low, that percentage goes down. High level thefts are always going to be hard to get away with. Think high risk, high reward. Please tell me what you think. I have no experience with modding; I've just been setting up my mod load order for my NV play through and thought this would be a mod I'd really love to see. :geek:
  11. Hi guys, I've recently started compiling lists of mods for Skyrim, and thought I'd share this here. I wrote a bunch of them, and you'll find the links below. Of course, everything is subjective, and these are just my list of the best ones. Let me know what you think! Top 10 Skyrim Mods That Make NPCs Look Better Top 10 Skyrim Mods That Add New Races Top 15 Skyrim Best Dragon Mods That Make The Game More Exciting Top 10 Skyrim Mods That Add New Lands Top 25 Skyrim Mods That Add New Quests
  12. Veteran Fiend Combatants FF001E86 Spawns with a pack of Fiends who are also fellow sponges. Breaks immersion instantly. I have about 200 mods running perfectly fine after extensive testing, but this is the only thing left to remove.4
  13. Suddenly, after years of playing Oblivion with TWMP mods installed, I'm having all sorts of NPCs showing up, following me around, entering into my home(s) and basically anywhere I happen to be! AND they're ALL from Skyrim Improved! Why is this happening? If this continues, I'll have no choice but to start disabling them using the command console or removing the mod altogether...something I'd rather not do as I will lose that land to the north. A big thank you to anyone who can figure this out!
  14. Hi, What is the longest real time and game time you've ever played? I'm probably not going to start a new play through for several real-life years, as my character has goals regarding Fertility Mode. I'll call this the "long game". I suspect the average play though lasts way less than a game year and ~6 months in real time. It would be great if someone could develop a framework to place way more children (the average defender of the Alamo, in their 30's, had ~7 children) of all ages in Skyrim, who age gradually into adults, take up professions, marry, have kids, age, and die. I'm envisioning a play throughs that requires years of real time, and span decades of game time - refreshed by adventures/venues added by mods. I'd like there to be as much new and blossoming life as death in Skyrim. A part of this might be substantial game time (in wait black screen/save) to make potions (minutes to hours), craft items (hours (dagger) to days (plate cuirass)), and enchant items (days to weeks, months for artifact-level crafting).
  15. Hi modders, Can someone make a mod to add additional vendors to Akila City's entrance? There's a bunch of what looks like to be stalls at the entrance, but can't interact with any of the "citizens" standing there. It would add to the immersion if these NPCs were actual vendors pedaling their wares.
  16. I know I might be touching a sensitive subject here with appearance and all in 2024, but can someone make a mod to change the appearance of Office Wen Tseng? After going into UC Distribution for the millionth time, her face model is just so dead and horrible.
  17. Got a crash today and a crash yesterday. I was taking screenshots last night and deleted these draugrs trying to attack me since it was a clean save just for screenshots so I didn't care much for its stability. I saw one's AI got deleted but not his body so out of curiosity I walked up to him then my game crashed. Today, where I got this crashlog https://pastebin.com/UT6AeBMu, I was also near this imperial npc who was once again in my way of screenshots and crashed again. I have been wondering if ncps in my game are causing me issues as my game can sometimes freeze up when it's spawning the event of Aela and Farkas fighting off the Giant in Whiterun's outskirts. Sadly I am not very good at reading crash logs so I'm very lost. I tried to read the last thing that the game grabbed before it crashed but all I can see is references to NPCs. If useful here is my crashlog from last night: https://pastebin.com/CtfhZLN2
  18. I know this is information you can find on the internet after a 30 second search but I'm genuinely having issues using the console command to work or finding it. For context I don't want to equip weapons or armor on a character just add items to a npcs inventory like a potion or iron ingots. I've tried looking it up even asking chat GPT and the answer I get is to use the "player.additem" command while selecting the npc in the console however this does not work I've tried on multiple npcs. All the command does is add items to my player inventory not the selected npc, I know the ids are correct. I've tried other commands just to see if they work which they do. All the player command does is add items to the player rather than the npc. Replacing player with the NPC id base or ref just gives an error for being an invalid command. My question is how do I add items to a npcs inventory using the console? Am I doing something wrong or is it a potential mod conflict/bug?
  19. So I want to do a machine gun emplacement and I was wondering if it might be viable to make a custom turret instead of, IDK, freezing an NPC's movement or something.
