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shockwave171

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Everything posted by shockwave171

  1. No no you are doing it wrong and misunderstanding how it works. If you created a NEW RECORD on your mod it doesnt matter to the game since you didnt make a constructible object record referencing in the "created object" your new record which I assume its an object modification (OBJM) type record. The game first needs you to set the OBJM record to tell it what will be changed on the weapon/armor, assuming you didnt change the category which the modification will appear (its the "ap_somekeyword" at the beginning of the OBJM data entries) and set (or not) a keyword filter (usually starts with "ma_somekeyword" like "ma_laser" so it only shows for laser weapons at the category selected, this one is usually at the bottom at the keywords entries) you will need a constructible object record referencing your OBJM in its created tab so it can appear in game. In the constructible object records (aka recipes) you can set the components required, conditions like perk checks etc (just see vanilla constructible objects to take pointers). The never ending mod you are adding to your characters is refering to the vanilla never ending mod, the game has no idea where your mod is since there's no recipe for it to even show up. And also you can easily add properties to vanilla records, just right click the mod you want to modify, copy it as override to your to your mod (assuming you want to change the vanilla record and not create a new one) and then right click the properties line in the data entries in your mod tab and select "add". This will create a new null property that just needs you to set its parameters and functions. Dont forget to set the Parameter#3 value to -1 at the end. If you are referring to the weapon namingt automatically being set as "Never Ending Laser weapon something like that" thats because the game when adding a modification to a weapon it usually also adds a keyword to the item, that keyword usually is referred in the Naming Stance Rules record that handles the automatic weapon naming. This keyword usually starts with "dn_somekeyword" or "haskeyword_neverendinglegendary" something like. The only way for the game to know how to name a weapon is through keywords, keywords which are set as a property entry in the OBJM (look for a property with FormID,Int type, with the "add" function and then "keywords" type, usually followed by the keyword editorID underneath it) that way when the naming stance rule record sees that keyword being added to the item it renames it to something else. You can edit the naming rules easily also doing an override modification to it or removing it from your weapon, which will stop it from following the naming rules when mods are added to it (not recommended if you are editing vanilla weapons). As a side not the naming rules of the weapons usually refers to the dn_commonguns (not a keyword is the name of the naming rule record) which coordenates the naming of most vanilla weapons. To avoid your item being wrongly named you have four options. 1-Add the proper keyword to the property entry in your mod. Since you copied the never ending mod it has the HasLegendaryNeverEnding keyword set in one of the properties, which in interaction with the weapon naming rule renames the item to its properly Never Ending name since your record adds that keyword to it. 2-Remove the keyword property entry. 3-Crete new keyword, add it as entry to your OBJM and then add it as a rule to the naming rules record. 4-Rename your item in-game. Hope I helped you sorry I'm late. I have extensive experience modding beth games so any doubt just ask.
  2. So, I'm having problems placing my custom weapon mods on the end of the list of possible modifications... For example, I created a new receiver for the 10mm pistol but instead of showing up in the middle of the other receivers (or at the bottom of the list since it requires gun nut 4) it appears above the standard receiver in the list, it's not a problem but its kind of messy.. If anyone knows how do I determine the order which the weapon mods show up it would be greatly appreaciated.
  3. Hi! I made this mod where your horse actually equips some weaponry that you put in his saddlebags, but its in a serious need of someone able to make 3D modeling. Please check it out if you think you can do it! Any help is welcome! Dynamic Horse Saddles
  4. So I was trying to add the Telvani lift to the Halamshiral house but the marker is too long, everytime I activate it I get teleported waaay down the tower or waaay up. I tried to edit it in nifskope to no avail and now I'm asking for the community help, how can I shrink the marker or use a different one that applies the levitation animation? The problem is even if I scale the NiTriShape in the file, the marker doesn't scale with it and keeps the default lenght, making impossible to use it to small distances. Thanks in advance.
  5. In response to post #21588489. #21597864, #21626244 are all replies on the same post. I LOVE YOU
  6. Possible spoilers ahead: I was doing the main quest line for the first time on the 1.6.87b patch. When I got the "Elder Knowledge" quest I went to the college of Winterhold, joined them, talked to the orc at the library and got "Discerning the Transmundane" quest, so I went to see Septimus Signus but when I talk to him about the elder scroll, the entry Recover the Elder scroll does not appear. It should appear since he talks to me about an Elder scroll that lies in Blackreach, but I get no update on the journal and it keeps pointing me to Septimus with "Learn the location of the elder scroll" entry. If I go to Blackreach and take it its fine, but I want it the jounal entries to work without this kind of flaw, any suggestions? Is it a 1.6.87 bug? I remember on that 1.4 and 1.5 it worked as it should...
  7. Just wondering if anyone got the skills, a assassins creed based sprint animation. Many play the AC series and to add that type of running style to your assassin would be great.
