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rockitten
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That may explain some idle

That may explain some idle glitches I am having now.......

 

Can anyone tell me what is the ID for the teammate faction in FNV, I can't find it on google.....

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AddToFaction 00046312 (team


AddToFaction 00046312 (team faction)    is the reference I found.  I haven't tested it

Et. Al
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Not sure why as it seems a

Not sure why as it seems a bit odd but when I give Brisa a hat she puts it on, takes it off in a loop about 6 times or so before leaving it off.

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I'm using Brisa in

I'm using Brisa in conjunction with the Bittercup companion mod from here: http://www.loverslab.com/topic/31582-bittercup-companion-ttw/

Brisa keeps shooting her in the face any time we get into combat. I'm not sure who's fault it is so I'm reporting this there too.

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Kainschylde wrote:

Kainschylde wrote:

 

I'm using Brisa in conjunction with the Bittercup companion mod from here: http://www.loverslab.com/topic/31582-bittercup-companion-ttw/

Brisa keeps shooting her in the face any time we get into combat. I'm not sure who's fault it is so I'm reporting this there too.


Kain, I don't use Bittercup and Brisa attacks other companions like Willow. It's Brisa. 

Cocaine is a hell of a drug.
- Rick James.

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Hi, I just started my TTW

Hi, I just started my TTW journey with Brisa she works well and I'm happy not to lose her when playing TTW. I was wondering if you have any plans to offer a hair change plugin for project beauty (aka TTW Redesigned) in her TTW version as well? I noticed there's plugin for lings but I don't use lings I find it a bit over the top with the outfits and hairs

If not that's cool too - woo't know until I ask, right :)

Kill me again or take me as I am, for I shall not change.

rickerhk
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Was she in passive mode at

"I'm using Brisa in conjunction with the Bittercup companion mod from here: http://www.loverslab.com/topic/31582-bittercup-companion-ttw/

Brisa keeps shooting her in the face any time we get into combat. I'm not sure who's fault it is so I'm reporting this there too."

Was she in passive mode at the time?

rickerhk
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Was she in passive mode at

"Hi, I just started my TTW journey with Brisa she works well and I'm happy not to lose her when playing TTW. I was wondering if you have any plans to offer a hair change plugin for project beauty (aka TTW Redesigned) in her TTW version as well? I noticed there's plugin for lings but I don't use lings I find it a bit over the top with the outfits and hairs

If not that's cool too - woo't know until I ask, right :)"

Now that a TTW version is available I will look at it the next time I update this mod.

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rickerhk wrote:

rickerhk wrote:

 

"I'm using Brisa in conjunction with the Bittercup companion mod from here: http://www.loverslab.com/topic/31582-bittercup-companion-ttw/

Brisa keeps shooting her in the face any time we get into combat. I'm not sure who's fault it is so I'm reporting this there too."

Was she in passive mode at the time?

Rick, I use Brisa too and she constantly fights with Willow. So it may be her. Try leaving one of them at home and bringing along another follower and see what happens.

Cocaine is a hell of a drug.
- Rick James.

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Brisa fights with ED-E too,

Brisa fights with ED-E too, just sayin' :)

Kill me again or take me as I am, for I shall not change.

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In m,y last play through (TTW

In m,y last play through (TTW 2.4) I used Brisa almost exclusively in CW, but towards the end when i got other companions, she did often 'glitch' and attack any other companions I had.  We talked a little about it on the thread back then, and I believe it was guessed at a scripting issue where Brisa is in the player faction not the team faction or something like that.    The behavior also happened after heading west, and eventually I parked her as a 'home guard' while i completed my run. 

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im going to restart my play

im going to restart my play through just to have her with me. my only small gripe is her lack of complete voiced acting. but only so much can be done. love this follower by the way. so far my favorite converted companion mod from fallout 3.

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found an incompatability

found an incompatability between this and Fallout Character Overhaul. for some reason her eyeball tracking gets messed up, OR maybe the center point of her eye gets registered wrong. either way the result id as if she is ALWAYS trying to stare at something like 90 degrees to the right of where her head is pointed. soon as i uninstall Fallout Character Overhaul, it goes back to normal. gonna play with the load order abit, see what i can do. but could someone be kind enough to look into this?

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FCO has known issues with

FCO has known issues with eyes. There's a fix around the forums somewhere for it.

rickerhk
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Regarding Brisa's aggression
Regarding Brisa's aggression with other followers, is she in passive mode when this happens, and if you turn off passive mode, does the problem go away? It would help if someone could confirm this.   Regarding FCO - without having looked at that mod I would guess it changes the eye mesh so Brisa's eye textures no longer line up? So I would assume it has it's own eye textures? If that were the case, as a temporary fix you could pick an FCO eye texture and copy it to \textures\RHKBrisa\Yoshikinakota\eyebrownf.dds as a test. If you have the Lings plugin make sure you pick one that has brown eyes.
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Yeah it's because FCO uses

Yeah it's because FCO uses two eyes instead of just one I guess so the texture gets split between the two. That should fix it I assume.

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I don't think this works with

I don't think this works with version 2.8.1, either that or I'm doing something wrong.  The game just sits on the title screen with no menus or anything.  The mod installed, properly from the looks of it too, but it just doesn't want to load.

EDIT: Never mind, I found the issue, and this mod DOES work with 2.8.1, she's even at my birthday party.

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I'm using the most current

I'm using the most current version, 105 beta, and the pacifist bug is back. Brisa will pull her gun and run around yelling threats, but she won't pull the trigger even when being attacked.

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rickerhk
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Kainschylde wrote:

Kainschylde wrote:

 

I'm using the most current version, 105 beta, and the pacifist bug is back. Brisa will pull her gun and run around yelling threats, but she won't pull the trigger even when being attacked.

Any particular weapon? Or all weapons?

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All weapons, or at least all
All weapons, or at least all the ones I tested. I went through about 5 or 6 vanilla and 2 or 3 mod added, mix of pistols and rifles regular and energy. She will equip just fine, go aggro and start yelling combat taunts while aiming the weapon, she just won't pull the trigger.

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rickerhk
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Kainschylde wrote:

Kainschylde wrote:

All weapons, or at least all the ones I tested. I went through about 5 or 6 vanilla and 2 or 3 mod added, mix of pistols and rifles regular and energy. She will equip just fine, go aggro and start yelling combat taunts while aiming the weapon, she just won't pull the trigger.

I think there's a bug somewhere where her NPC script ranged/melee variables get out of sync with her package variables, and because the packages are forcing ranged or melee through combat styles, there is an AI conflict. Have you tried switching her to a melee weapon, exit dialog and wait a few seconds, then switch her back to a ranged weapon?

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I have not. I'll give it a

I have not. I'll give it a shot when I get home, I'm at work right now.

 

Edit: So I switched her to melee not just for a few seconds but for a couple battles. Battles where she refused to use the melee weapons I gave her and continued her act of brandishing her sledgehammer and yelling threats but refusing to swing. And after switching back to guns she's still screaming but not shooting.

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Amazing work porting and

Amazing work porting and enhancing her for TTW, the only thing that would make it better would be having a proper voice actress for the character.

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@RicherHK

@RicherHK

I know you are very busy. 

Also thank you again for the Brisa mod and her TTW version I've used her in every playthrough since you uploaded. 

Would it be possible (since she is from the vault) to have her comment more on the events as they happen? Similarly in scope to the "Ties that Bind" mod? 

I know asking a lot, was however curious since quite a few of the NV followers will comment on story points due to their own quest lines etc. 

And again Thank you very much for sharing your work with the rest of us. 

If life is but a test, where's the damn answer key?!?!?

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I love this mod. This

I love this mod. This companion makes exploring the wasteland a little bit more vibrant. I have not tested this mod in the Mojave section, but I am it mostly works.  In addition, I do not have to hear a companion complaining about wanting Twinkies every little bit or belittle the choices I make(This happened in the mod creating the player`s sister). I enjoy that this character levels up with the player. I just have to be careful to make sure all my installed mods don`t crash the game. :) 

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I just have to be careful to

I just have to be careful to make sure all my installed mods don`t crash the game. :)

 

Don't we all buddy, don't we all...

rickerhk
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paragonskeep wrote:

paragonskeep wrote:

 

@RicherHK

I know you are very busy. 