  20. Hello everyone, I am a previous Fallout 4, Amazing Follower Tweaks user and I am brokenhearted that the mod appears to no longer be maintained. It goes without saying that I no longer use that mod, but it does so many things that I cannot find in any other mod. Its greatest assets appear to be its downfall...but I digress. One of the features I really loved about that mod is the fact that you could send an NPC to any home. I had 20 added in companions and they all had specific homes throughout the commonwealth, many of which were also modded in locations and houses that cannot be selected as a settler/NPC home within the vanilla framework. I think it would be a great idea to create a standalone mod that primarily has that feature. This feature is beneficial because you can set a specific player home for NPCS to dismiss them to as their default location. That means you can even set these dismiss locations in the middle of a random street if you wanted to, but ultimately means you can dismiss them to specific places anywhere in the commonwealth [exteriors and interiors alike]. This mod would primarily be beneficial for managing the homes for extra modded in companions and extra modded in player homes. For example sending an NPC home to a modded in player home like various Goodneighbor player home or one of my favorites the renovated Marlboro Mansion player home (by Elianora). It would even be usefeul for a random location that is not modded, like one of the many Red Rocket derelict gas stations found in the vanilla game. I hope everyone else finds this idea appealing and useful! Let me know what you think! I believe it would be a great addition to the Fallout 4 modding community.
  21. OK, so as most know, there are mods out there which contain poses and animations, which you can use on NPCs via console commands, rings that you equip them with, or via menus activated by your pip boy. Well, what if you were able to pose and animate NPCs yourself, In game? This would be great for bringing a bit of extra life to your settlements. I know this is a long shot, and I don't even know if it's possible, but hear me out anyway. So would it be possible to use a framework, similar to the Cheat Terminal or Amazing Follower Tweaks, which is activated via the pip boy after aiming at an NPC, then loading a widget or holotape, or by adding conversation options to NPCs which give you an option to pose and animate. This then opens up a command state similar to character customisation, but for the targeted NPC. From this state you can then manipulate the NPCs hands, feet, limbs, head and torso to create your own poses. Once you''ve placed the NPC into the desired pose, you then lock in that pose, to prevent the NPC, from being able to sandbox as per normal once you resume playing. You could than have an option to move the NPC so you can place a posed NPC anywhere you want and rotate them on all axis, to tweak the placement, as per Amazing Follower Tweaks. So if it's possible to pose an NPC, why not take it further and animate them. If you activate a posed NPC, it gives you an option to reset the NPC, ie, have them resume normal sandboxing, unposed, or, animate the posed NPC. I'm not sure how this would be possible, but perhaps by manipulating the limbs / torso etc, one at a time, during some form of recording phase, so you do one movement, set it, then a second limb, set it, then a third, and so on until you've made all the movements you want, then set those movements so they happen simultaneously. You can then do a second set, and however many you want, before finalising the whole manipulation so it repeats the movements when you resume playing. As I said, I don't even know if this is possible, if it is, or anyone knows an easier way to do it, I'd be interested to hear.
