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About Glacknarf
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ozozoz#0001
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United Kingdom
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Mass Effect II
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How are we on custom races?
Glacknarf replied to Glacknarf's topic in Fallout 4's Creation Kit and Modders
Yeh I'm getting real sick of Bethesda's lazy-ass programming. I b&@*$ about it all the time. Everything is just SO 'hardcoded', y'know? They were really narrow-minded when programming. -
Creating EMP type Rounds
Glacknarf replied to ajhakra's topic in Fallout 4's Creation Kit and Modders
Yeh when I made my first mod with the CK (elemental rocket launchers) I found that you have to repeat your settings like 3 or 4 times. The default ammo used, the ammo itself, the projectile, the projectile effect etc. lol -
Inside of your Event: 343Quest_101 .SetStage(5)Outside of the Event: Quest Property 343Quest_101 Auto Consthttp://www.creationkit.com/fallout4/index.php?title=SetCurrentStageID_-_Quest
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Yes. Just like presets for humanoid NPCs. I'd personally look at a bogstandard synth (NPC) and then skip to the final tab with the presets and learn from that.
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The info is appreciated. Thanks. Here's the thing that I want to know now; how is the health for fusion cores handled by the game? I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either. More specifically if OP is looking to have a fusion cores that 'do not run out', then take a look at the perk which already does that. I surprise myself everyday when I look at the vanilla assets and find my answer is in them in some shape or form -- especially true for quest related scripts!!
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Eyyyy great job. It was pretty cringe having to use bethesda's.. 'website'.. to look for creation kit specific threads. :)
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Just wondering how the community (if) has progressed on creating a platform for custom races and making synths and ghouls playable (glitch free) etc.
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Guards Autorepair their Guard Posts
Glacknarf replied to omgsome1just's topic in Fallout 4's Mod Ideas
Mod Uploaded: http://www.nexusmods.com/fallout4/mods/12334? -
Guards Autorepair their Guard Posts
Glacknarf replied to omgsome1just's topic in Fallout 4's Mod Ideas
Working on this now. -
The Heavy Ordnance ability confers said bonus.
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Modifying Return fire to use primary weapon
Glacknarf replied to hybridmerc's topic in XCOM's XCOM 2
Luckily, this is actually an easy one to do. Edit XcomClassData ini and inside you will see what each ability is bound to (in terms of weapons). So for instance, you could bind a typically sniper ability to your secondary weapon (a pistol, say). ; corporal SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\ (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\ -
*edit* wrong post lol Your post: so kinda like Commander's Choice from EU? I believe someone is working on that at the moment iirc. Cannot find source, however.