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napafo

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Everything posted by napafo

  1. I have a quest script which i made so it check if the player has a certain perk, however it returns false even though i added the perk to the pc. I also made a different quest with two simple functions They both return yes, but when i call them from the original quest they return no.
  2. Setting an esp as a plugins master works fine in xedit, but after i load said plugin and save it in the ck, it deletes the masters that arent .esms. I found one mod that lets me do this for the skyrim ck. Is there a way i could make it work with fo4, or maybe another method, or do i just have to edit the plugin every time in xedit as well?
  3. Im afraid i dont 100% get what you mean, is it basically impossible then to use multiple addactivate perks in game? (without making a third one to open up a menu to choose from all possible options) btw i found that if i order my conditions well enough, it opens up the dialouge menu with every option listed, though id save this for a last resort
  4. Im trying to make a patch for horizon and the machine and her, since the way they handle lockpicking/hacking conflicts. Horizon adds more options to open locks via activate choices like if youre sneaking you can use explosive charges or use tools if youre not. the machine and her adds a companion who can lockpick for you but unlike the vanilla follower, you have to use an activate choice on the container itself. therefore the two mods cant work together since the game only allows one extra button for activating (for whatever reason). i tried to separate them with adding conditions (player isweaponout=0 and isweaponout >0) to the perks handling these options but this doesnt work. i tried with other conditions as well like sneaking but that doesnt work either. hoping someone here know what im missing or has some other ideas.
  5. Im trying to make a patch for horizon and the machine and her, since the way they handle lockpicking/hacking conflicts. Horizon adds more options to open locks via activate choices like if youre sneaking you can use explosive charges or use tools if youre not. the machine and her adds a companion who can lockpick for you but unlike the vanilla follower, you have to use an activate choice on the container itself. therefore the two mods cant work together since the game only allows one extra button for activating (for whatever reason). i tried to separate them with adding conditions (player isweaponout=0 and isweaponout >0) to the perks handling these options but this doesnt work. i tried with other conditions as well like sneaking but that doesnt work either. hoping someone here know what im missing or has some other ideas.
  6. ive since then reinstalled all mods and made sure they were deployed but stil dont work. ive added archive invalidate & co to the inis in documents, afaik thats a must for modding. also why is opening the ingame menu so bad?
  7. honestly i could do without scopes, but all of these mods are "quality of life" fixes which i really dont want to give up, like making sprint not toggle, or enabling raw mouse input but for some reason esps would just not work in game
  8. I'm using vortex and loot, .inis have their added lines, the mods even show up in the ingame load order menu, they're all enabled yet not one of them works. wat do load order: Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm fix_Perk_CombatMedic.esp HoldToRun.esp SprintStutterRemover.esp RAW INPUT.esp Raw Input - Sprint Fix Patch.esp Far harbor perk fix (as described).esp 3dscopes-replacer.esp
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