Jump to content

omniquad

Members
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About omniquad

Profile Fields

  • Country
    South Africa
  • Favourite Game
    Fallout 4

omniquad's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Hi I find it hard to believe that the giants are all hermaphrodites and I've only found one mod that adds them in, but at the cost of a dozen or so other creatures added in that I don't want. Please, someone make a mod that adds giantesses into the game, integrated into the giant's camps and wandering herds. For immersion's sake!
  2. People who think they're so very clever, tend not to be all that clever. What the hell was I thinking?!
  3. There is no day as important as today, because tomorrow hasn't come yet and yesterday is way too late.
  4. Hi Crosstieger Thanks for the response. Turns out that the special feature I wanted to add to my mod already exists as a standalone mod on the Nexus. This actually makes my mod more adaptable to different play styles.
  5. Hi Need help with scripting. Tried a few tutorials but not getting far. My mod requires a terminal with sub-menus pointing to different OWNED settlements. On selecting a settlement the player must be teleported to the travel marker in that settlement. Pretty sure I have the Papyrus Fragment right: Game.GetPlayer().MoveTo(SanctuaryTravelMarker) I have the property set up as an ObjectReference pointing to the SanctuaryExt cell and referencing SanctuaryTravelMarker. I have no idea if this part is correct, but when compiling i get the following report: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Terminals:TERM_THBCollectorBaseTermina_04001296"... C:\Users\tjaar\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_THBCollectorBaseTermina_04001296.psc(7,24): variable SanctuaryLocationCenterMarker is undefined No output generated for Fragments:Terminals:TERM_THBCollectorBaseTermina_04001296, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Terminals:TERM_THBCollectorBaseTermina_04001296 Now, I'm not a scripter. I have no clue how to define the variable or even if the property is wrong and I'm heading in completely the wrong way. I'm basically trying to infer how it should be done by watching YouTube tutorials that more often than not do "almost the same, but not quite" what I need it to do. I also need help with a script that can be attached to a static object that will move (teleport) the player and companion (if present) to specific cell (the load door marker in the cell) on activation (specifically a one-off craftable trapdoor that I have already created and loaded into the game through the workshop). Please help! I am happy to give credit to anyone willing to assist with these two issues.
  6. As it happens I am. No idea why it's popped up again on this playthrough. Haven't had this bug in a long time.
  7. I have again encountered the broken radio transmitter at the castle. This time the damn radio operator wouldn't even sit down to begin with. there was sufficient power, it was turned on, and the quest even progressed with Garvey acknowledging that everything was back to normal. But...the radio station didn't activate - not onscreen and not in the pipboy. I had to cheat my way through the Old Guns quest line. I've tried every console fix I could find. Nothing works. Can some please fix this mess now already? Clearly Barfthesda has no intention to do so.
  8. Open challenge to any modders out there: Supermutant and dog (dogmeat-based) mannequins: - I would love to see, in addition to the standard human male and female mannequins (armor racks), one for supermutants and one for dogs (preferably based off off Dogmeat's model but I leave it in the modder's hands). I don't think this is a very hard request ( but it is certainly beyond my capability), so I'm hoping someone will take up the challenge.
  9. This should have been a part of the vanilla game...
  10. Simple for you, mebbe :wink: Without the CK I'm as dumb as Trump when it comes to modding and then just basic stuff. Wanna give it a go? Also, I was thinking about how a settler assigned to supply lines is suddenly called a provisioner. Assigning someone to the armor stand (as an example) should have the same effect, i.e. Settler -> Armorer. The mechanics of it should already be in there, but how to apply it across the different assignments I'm gonna leave to the experts.
  11. I was hoping for a mod that can rename settlers based on their assignments just as with the provisioners, and not with a bat file. Can this be done?
  12. I was hoping someone could make a mod that lets a clickable message box pop up when a new settler arrives at a settlement.
  13. I've been looking for the same thing! Someone please do this!!
  14. I can just about handle FOMM, and altering stats on items in GECK, but creating new areas seems a bit above my abilities. Which is why I thought I'd get the pro's involved. Great, keep me posted. I'd love to give it a spin when its done!
×
×
  • Create New...