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LeahTheUnknown

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Everything posted by LeahTheUnknown

  1. Perhaps a mod that expands weapon racks to display more weapons. https://www.nexusmods.com/fallout4/mods/15729 https://www.nexusmods.com/fallout4/mods/19324
  2. Not exactly... I threw this together tonight, though: https://www.nexusmods.com/fallout4/mods/68270
  3. No, I'm trying to make it. No promises though. Also, the only way to do it would be with the Script Extender.
  4. https://www.nexusmods.com/fallout4/mods/12752 This might be what you're looking for.
  5. This part is where the idea runs aground, I'm afraid. You can't disable the terrain in a specific spot, the engine just isn't set up to do it. If you did manage to disable the collision, which I also think is not possible, you would find yourself under the world, looking at all the gross background stuff the ground hides: I'm not trying to dump on your idea, I wish it were possible. :confused: Leah
  6. Step 1. Get linked workshop Step 2. Put an OnWorkshopMode tracker in the script (the event is sent to the workshop, hence step 1). Step 3. When exiting workshop mode, Self.SetScale(0). Step 4. When entering workshop mode, Self.SetScale(1) That's how I'd do it.
  7. So, I've been playing around with this. It has a couple problems. First, it doesn't detect statics (shack pieces, junk walls, etc) because they don't have a keyword linking them to the workshop. For some reason, it doesn't detect beds, i'm guessing because those are 'owned' by the settler assigned to them. It doesn't detect stored items at all, I'd assume because once they are stored, they are no longer ObjectReferences. I'll keep playing around with it, see what I can come up with, but this one may have to be chalked up in the "impossible" column. Sorry, OP. :confused:
  8. Hey everyone! I'm back at modding (again) and I'm taking suggestions for my two weapon series: Lore of the Unknown and Hero Arsenal. Lore of the Unknown is a series of weapons based on or inspired by real-world items. Hero Arsenal is based on fictional weapons, mostly from movies, but I've just released my first manga weapon, Guts' Dragon Slayer from Berserk. Looking forward to hearing from all of you! Leah
  9. I threw this together for you, Zorkaz
  10. You might be the only person who releases more mods than me. How do these look? Download Link
  11. I don't think so, but you could fake it with identically named items and silent add-remove inventory switching This could be done with a perk, check out entry points. You can modify certain things based on actor values.
  12. https://www.nexusmods.com/fallout4/mods/52942
  13. Right? Why the hell would you take a whole bottle of pills? I'm making this one.
  14. Done https://www.nexusmods.com/fallout4/mods/52785/
  15. Done. https://www.nexusmods.com/fallout4/mods/52781/
  16. My update pushes my first mod over 1000 endorsements! Worthwhile Caps Stashes is my highest-endorsed mod and has now crossed into the Big Leagues :whistling: I'm back into modding, as it's helping me with my graphic design degree (back in school in my 40s!) Happy to see the community is still super active and look forward to making more mods to entertain you! Cheers! ~GKX
  17. Why isn't this function working? I've had this problem before, but I can't seem to recall why it's not working. Here's the script: Scriptname _gkx_influenceperktrackerscript extends activemagiceffect Struct StatCheck String StatName Int StatNum Perk PerkAdd Message PerkMsg EndStruct StatCheck[] Property CheckList Auto Int Count1 Int Count2 Event OnEffectStart(Actor Target, Actor Caster) RegisterForSingleUpdateGameTime(24.0) EndEvent Event OnUpdateGameTime() Count1 = 0 While Count1 < CheckList.Length If Game.QueryStat(CheckList[Count1].StatName) >= CheckList[Count1].StatNum If !Game.GetPlayer().HasPerk(CheckList[Count1].PerkAdd) Game.GetPlayer().AddPerk(CheckList[Count1].PerkAdd) CheckList[Count1].PerkMsg.Show() Count2 += 1 EndIf EndIf Count1 += 1 EndWhile If Count2 < CheckList.Length RegisterForSingleUpdateGameTime() EndIf EndEvent And of course, I get this error: _gkx_influenceperktrackerscript.psc(19,1): RegisterForSingleUpdateGameTime is not a function or does not exist Please help! Cheers! ~GKX
  18. Basically, title.. I'm making a custom set of power armor and I want it on the frame when the player finds it. I can customize the pieces by copying the Aspiration quest script to add the items to the PA frame inventory, but it looks like the frame attaches pieces as mods, and I'm not sure how to do that with a script. Any help would be appreciated, Cheers! ~GKX
  19. I am working on a new version of Commonwealth Cleanup and Big Junk Remix. When people uninstall my mod, for some reason some of the scripts like to stick around. Specifically, cigarette machines and milk machines references seem to hold on to the bobby pin box script (which is use in CCBJ) and disappear when used, i.e. looted. It should be noted that they do appear as their base-game container references, and show loot. But if anything is removed, the container goes poof. What should I put in a script for a chem that will stop/remove these scripts before uninstalling my mod? Thanks in advance, ~GKX
  20. So... I've done everything suggested here, even to the point of deleting the quest and dialogue stuff in TES5Edit and rebuilding it from scratch. I even tried to run it with just this mod loaded... still no dice.. Maybe it's something I missed in either the EncCow Actor window, or the CowRace form? ~GKX
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