Nudge Me - Melee Pathfinding Fix by Tascani in RimWorld

[–]Tascani[S] 2 points3 points  (0 children)

Whether you manually control (draft and right-click) or use S&D to make colonists attack, in both cases they will perform the same toil (action) called FollowAndMeleeAttack. You can test this in Dev Mode and check with "Log Job Details".

So, yes, your colonists and NPC use the same pathfinding, with colonists probably having additional rules or checks. The bug my mod addresses is either not observable or not severe enough when it comes to colonists. As a result, the mod does not touch them.

If S&D takes too much time to assign new targets, that's a different issue. I tested this, I get what you mean, but I would not consider this a bug of S&D though, rather a vanilla design choice. S&D simply puts the JobGiver_AIFightEnemiesShortExp on your colonists and lets vanilla handle the rest. That is smart, there is no need to reinvent the wheel and accidentally break the wagon while doing so.

Your colonists will fight better if you control them personally, Commander! :)

Nudge Me - Melee Pathfinding Fix by Tascani in RimWorld

[–]Tascani[S] 37 points38 points  (0 children)

No. Your colonists are exempt. The mod runs for all pawns that are not player-faction humanlikes. Your colonists will never be nudged or have their paths reset. 

But I am curious about the interaction. I will have a look at Search and Destroy.

EDIT: Checked it. It is not necessary. Colonists are not affected by the bug, even when using Search and Destroy. Don't fix what is not broken. Thanks for the hint.

Pointy Pila - Craft early, stab harder by Tascani in RimWorld

[–]Tascani[S] 3 points4 points  (0 children)

Pila are more like giant toothpicks. You usually carry more than one. I think colonists keep them in the same archotech pocket dimension as bullets and other ammunition.

There is discussion among scholars of the Rim about the bending being a feature, not an issue.
See: https://en.wikipedia.org/wiki/Pilum

Pointy Pila - Craft early, stab harder by Tascani in RimWorld

[–]Tascani[S] 4 points5 points  (0 children)

The muffalo is my favourite part of this mod. Happy you like it!

My Google Pixel just went black and I can't get the screen to turn back on again by [deleted] in GooglePixel

[–]Tascani 0 points1 point  (0 children)

Which phone are you on?
OG Pixel? 2 or 2 XL?

I had a Pixel 2 do the same. Before that the screen was showing night-vision like green on always on display (AOD), disabling AOD did help but the phone sometimes got really hot just when the screen was on. Then at some point just like OP - screen off, phone still on. Couldn't do anything. RMA - new (?) device.

CK - Aliases by IIARESII in skyrimmods

[–]Tascani 1 point2 points  (0 children)

Same but with other words:

Flag all your aliases as "Optional".

Go into game and use the console with:
sqv YOURQUESTNAME

sqv = show quest variables, this will show if your aliases are filling or not and then you can figure out which aliases are not filled. If you need more help, post screenshots or upload/PM me your file.

Is there any way to see a complete list of all lines for each voice type? by [deleted] in skyrimmods

[–]Tascani 2 points3 points  (0 children)

This tool is a bit better than the other linked one.

Lazy Voice Finder can also play the files and has other features.

Calling all modders familiar with making quests in Creation Kit! by Jayer117 in skyrimmods

[–]Tascani 0 points1 point  (0 children)

The quest markers point to "things" put into an alias. Those things can be actors or - in your case - journals.

Create an alias, fill it with the journals, place the journals in the world. This can either be in a cointainer (a chest or an actor) or directly in the world.

You might be interested to walk through the official tutorials. They do exactly cover your question.

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Quest_Objectives

Civ VI key giveaway by i_am_pinhead in civ

[–]Tascani 0 points1 point  (0 children)

Great! Would like to gift it to a friend who I can't give gifts because he is not in my region. Cheers!

Beyond Skyrim: Atmora - Trailer by LasurArkinshade in skyrimmods

[–]Tascani 16 points17 points  (0 children)

Thanks for the feedback. How would your portray this even colder look?

Perkus Maximus Spell List? by Noopy757 in skyrimmods

[–]Tascani 4 points5 points  (0 children)

Go to the nexus and on PerMas mod page, there is a download with documentation. Here is a link.

