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Scourgor

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  1. I had this exact same problem, with the same mod too, disabling it fixes it, but no idea why this is happening with it.
  2. Hey there. I have noticed a few existing mods that change the default parts for building robots. For example, changing it so that instead of a robot starting with Protectron Legs, it starts with a Mr Handy Thruster by default. I was wondering how this is done. Put simply, I usually build a lot of robots, often acting in different roles in the settlements, such as farming robots, guard robots, and the like. My guard robots are often upgraded almost entirely the same way, but when building a dozen or so, especially at multiple settlements, it becomes a chore to build each one part by part after a while. Could it be done that I simply make it so that for example, the default head would start as a fully upgraded Assaultron Laser head, along with all the other parts having their defaults changed? For those who might say this is cheating, I don't mind cheating on this playthrough, and to balance it out, if need be, I could always change the amount of parts needed to make these "pre-built" robots to massively increase the amount. For another idea too, that takes this idea a little further, though I can understand if this might not be possible. Would it be possible to create multiple copies of the Robot Workbench, one that makes "pre-built" farmer robots, one that makes "pre-built" guard robots etc.? I hope that all makes sense? And thanks in advance, if anyone can point me in the right direction?
  3. Hey, I just checked this out, and I've got it to work now, though by editing the current perk, and it works just as intended, thanks! I just need to test this out with a new mod, and I may be able to perfect it. Thank you very much for your help, it was invaluable, and I didn't have a clue why it wasn't working. If I can get this working now, I may upload the mod to the Nexus if anyone else wants it. Thanks again!
  4. Has anyone attempted anything similar before?
  5. Or, to be more specific especially, what if I wanted to give a non-unique NPC a 100% chance to spawn with a specific set of Power Armor, with specific mods with it, would that be possible or not?
  6. Hey there. I'm just doing some experimenting with modifying levelled lists, particularly weapons and armor, and I was curious. Is it possible to set a very specific weapon or armor in that list? For example, I can add an assault rifle to a levelled list, but then that NPC can spawn with a silenced assault rifle, a silenced assault rifle with a drum mag, a non-silenced assault rifle with a drum mag, any of the above with a night vision scope, any of the above with a reflex sight etc. etc. If I wanted, for example, to set it so there is a 100% chance they'll spawn with an assault rifle with suppressor, drum mag, night vision scope etc., and no other modifications, would that be possible?
  7. Hey there. I'm relatively new to the Creation Kit, besides basic things such as editing perks and settlement boundaries. I've recently set my sights on making a new weapon though. Simply put, its function would be to deliver minimal, or perhaps even zero damage, but to instantly cripple whichever limb or body part or whatever is targeted in VATS, in one shot. Would this be possible? Particular reasons for this would be to hit the fusion core in Power Armor wearing foes, and disable it instantly, making them eject from their suit, but causing, as I said, very little, or even no damage if possible, to the victim. Or a similar situation with crippling the acid spouts of a Mirelurk Queen. I tried creating a new version of the Flare Gun, since I'd like it to be something similar, along with creating a duplicated version of the "Cripple" legendary effect, but modified so that the cripple effect is set to 100 (I assumed this meant 100% cripple chance). I then added this effect to the modified Flare Gun, along with setting the base damage to 0 and the enchantment window to 1. However, while it seemed to deliver no damage to targets in testing, it also failed to produce any noticeable limb damage to the targeted area. Does anyone know where I went wrong? Any help will be very much appreciated in advance, thank you!
  8. I believe there was a similar mod on Vanilla Skyrim, but essentially, when winning the Civil War, guards of the Holds you conquered would be replaced by Imperial/Stormcloak guards. Is there any way of making it so that we keep Hold guards for all Holds, but now simply allied with the Empire/Stormcloaks (depending on the winner of the Civil War?)
  9. Simple enough idea, and I believe the same mod was available for Vanilla Skyrim. Essentially, the ability Night Cloak, in Vampire Lord form, makes it so that whenever you enter combat, a swarm of bats appears around your character, attacking enemies that get too close, but also looking awesome. Using console commands to get the spell in human form does not appear to work, sadly. Is there anyone who'd be willing to make this in human form, please?
  10. I was wondering, could anyone create a sword, preferably a 1-handed, and a 2-handed version if possible, that matches the Frostmourne sword in World of Warcraft? If so, it would be very much appreciated! :)
  11. Thanks! And interesting questions. About it working over one cell, I have mods that increase settlement size to well over a cell in size, and settlers seem to wander off into even other settlements regularly. I presume it could work through this, though I'm not certain. And the question about selecting categories to teleport in, that would make a nice bonus! I would personally settle for simply teleporting all settlers from that settlement to the bell though, but if that could be slotted in, that would be nice.
  12. Hey there. I'm not certain if such a mod exists, but I've searched all over for one, to no avail. But what about a mod where, when you ring the bell in a settlement, rather than all walking/running to the bell, the settlers are instantly teleported near it. There doesn't need to be any flashy Institute-teleporter-effects or anything, just for practicality more than anything, so settlers in larger settlements (especially when modded to be larger than usual) can be located very quickly. Would anyone be interested in that?
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