-
Posts
149 -
Joined
-
Last visited
Everything posted by LeahTheUnknown
-
Holotapes hinting towards Collections
LeahTheUnknown replied to theBeatrixBee's topic in Fallout 4's Mod Ideas
https://www.nexusmods.com/fallout4/mods/12752 This might be what you're looking for.- 7 replies
-
- holotapes
- collections
-
(and 1 more)
Tagged with:
-
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
-
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.
- 11 replies
-
- settlements
- workshop
-
(and 1 more)
Tagged with:
-
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:
-
Hack terminals like The Fonz
LeahTheUnknown replied to DaddyGamer84's topic in Fallout 4's Mod Ideas
Here you go! ~Leah -
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
-
I threw this together for you, Zorkaz
-
You might be the only person who releases more mods than me. How do these look? Download Link
-
[Script] Change Items Weight
LeahTheUnknown replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
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. -
Alcohol mod: reasonable servings.
LeahTheUnknown replied to BlueBox042's topic in Fallout 4's Mod Ideas
https://www.nexusmods.com/fallout4/mods/52942 -
Alcohol mod: reasonable servings.
LeahTheUnknown replied to BlueBox042's topic in Fallout 4's Mod Ideas
Right? Why the hell would you take a whole bottle of pills? I'm making this one. -
Stingray Air Support Replacer
LeahTheUnknown replied to TripleJWDog's topic in Fallout 4's Mod Ideas
Done https://www.nexusmods.com/fallout4/mods/52785/ -
Silencing the geiger counter
LeahTheUnknown replied to Lamnaditropis's topic in Fallout 4's Mod Ideas
Done. https://www.nexusmods.com/fallout4/mods/52781/ -
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
-
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
-
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
-
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
-
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
- 5 replies
-
- creation kit
- quest
-
(and 1 more)
Tagged with: