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shockwave171

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Nexus Mods Profile

About shockwave171

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  • Country
    Brazil
  • Currently Playing
    Fallout New Vegas, Skyrim
  • Favourite Game
    Fallout New Vegas
  1. No no you are doing it wrong and misunderstanding how it works. If you created a NEW RECORD on your mod it doesnt matter to the game since you didnt make a constructible object record referencing in the "created object" your new record which I assume its an object modification (OBJM) type record. The game first needs you to set the OBJM record to tell it what will be changed on the weapon/armor, assuming you didnt change the category which the modification will appear (its the "ap_somekeyword" at the beginning of the OBJM data entries) and set (or not) a keyword filter (usually starts with "ma_somekeyword" like "ma_laser" so it only shows for laser weapons at the category selected, this one is usually at the bottom at the keywords entries) you will need a constructible object record referencing your OBJM in its created tab so it can appear in game. In the constructible object records (aka recipes) you can set the components required, conditions like perk checks etc (just see vanilla constructible objects to take pointers). The never ending mod you are adding to your characters is refering to the vanilla never ending mod, the game has no idea where your mod is since there's no recipe for it to even show up. And also you can easily add properties to vanilla records, just right click the mod you want to modify, copy it as override to your to your mod (assuming you want to change the vanilla record and not create a new one) and then right click the properties line in the data entries in your mod tab and select "add". This will create a new null property that just needs you to set its parameters and functions. Dont forget to set the Parameter#3 value to -1 at the end. If you are referring to the weapon namingt automatically being set as "Never Ending Laser weapon something like that" thats because the game when adding a modification to a weapon it usually also adds a keyword to the item, that keyword usually is referred in the Naming Stance Rules record that handles the automatic weapon naming. This keyword usually starts with "dn_somekeyword" or "haskeyword_neverendinglegendary" something like. The only way for the game to know how to name a weapon is through keywords, keywords which are set as a property entry in the OBJM (look for a property with FormID,Int type, with the "add" function and then "keywords" type, usually followed by the keyword editorID underneath it) that way when the naming stance rule record sees that keyword being added to the item it renames it to something else. You can edit the naming rules easily also doing an override modification to it or removing it from your weapon, which will stop it from following the naming rules when mods are added to it (not recommended if you are editing vanilla weapons). As a side not the naming rules of the weapons usually refers to the dn_commonguns (not a keyword is the name of the naming rule record) which coordenates the naming of most vanilla weapons. To avoid your item being wrongly named you have four options. 1-Add the proper keyword to the property entry in your mod. Since you copied the never ending mod it has the HasLegendaryNeverEnding keyword set in one of the properties, which in interaction with the weapon naming rule renames the item to its properly Never Ending name since your record adds that keyword to it. 2-Remove the keyword property entry. 3-Crete new keyword, add it as entry to your OBJM and then add it as a rule to the naming rules record. 4-Rename your item in-game. Hope I helped you sorry I'm late. I have extensive experience modding beth games so any doubt just ask.
  2. So, I'm having problems placing my custom weapon mods on the end of the list of possible modifications... For example, I created a new receiver for the 10mm pistol but instead of showing up in the middle of the other receivers (or at the bottom of the list since it requires gun nut 4) it appears above the standard receiver in the list, it's not a problem but its kind of messy.. If anyone knows how do I determine the order which the weapon mods show up it would be greatly appreaciated.
  3. Hi! I made this mod where your horse actually equips some weaponry that you put in his saddlebags, but its in a serious need of someone able to make 3D modeling. Please check it out if you think you can do it! Any help is welcome! Dynamic Horse Saddles
  4. So I was trying to add the Telvani lift to the Halamshiral house but the marker is too long, everytime I activate it I get teleported waaay down the tower or waaay up. I tried to edit it in nifskope to no avail and now I'm asking for the community help, how can I shrink the marker or use a different one that applies the levitation animation? The problem is even if I scale the NiTriShape in the file, the marker doesn't scale with it and keeps the default lenght, making impossible to use it to small distances. Thanks in advance.
  5. In response to post #21588489. #21597864, #21626244 are all replies on the same post. I LOVE YOU
  6. Possible spoilers ahead: I was doing the main quest line for the first time on the 1.6.87b patch. When I got the "Elder Knowledge" quest I went to the college of Winterhold, joined them, talked to the orc at the library and got "Discerning the Transmundane" quest, so I went to see Septimus Signus but when I talk to him about the elder scroll, the entry Recover the Elder scroll does not appear. It should appear since he talks to me about an Elder scroll that lies in Blackreach, but I get no update on the journal and it keeps pointing me to Septimus with "Learn the location of the elder scroll" entry. If I go to Blackreach and take it its fine, but I want it the jounal entries to work without this kind of flaw, any suggestions? Is it a 1.6.87 bug? I remember on that 1.4 and 1.5 it worked as it should...
  7. Just wondering if anyone got the skills, a assassins creed based sprint animation. Many play the AC series and to add that type of running style to your assassin would be great.
  8. I was starting a new game with the new 1.6.89b Patch and after getting the unrelenting force in Bleak Falls Barrow, I noticed that the unrelenting force shout had a square instead of the correct dragon letters. Can anyone inform me if that is original from a patch error? Because I disabled every mod I have and the weird "missing something" square is still there, and I can't find where to fix it in the Creation Kit.
  9. I'm horrible with mesh edit, the only thing I can do is to remove mesh files from the armors, but the gecko leather (I think) in front of the Courier Dusters that come from the end of Lonesome Road just don't look all right to me. When I tried to remove it the whole armor is associated so there's nothing I can make. If someone has some better meshing editing skills, help me out and remove that leather in front of any of the dusters, I just want a model without that crazy leather. Thanks in advance.
  10. Thanks going to search for lower Directx sound acceleration and try to find the sounds if that doesnt work.
  11. Now I haven't tried it, it has this problem too?
  12. Same problems here buddy, reinstalling skyrim now...
  13. I already disabled everything, even DLCs and the buzzing sound persists. I saw on the net that many people were having the same, maybe some kind of hardware issue? DirectX? Does anybody have this sound when scrolling over ingredients?
  14. I can't find Operation Fixed Terrain in the Nexus, what happened with it? It was a great project...
  15. Hi, whenever I'm crafting something, if I mouse over the ingredients section I get this weird looping sound, like a buzz. I don't know if there is a fix for this or is a problem with my hardware. Any help?
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