Also thank you again for the Brisa mod and her TTW version I've used her in every playthrough since you uploaded. 

Would it be possible (since she is from the vault) to have her comment more on the events as they happen? Similarly in scope to the "Ties that Bind" mod? 

I know asking a lot, was however curious since quite a few of the NV followers will comment on story points due to their own quest lines etc. 

And again Thank you very much for sharing your work with the rest of us. 

It's been awhile :)

I've been working on an update intermittently when I need a break from Project Brazil. The update is almost ready. It will require the JIP NVSE Plugin because that provides true passive mode - (thanks, Jazzisparis!). As a result,  a TON of scripts had to be updated to remove all the SetGhost garbage. The new version will also know if JIP CCC is installed in an effort to work more seamlessly with it - just a few things will adjust at first but more in a future update.

As far as quest aware dialog, I would really like to do it - but a lot of people are put off by silent dialog. Though an option to turn it off wouldn't be too hard.

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Awesome to hear!!!!

Awesome to hear!!!!

If life is but a test, where's the damn answer key?!?!?

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Excellent. . . she is back. .

Excellent. . . she is back. . .

well she fix herself after battle so powersnaps its disabled

as then when we camp outside i can sleep on the bed. . .

i just had notice 2 things

i use the TiesThatBind mod in some times

she keep shooting amanda until i change her agresivity off

and of cource that she its inmune to sexout or unethicaldeeds

 

can one set a variable or something to NOT SHOOT other companions

since amanda of cource hurts her on the battle by mistake

but after the battle only runs away from us for brisa's hot head

 

its there a variable to change to make her. . . more. . . friendly?

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This is a somewhat unusual

This is a somewhat unusual question because it involves tampering with the mod...

I made an override .esp with NVEdit, copied her NPC record and set her max level to 99. It seemed to work except now, at level 41 (maybe earlier but only now I noticed) , her full health has gone to 50 and stays there permanently.

Any ideas about what else affects health?

 

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R3n4n wrote:

R3n4n wrote:

since amanda of cource hurts her on the battle by mistake

but after the battle only runs away from us for brisa's hot head

 

its there a variable to change to make her. . . more. . . friendly?

The next update should fix the aggression problems. She'll be in the same factions as the vanilla followers and always stay that way even when she is passive.

rickerhk
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gnarlyfingers wrote:

gnarlyfingers wrote:

 

This is a somewhat unusual question because it involves tampering with the mod...

I made an override .esp with NVEdit, copied her NPC record and set her max level to 99. It seemed to work except now, at level 41 (maybe earlier but only now I noticed) , her full health has gone to 50 and stays there permanently.

Any ideas about what else affects health?

 

I don't think it has anything to do with your override. The issue sounds familiar. I think somebody reported that on my Wendy Gilbert mod once. I don't know what could cause that except for an interaction with another mod. Click on her in the console and type: GetActorValueInfo Health <enter>  and let's see what that says.

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rickerhk wrote:

rickerhk wrote:

 

gnarlyfingers wrote:

 

This is a somewhat unusual question because it involves tampering with the mod...

I made an override .esp with NVEdit, copied her NPC record and set her max level to 99. It seemed to work except now, at level 41 (maybe earlier but only now I noticed) , her full health has gone to 50 and stays there permanently.

Any ideas about what else affects health?

 

 

I don't think it has anything to do with your override. The issue sounds familiar. I think somebody reported that on my Wendy Gilbert mod once. I don't know what could cause that except for an interaction with another mod. Click on her in the console and type: GetActorValueInfo Health <enter>  and let's see what that says.

Damn... "GetAVInfo health" says "SetAV override: 50". I probably checked at some time and typed setav instead of getav. Any way to undo this in a savegame?

