Cyberware 2281
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Hey, sorry in advance if this has been asked before but is there a way to change the hotkeys, specifically for the AR scanner? I'm in FNVEdit looking at all the CWxScanner script sources but can't find any references to the activator key other than maybe "EnableControl 5". I feel like that might be it since '5' is the "IsControlPressed" designation for 'Activate' but I'm not really too knowledgeable on this stuff and don't want to assume anything.
Just want to change the key to something else so I don't have to mess with B42 Contextual Leaning's keys (it uses Q and E to lean left and right respectively so having the scanner also on E is kinda inconvenient).
Just want to change the key to something else so I don't have to mess with B42 Contextual Leaning's keys (it uses Q and E to lean left and right respectively so having the scanner also on E is kinda inconvenient).
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Thanks for forcing me to make a whole new account for a website I'll never use to get this one derivative mod, coming from NMM. The FNV modding community is so dramatic.
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You are welcome.
game crashes when i buy an implant from moira brown
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Not a Cyberware issue. When you acquire your first implant, you receive a note with it, this triggers a crash in one of DLL plugins.
(Posted on the TTW Discord.) The crash may be caused by NVHR. Go to Fallout New Vegas\Data\NVHR and replace nvhr_avx2.dll with this one. If the issue persists, make a copy with name nvhr_avx512.dll and copy it, too.
(Posted on the xNVSE Discord.) The crash may be caused by multiple SetOnNoteAddedEventHandler listeners. Update JIP LN to 57.30+.
(Posted on the TTW Discord.) The crash may be caused by NVHR. Go to Fallout New Vegas\Data\NVHR and replace nvhr_avx2.dll with this one. If the issue persists, make a copy with name nvhr_avx512.dll and copy it, too.
(Posted on the xNVSE Discord.) The crash may be caused by multiple SetOnNoteAddedEventHandler listeners. Update JIP LN to 57.30+.
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Got the same issue as blazingwolffang and replacing the .dll files didn't help. The game was still crashing whenever the first acquired implant was bought from a store.
However, if said first implant was gotten as a world object (like the one from Doc Mitchell's house), the note was added with no issues and there was no crash.
However, if said first implant was gotten as a world object (like the one from Doc Mitchell's house), the note was added with no issues and there was no crash.
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Iirc there was also an issue with the "Hide Equipped Items in Barter" Stewie's Tweak, try to disable that.
Cyberware cannot cause a crash, because it's an OBScript mod, it simply does not work on a level sufficient for that. It's always an issue either in the engine, or in a DLL mod.
Cyberware cannot cause a crash, because it's an OBScript mod, it simply does not work on a level sufficient for that. It's always an issue either in the engine, or in a DLL mod.
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Just checked, that one setting was already disabled. In the meantime, finding an implant in the world will be my workaround. But I appreciate the suggestion.
i tried to use the perks form id with player.addperk it doesnt work yes i removed the xxs and tryed to replace them with 0s and ran it normally.
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Yes, the perks won't work just by adding them in console, and I never said they would.
If you are referring to FormID's in the speadsheet, they point to MISC items (not perks), which you can add with player.additem and then install visiting a doctor.
If you are referring to FormID's in the speadsheet, they point to MISC items (not perks), which you can add with player.additem and then install visiting a doctor.
Just curious, how do I add it manually? I use vortex mod manager and I have disabled the cyberware portion of PN but unsure if I make a specific mod folder or add it to the PN?
Great mod - finally implants are fun to use :)
10/10
10/10
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I read that you shouldn't mess with the original scripts of a mod and use an override esp instead to avoid potential problems, so thats why I did it that way.
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Make sure to change all of them. Did you compile your script in the GECK? If you did this in xEdit, it won't work, it only updates the source field.
(I'll probably add the option to change it in the next patch, I just don't know when it's going to happen.)
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Find "Script" in the category tree on the left (CWxScannerQuest is in "Quest").
Find the scripts using the quick search field.
Edit and save the scripts.
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