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spligitmoose

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  1. I'm at my wits end trying to make a script that passes a certain amount of in game time or even makes the player sleep/wait for that amount of time after activating an object. The Creation Kit wiki has this function: SetPCSleepHours iHours but I can't get it to compile in any variation of function usage. Here's my script atm: It's supposed to check if the player is combat, add items to their inventory and then pass time after the object the script is attached to is activated. It's an edit of Bethesda's DeafultAddItemOnActivate script which worked perfectly well but now I want to add the time component. Thanks in advance for even looking this over.
  2. The previous creation kits have had a "find a replace" function that I've used extensively. I completely forgot about Xedits script functions. Looking into it now but if you've got links handy I'd appreciate them.
  3. This looks like what I'll have to do. Sort through all of the Cells in FO4edit looking for cars and replace them with containers -.- It'll be so much easier when the creation kit comes out.
  4. Rather than copying an existing container I simply added a new container to the .esp using FO4edit's menus and then filled in all the same details as the static. Then I changed the containers formID to override the movable static, expecting it to then replace any references of the static with the container, similar to how you would change the texture of the a base item gun that would then be used in all references.
  5. No pop up errors that I'm aware of. In the messages tab I get "Warning: Record [MSTT:001B2DB3] in file Fallout4.esm is being overridden by record [CONT:001B2DB3] in file carsalvage.esp." but that's what I want it to do.
  6. Yo, I'm struggling with understanding what FO4Edit is showing me. I created a container that has the same model as a static object in the game because you can't change and objects base "signature". I then changed the containers formID to the same as the static object as to create an override, hoping this would replace all the statics using that ID to the container if the mod was loaded. However I'm now faced with FO4 edit showing me a completely blank column for my modded container which I cannot edit. http://puu.sh/mcgsw/aa1e9c5544.png Have I greatly misunderstood this process or is there some background wizardry I've missed? Thanks in advance.
  7. After some mucking around your solution worked brilliantly NorthHare. Thanks for the tip. The only issue is it doesn't work if you load a file that has already completed Laid To Rest but I should be able to figure that out.
  8. So there isn't usually a player house in Morthal available but after Laid To Rest Alva's house is just left there so I thought I'd make an easy conversion but I need some help with script to get it to do what I want. The pseudo code for what I want is something like: if Quest Laid To Rest complete set *door teleport to alvas interior* to *cleaned up players interior* That seems like the easiest way to set things up but I have no idea how papyrus works. This allows for a cleaned up and player-customised interior after the mission rather than just switching the ownership of Alva's gross vampire house. Any advice appreciated.
  9. If someone could come up with a script that would bring up a menu that would let you choose between picking the lock or using explosives, telling you what explosives skill you need and checking if you actually have some explosives in your inventory I'd be willing to do the hard slog to implement it into all the doors or what ever else needs to be done.
  10. I'm happy for anyone to try and port my mods, as long as they give me a heads up first. I'd like to do it myself though because I want to tweak and expand things. Also I have heaps of other mod ideas that i never implemented in FO3. On the torrent comment, I agree. I like to support the games industry when I can. Some one actually sent me a PM telling me not to buy it but to torrent it because it's not worth it... I think these people need to take a step back and re -evaluate why they are playing games if they "Aren't worth it"
  11. This will probably get me banned for even hinting at it in the description. Anyway, I have received requests to port my mods from FO3 over to NV how ever I am... financially indisposed at the moment and so haven't bought the game. It's $90AUD on steam! So I thought I'd put a call out for anyone willing and able and kind and who really wants my mods to put a bit of their own cash towards them. You can paypal it to me via [email protected]. I realise a lot of you will just think I'll bugger off with the money, and that's a valid assumption. But I am pretty keen to get back into the modding scene and would greatly appreciate even the smallest donation to make me cave to peer pressure.
  12. Ok! I've got an Idea! It uses a laser rifle, a conductor, a fission battery and a motorcycle hand break, the idea being that when you fire the laser, electrons arcing across the terminals of the conductor are pushed along the photon stream, leading them to the target, which it then stuns. However, through the tampering that the player performs, it reduces the power and firing speed of the laser rifle. The motorcycle handbrake acts as a sort of safety switch that has to be held down for the whole gun to work, 'cause dropping it could make it discharge if the circuit is closed (insert other techno babble here). Here is a mock up i made in the GECK:
  13. You can load more then one thing into nifscope?! AWESOME! I'll get cracking. Still need Ideas on what or how the gun should fire though...
  14. I'm putting this request in, instead of doing the hard yards myself :P I was wondering if anyone could re-texture the railway rifle to look more like i integrates energy weapon components, or go one better and make a completely new mesh. Then if you really feel like showing off, maybe even adding in schematics and a workbench script. I'm still not sure exactly what the custom energy weapon should fire though, so lets get some ideas for that rolling too.
  15. I'm getting really frustrated at the fact that I can upload an original mod, built around an idea that I know I haven't seen on FO3Nexus before, only to have it bumped of the recent uploads list in a day by a million other "AK47!", "Power armor retex" and various other commonly occurring mods. I may just be being selfish and self important, but surely there are plenty of other modders with original ideas and half decent mods that get annoyed at this too. I guess what I'm getting at is I wish people would look through the database before creating and uploading a mod that already exists. Case and point is the Lever Rifle mod, and a mod I got to increase what you can give to the Outcasts. I thought they would make great mods, so I went looking instead of creating first. I'm all for creating, but it's like if you built 2 Sydney Harbor Bridges, one after the other, next to each other, but built by different people. The first bridge people would admire and cherish, the second people would think was just a copy. Then if a third, totally revolutionary bridge was built, the people would just think "Oh, great, ANOTHER bridge...". See what I'm getting at? I just felt the need to vent. That is all. Feel free to vent with me.
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