Checking with GetAVInfo, all my companions have a "setav", so I am guessing this is normal. Brisa has the following:

...Reference Base Value: 225.00 (auto-calculated)

...Derived Value: 220.00

...SetAV Override: 50.00

...Modifiers: Temp:0.00 Perm:0.00 Damage:00

By the way, she is level 41 (min:1 max:99), her level multiplier is 0.9, I am using JIP, and the problem most probably appeared when she leveled-up inside a DLC, either Anchorage or Mothership Zeta.

 

 

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gnarlyfingers wrote:

gnarlyfingers wrote:

 

rickerhk wrote:

 

gnarlyfingers wrote:

 

This is a somewhat unusual question because it involves tampering with the mod...

I made an override .esp with NVEdit, copied her NPC record and set her max level to 99. It seemed to work except now, at level 41 (maybe earlier but only now I noticed) , her full health has gone to 50 and stays there permanently.

Any ideas about what else affects health?

 

 

I don't think it has anything to do with your override. The issue sounds familiar. I think somebody reported that on my Wendy Gilbert mod once. I don't know what could cause that except for an interaction with another mod. Click on her in the console and type: GetActorValueInfo Health <enter>  and let's see what that says.

 

Damn... "GetAVInfo health" says "SetAV override: 50". I probably checked at some time and typed setav instead of getav. Any way to undo this in a savegame?

Checking with GetAVInfo, all my companions have a "setav", so I am guessing this is normal. Brisa has the following:

...Reference Base Value: 225.00 (auto-calculated)

...Derived Value: 220.00

...SetAV Override: 50.00

...Modifiers: Temp:0.00 Perm:0.00 Damage:00

By the way, she is level 41 (min:1 max:99), her level multiplier is 0.9, I am using JIP, and the problem most probably appeared when she leveled-up inside a DLC, either Anchorage or Mothership Zeta.

 

 

In my game she doesn't have a SetAV override value. Just a base value of 225 and a derived value of 25 that adds to 250. For you, her health should be 225 + 220 = 445. I don't have JIP installed in my current test game yet.

To fix it properly, go into her revive options and set it to 'always revive', so essential is turned OFF. Then kill her and let her revive. Since her health is only 50 just go 'damageav health 75' to kill her.

Another temporary way is to setav health 445. But as you level up the higher derived value won't add to her health.

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rickerhk wrote:

rickerhk wrote:

 

gnarlyfingers wrote:

 

rickerhk wrote:

 

gnarlyfingers wrote:

 

This is a somewhat unusual question because it involves tampering with the mod...

I made an override .esp with NVEdit, copied her NPC record and set her max level to 99. It seemed to work except now, at level 41 (maybe earlier but only now I noticed) , her full health has gone to 50 and stays there permanently.

Any ideas about what else affects health?

 

 

I don't think it has anything to do with your override. The issue sounds familiar. I think somebody reported that on my Wendy Gilbert mod once. I don't know what could cause that except for an interaction with another mod. Click on her in the console and type: GetActorValueInfo Health <enter>  and let's see what that says.

 

Damn... "GetAVInfo health" says "SetAV override: 50". I probably checked at some time and typed setav instead of getav. Any way to undo this in a savegame?

Checking with GetAVInfo, all my companions have a "setav", so I am guessing this is normal. Brisa has the following:

...Reference Base Value: 225.00 (auto-calculated)

...Derived Value: 220.00

...SetAV Override: 50.00

...Modifiers: Temp:0.00 Perm:0.00 Damage:00

By the way, she is level 41 (min:1 max:99), her level multiplier is 0.9, I am using JIP, and the problem most probably appeared when she leveled-up inside a DLC, either Anchorage or Mothership Zeta.

 

 

 

In my game she doesn't have a SetAV override value. Just a base value of 225 and a derived value of 25 that adds to 250. For you, her health should be 225 + 220 = 445. I don't have JIP installed in my current test game yet.

To fix it properly, go into her revive options and set it to 'always revive', so essential is turned OFF. Then kill her and let her revive. Since her health is only 50 just go 'damageav health 75' to kill her.