  22. I want (edit: Eight) things: 1. A mod that makes named and non-respawning npcs essential, but checks and accounts for events, making them killable in event scenarios (and potentially by the player. For example, if the player attacks them they will be marked for death. This mark will not appear if the damage done by the player is minimal, to avoid friendly fire problems. But if the player is targetting that npc, they will be marked for death, so they can die from any source. Preferably this status will be removed over time, and a notification will appear when this happens.) 2. A mod that gives ALL npcs smart health regen. A slow regen that occurs outside of combat, to prolong the lives of NPCS. This mod should also regenerate crippled limbs over time. Basically, unless there is a reason for them to hurt, due to a quest line or an event, they will have the illusion of being autonomous actors, and the next time you meet them a couple hours later in game time, they will have regenerated their health pool and cured their ailments. The regeneration probably wouldn't be enough to really make a difference while you hang out within a certain cell, but it will make the npcs refreshed for any future engagements you have with them. (An option to have a super regeneration and/or increased health for allies or "essential" npcs following the same criteria as the first mod I want, just so they don't fall in combat as often. Ideally both the regeneration and extra health would only apply to them if it's not the player attacking them, otherwise these features are disabled.) Alternatively, if it is easier, simply exiting a cell or traveling could heal all npcs back to full health. I do not know if this would cause any issues with combat and npcs regenerating mid-battle if they crossed cell-lines. Anyone who makes the mod will probably have better knowledge and better discretion than I do. Alternatively, if there was a mod that regenerated and healed npcs whenever you sleep, that would be cool too. I already found a mod that allows you to heal and use items on NPCS, so I don't really need a new one I don't think. https://www.nexusmods.com/newvegas/mods/66701 Plus there are other ones that allow npcs to use aid items. I will need to test that out and see if it negatively or positively affects combat. https://www.nexusmods.com/newvegas/mods/68742 3. A mod that in the event that someone does die, I want to receive a death notification for everyone that dies, except for respawning, unnamed npcs. I want to open a log and see every named, non-respawning NPC that is currently dead, and ones that have recently died. The reasoning behind this is I don't want anyone dying without me noticing. I want to get both a notification that a non-respawning, unique npc died, and a log that shows all of them that did die, listing how recently they died. I just want to keep track of NPC deaths, and make sure no one dies without my knowledge. Because it sucks to have someone die, and then hours later you find their corpse. 4. The ability to set npcs as essential and nonessential (a mod that gives me a command, although that is a vanilla command so speak up if you know of any issues with using the vanilla command) would also be really nice, on top of what I already described. Just so I can pick up where mod makers may have missed, or apply these effects to mod-added npcs. 5. A mod that lets me perhaps equip an item or toggle a setting with a keybind that allows me to see an NPC's full health statistics. Current health, max health, crippled limbs, etc. 6. A mod that is either a keybind or an item that highlights nearby interactable and lootable items, similar to the survivor's sense from Dying Light. https://dyinglight.fandom.com/wiki/Survivor_Sense EDIT: 7. A better quest log. This would list all of the in-game quests and hidden quests that I can complete, which will be updated once I have completed them. This quest log would be able to tell me about every quest name in the game. It would be sorted based on ones that are active and inactive, and ones that are incompletable. I found a reddit post asking for a similar product: https://www.reddit.com/r/Fallout/comments/pqi22b/quest_log_observe_all_quests_in_new_vegas/ 8. I want the ability to keep track and keep note of hidden quests. At the bare minimum, I want a quest log that is at least identical to the normal quest log, but for hidden quests. (Either a separate one, or incorporated into the default quest mod. Make sure that each hidden quest lets you know it is by default a hidden quest.) Also of course the ability to set hidden quests as your active quests along with receiving the quest markers you would associate with them. This mod would be compatible with 7. or at least 7. includes the functionality of 8. 8. has all the quests listed but organized in a UI friendly manner, mostly for completionists, and 7. is for people who prefer the mystery of coming across quests and are less of completionists but still want to be properly informed of the hidden quests. If anyone knows about these mods and if they exist somewhere, let me know.
  23. I was wondering how I would go about making npcs in an interior hostile if I would to fire any weapon. I have about 10 different interiors in which the player can enter with a lot of npcs in it, but I want to make it so firing your weapon results in a penalty of npcs either being hostile or warning the player to stop firing initially before becoming hostile. I found that if you make a wall or object in the interior an activator, you can make a damage system so then when you hit it, it can call to a quest stage that makes all npcs inside hostile. But to do that would be VERY tedious to convert every static model into an activator. Is this my only solution or am I missing something here?
  24. Omg Mihail totally removed all his mods temporarily to work on them. Does this guy never stop? He is amazing! How many of yall totally get needing to remove them for stress life? Cause I totally do.
  25. I have been trying to find out how to successfully change the outfits for the NPCs specifically Bernard and Robard to change their armor. I have tried changing the item codes for their presets in the game's files according to some instructions I've managed to find online but nothing has worked (I never crashed or broke the game either--just nothing happens). Does anybody know a better way to do this or could maybe just make a mod for it? I can't be the only player who has been bothered by how accomplished knights like Robard and Bernard don't have more complete plate and mail armor. I mean, seriously, they are almost ridiculously outmatched in gear compared to many bandits! You'd think Bernard could at least afford some mail leggings and why doesn't Robard have any mail on other than a little mantle? It doesn't make any sense!! Can someone please help provide some detailed instructions or suggestions on how this can be done so it will work and hopefully clarify what I have apparently been missing?
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