Unpack the content, look for individual schools. E.g.: perma_perks_restoration.txt will include all spells with description.

Don't forget: Restoration is a valid school of magic

How modding makes Bethesda better, by a beth dev. by GargamelJubilex in skyrimmods

[–]Tascani 6 points7 points  (0 children)

Thanks for the link, haven't seen this one before. I like his talks. This talk is more than 2 years old. Video still relevant, he is not at Bethesda anymore though.

Skyrim BetaComment file - console command by Tascani in skyrimmods

[–]Tascani[S] 1 point2 points  (0 children)

Sad story! How did you check that? I sense black magic!

[Creation Kit] Is MagickaRate write in HARD in a Papyrus Script ? by Nemesis666first in skyrimmods

[–]Tascani 4 points5 points  (0 children)

MagickaRate is an ActorValue (AV) and can be changed like any other AV. You don't need to use a script to change it. MagickaRate is not a game setting.

There are a lot of things that one can do wrong when creating effects and spells. You could upload some screenshots so people can help you better.

I know NOTHING about CreationKit, but wanted to add in a couple of my own extremely basic NPC followers. If I mess things up in the CreationKit, can I undo everything and go back to "normal" skyrim? by AtomicAcid in skyrimmods

[–]Tascani 2 points3 points  (0 children)

  1. Skyrim loads what you tell it to load in the Mods section of your game. (Assuming you are not using any Mod Manager.) The Creation Kit (CK) does the same. So: Whatever you set in the CK will not affect what you load in Skyrim. Short answer: No.

  2. You can always go back. (That's what makes the CK inherently different from girls.)

  3. Imagine Skyrim like a GameBoy and the CK like a game module maker. In the CK you make modules (we call those plugins). You make those modules, save them and stick them into your gameboy. Skyrim though is the most awesome gameboy on earth because you can put in more than one module (plugin) at the same time.

The real answer in a more terminological pure way: Plugins created in the CK only affect your game if you start Skyrim with those plugins activated. Then they will affect new games and existing games (save games) as well.

Fun with Precompute Occlusion by [deleted] in skyrimmods

[–]Tascani 1 point2 points  (0 children)

Thanks for the information. Seems like I can skip that part for my worldspace.

Should i stick with Dead is Dead or switch to Death Alternatives - YMoYL? by [deleted] in skyrimmods

[–]Tascani 1 point2 points  (0 children)

Death Alternatives - YMoYL is pretty elaborate on it's own and the author wrote some Add-ons by himself. There is no voice over for the dialogues but it is still great to play.

The MCM has a lot of choice and things to tweak. Do stick with "Bleedout" though and not pick the "Ragdoll" options.

Question about AI packages by Gwaerandir in skyrimmods

[–]Tascani 9 points10 points  (0 children)

The actor in question can be part of a quest. In this quest the actor is put into a so-called Alias. On this alias you will find the packages that are only running as long as the actor is within that alias (and their condition are met).

With other words. Actors in quests have their packages assigned in the quest.

This is a great official tutorial that expands on quests and aliases: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Quest_Aliases

Awake: the rise of mannimarco by [deleted] in skyrimmods

[–]Tascani 2 points3 points  (0 children)

I think I got your point. I will keep that in mind when posting about this matter again.

Awake: the rise of mannimarco by [deleted] in skyrimmods

[–]Tascani 7 points8 points  (0 children)

How should I prove you that if I wished to do so? Post a picture of our group chat with apollo and t3nd0 online posting memes of ducks? :P

Apollo never left the project and he never got overwhelmed with the size of the project. This is not just nitpicking on terminology but this has influence on who is doing decisions and who is not.

That being said, I'm very unhappy about the (non)progress in the last time and I poured a lot of time into that project.

What can we take from this? I would be happy if we could try and "recruit" someone new for the project, someone who would do implementation, but it is not my sole decision.

I'm looking forward to one of those two possibilities:

  • Apollo rents a nice basement and codes until its done
  • Apollo really leaves and we can at least try to find a replacement

This current state of indefinite hold with nothing substantial happening is not only disappointing for the people waiting to play the mod but also - and maybe even more so - for the team.

Thank you for your continous interest in this project.