Another temporary way is to setav health 445. But as you level up the higher derived value won't add to her health.

It won't let me do the "not essential - always revive" trick, probably because I do not play hardcore. So setav seems the only option, which I'll have to repeat with every levelup.

But there is still the puzzle. Who and when slapped a setav override to all my companions. It seems to be higher than the sum base+derived, for example for Veronica it is 500 and stays there.

In my last "healthy" savegame the followers were level 39 (just before I went on a roll doing the DLCs  reusing 3 savegame slots). I loaded that and tried to reproduce the setav health problem with repeated "advlevel" commands. No luck, they all level-up just fine. I wonder if there is any debugging/tracing/logging tool to tell me who did that.

 

 

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rickerhk wrote:

rickerhk wrote:

It's been awhile :)

I've been working on an update intermittently when I need a break from Project Brazil. The update is almost ready. It will require the JIP NVSE Plugin because that provides true passive mode - (thanks, Jazzisparis!). As a result,  a TON of scripts had to be updated to remove all the SetGhost garbage. The new version will also know if JIP CCC is installed in an effort to work more seamlessly with it - just a few things will adjust at first but more in a future update.

As far as quest aware dialog, I would really like to do it - but a lot of people are put off by silent dialog. Though an option to turn it off wouldn't be too hard.

Nice to see this mod is still being worked on. I'm looking forward to the next version.

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rickerhk wrote:

rickerhk wrote:

 

paragonskeep wrote:

 

@RicherHK

I know you are very busy. 

Also thank you again for the Brisa mod and her TTW version I've used her in every playthrough since you uploaded. 

Would it be possible (since she is from the vault) to have her comment more on the events as they happen? Similarly in scope to the "Ties that Bind" mod? 

I know asking a lot, was however curious since quite a few of the NV followers will comment on story points due to their own quest lines etc. 

And again Thank you very much for sharing your work with the rest of us. 

 

It's been awhile :)

I've been working on an update intermittently when I need a break from Project Brazil. The update is almost ready. It will require the JIP NVSE Plugin because that provides true passive mode - (thanks, Jazzisparis!). As a result,  a TON of scripts had to be updated to remove all the SetGhost garbage. The new version will also know if JIP CCC is installed in an effort to work more seamlessly with it - just a few things will adjust at first but more in a future update.

As far as quest aware dialog, I would really like to do it - but a lot of people are put off by silent dialog. Though an option to turn it off wouldn't be too hard.



I don't mind the silent dialog, as long as it's understandable and she has the proper reactions. BTW, I must say I really appreciate all your hard work on Brisa, especially converting her to TTW. 
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I am having a problem Brisa

I am having a problem Brisa will wear nothing but the vault suit if i give her something new she wears it intil i quit game if i reload save se is back in vault suit ... and when she jumps in water she takes that off and stays that way I have to quit without saving to get her back in vaultsuit... 

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Do you know if you can add

Do you know if you can add additional immersive things in the New Vegas version after the bug fixes update? She is sort of awkwardly just there when I wake up in Doc Mitchell`s house. 

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If you don't know how to add

If you don't know how to add conditions to the start of a mod, it's often better to leave them off until you reach the part of the "story" where you wish the mod to start. Turn off that companion mod until you leave Doc Mitchell's place, save, exit, turn on the mod, go back and now she's waiting patiently OUTSIDE his house. :)

I do that for a LOT of mods, especially in Skyrim.

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Until Project Brazil is

Until Project Brazil is completed, we will at most RARELY hear from RicherHK cause that project is taking most, if not almost all of his time these days. But I have confidence cause even today, people are still modding New Vegas.

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I <3 Brisa. Preferably I`d

I <3 Brisa. Preferably I`d keep her as my companion throughout TTW, even if it means having to learn how to make adjustments.

a2937
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I have a feeling that it`d be

I have a feeling that it`d be relatively simple to port the Project Beauty optional plugin to TTW. Just use the new ProjectBeauty.esm master in FNVEdit; add the required masters, sort them, run the TTWConversion script, and check to see if everything looks nice in the GECK. 

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