Im hoping someone might be able to help with these issues that i have been stuck with :
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Non hitscan weapons deal no damage outside of VATS due to an engine bug. Ive tried using a script attached to the weapon to manually call the explosion, but the script will only fire if the weapon does at least 1 damage, and it needs to fire every time it hits something (such as firing a missile launcher at the ground). Does anyone have any ideas how to do this? -
Sometimes the game incorrectly shows you as in CAUTION or DANGER mode even though there are no enemies around or they cannot possibly detect you (happens very often in old world blues for some reason). Is there a way to get it to reset to normal (through console commands, etc?)
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There's another version of this bug where a detection event occurs but never expires for some reason, so enemies keep switching from normal to caution mode and back again infinitely. Happens most often when they discover a corpse and then keeps walking around, holstering and un-holstering their weapons as they switch from normal to caution and back again. They NEVER stop doing this. Using stopcombat, resetai and resurrect on the bugged actors does not work.
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Anything related to how factions check for reputation loss from killing their members. Currently if you kill someone with no witnesses around and the kill isn't made with a silent weapon, the faction magically knows about it anyway, which is similar to how it was in Oblivion. I remember there was a oblivion mod that fixed it, but the faction system in NV is different and i can't find anything in the GECK that controls how the AI react to things like this. -
Is there a way to get a script attached to a weapon or ammo to check to see who is using/holding it when it is fired? I've tried using GetSelf, GetContainer and GetOwner, but GetSelf only returns the weapon's target and the last two return <no name>. -
Is there a way to mass update a whole bunch of NPCs/creatures, for example by changing their base health via a script or something? I mean yea, you could write a script and individually write down every single editor ID, but that would take forever, and i want to do it for every NPC at least. -
What is the easiest way to replace a NPC/creature with another version of it when a particular quest variable or global variable is triggered? I can't see a way to do this using leveled lists unfortunately. -
I changed fAutomaticWeaponBurstFireTime from 1 to 100, this makes the AI fire all automatic weapons in full auto mode (they usually on fire in bursts) till they need to reload. However this breaks the AI and now they refuse to equip flamers and incinerators if they have any other weapons, such as enclave hellfire troopers always switching from their heavy incinerators to their plasma defenders, even if the heavy incinerator does more DPS. Does anyone know why this is happening and how to fix it?
Mesh/Animation related questions :
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The incinerator and heavy incinerator fire multiple shots in VATS, but only use 1 ammo each time. It seems to be something related to their mesh, because if i change them to use the gatling laser model, they work fine. Does anyone know what could cause this? -
Some meshes seem to have weird targeting issues in VATS :
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The Deathclaw Mother's VATS head area is the neck, instead of the head -
Enclave scientists have 0% hit chance for their torso and les -
Enclave soldiers in mark 1 advanced power armor have their left thigh highlighted when you target the head
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Also i can't figure out why this script to make companions forceflee when their HP drops below 20% won't work...anyone have any ideas?
http://pastebin.com/YjF5G9yt
Ive tried setting the companion to brave confidence level but that doesn't seem to change anything.
