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Cyberware 2281
When ADS with the red dot sight on the mp5 ("police submachine gun") while the Nanobots stealth field is active, an oval in the middle of the red dot sight holo panel is covered with the stealth field texture, and the dot disappears, making it impossible to aim.
Not necessarily a bug, but probably an unintended visual conflict. Not sure if it's an issue with Cyberware or with Another Millenia.
Here's my load order (VNV+MEG): https://pastebin.com/jHGt6Nuk
Not necessarily a bug, but probably an unintended visual conflict. Not sure if it's an issue with Cyberware or with Another Millenia.
Here's my load order (VNV+MEG): https://pastebin.com/jHGt6Nuk
1 reply, 2 total
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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Thank you for the clarification. Seems the only scripts that mention the control is CWxScannerQuestScript and CWxScannerStop, so I went ahead copied the scripts into an override esp and made the changes there but it doesn't seem to change the key even though the new file is overriding the old scripts. Did I miss anything or should I just have edited the original scripts?
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.
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.
1 reply, 4 total
In CWxScannerQuestScript, you have five calls:
(I'll probably add the option to change it in the next patch, I just don't know when it's going to happen.)
SetOnControlDownEventHandler CWxScannerOnScan 0 5
EnableControl 5
set iControl to GetControl 5
SetOnControlDownEventHandler CWxScannerOnScan 1 5
DisableControl 5Make 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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First, install GECK Extender https://www.nexusmods.com/newvegas/mods/64888
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.
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.
1 reply, 4 total
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+.
1 reply, 3 total
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.
1 reply, 3 total
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1 reply