  8. I was starting a new game with the new 1.6.89b Patch and after getting the unrelenting force in Bleak Falls Barrow, I noticed that the unrelenting force shout had a square instead of the correct dragon letters. Can anyone inform me if that is original from a patch error? Because I disabled every mod I have and the weird "missing something" square is still there, and I can't find where to fix it in the Creation Kit.
  9. I'm horrible with mesh edit, the only thing I can do is to remove mesh files from the armors, but the gecko leather (I think) in front of the Courier Dusters that come from the end of Lonesome Road just don't look all right to me. When I tried to remove it the whole armor is associated so there's nothing I can make. If someone has some better meshing editing skills, help me out and remove that leather in front of any of the dusters, I just want a model without that crazy leather. Thanks in advance.
  10. Thanks going to search for lower Directx sound acceleration and try to find the sounds if that doesnt work.
  11. Now I haven't tried it, it has this problem too?
  12. Same problems here buddy, reinstalling skyrim now...
  13. I already disabled everything, even DLCs and the buzzing sound persists. I saw on the net that many people were having the same, maybe some kind of hardware issue? DirectX? Does anybody have this sound when scrolling over ingredients?
  14. I can't find Operation Fixed Terrain in the Nexus, what happened with it? It was a great project...
  15. Hi, whenever I'm crafting something, if I mouse over the ingredients section I get this weird looping sound, like a buzz. I don't know if there is a fix for this or is a problem with my hardware. Any help?
  16. Hi, I was editing the ultimatum quests in vanilla (Beware the Wrath of Caesar and Don't Tread on the Bear) to delay th effects of the quests, so you need to make more quests to the opposite side so they turn against you, the original script is here: scn VMQCaesarFailScript int iObjTrack ; Tracking the number of fail states from other quests float fTimer ; Timer so objective doesn't display right after completing a quest ; The following variables track the quest objectives to make sure they are "done" once int bHouse3 int bHouse4 int bVMQ05a int bVMQ05b int bYesMan01 int bYesMan02 begin GameMode if fTimer > 0 set fTimer to GetSecondsPassed + fTimer endif if (VDialogueMrHouse.BoomerQuest == 3 && bHouse3 == 0) ; House Boomer Quest set bHouse3 to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 elseif (VDialogueMrHouse.OmertaQuest == 3 && bHouse4 == 0) ; House Omerta Quest set bHouse4 to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 elseif ((GetObjectiveCompleted VMQ05 25 || GetObjectiveCompleted VMQ05 26) && bVMQ05a == 0) ; NCR Khan Quest set bVMQ05a to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 elseif ((GetObjectiveCompleted VMQ05 35 || GetObjectiveCompleted VMQ05 36) && bVMQ05b == 0) ; NCR Omerta Quest set bVMQ05b to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 elseif GetQuestCompleted VMQYesMan01 && (bYesMan01 == 0) set bYesMan01 to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 elseif GetQuestCompleted VMQYesMan02 && (bYesMan02 == 0) set bYesMan02 to 1 set iObjTrack to iObjTrack +1 set fTimer to .05 endif if GetReputationThreshold RepNVCaesarsLegion 2 == 6 && player.getitemcount vMarkOfCaesar > 0 && iObjTrack < 3 set VMQCaesarFail.iObjTrack to 3 set VMQCaesarFail.ftimer to .5 endif if iObjTrack == 1 && fTimer >= 1 && GetObjectiveDisplayed VMQCaesarFail 5 == 0 setObjectiveDisplayed VMQCaesarFail 5 1 setStage VMQCaesarFail 1 set fTimer to 0 elseif iObjTrack > 1 && fTimer >= 1 <<I think changing the iObjTrack condition here from 1 to like 4 or 5 will work setObjectiveCompleted VMQCaesarFail 5 1 setobjectiveDisplayed VMQCaesarFail 10 1 setObjectiveCompleted VMQCaesarFail 10 1 set fTimer to 0 setstage VMQCaesarFail 5 endif end So any ideas? Will that work?
  17. Not true I downloaded an update, whenever I change my race or just appearance my stats and skills sticks with me. I'm unable to do the "save state" "load state" console cheat to change appearance now tough.
  18. That's odd I killed her two times already and with no problems. This game is just full of bugs Bethesda just don't learn and keep releasing games whithout checking them more than once. I recommend you load a earlier save, if that doesn't work try resetting your bounty system with this city, go on the street and kill someone and acept to be arrested, do your time and try again.
  19. Could you link the video? Because I have no idea of what you're talking about, me and my friends have the same black untetured loading screen with sometimes 3D models and a fog in the lower part of the screen. I searched many videos in the internet about loading screens and got the same as my loading screens. Perhaps the videos you saw was using some kind of mod?
  20. Hi, I want to get more details about the level-lock system that Skyrim uses. I read that when you enter a dungeon let's say at level 5, the dungeon will be filled with enemies of your game balance and locked at it, so if you get back there at level 20 you just hack'n'slash everybody. What I want to know is if there is an update of this level-lock, like if you get there later the enemies are leveled, not fixed forever at low-levels, because that will be very disappointing, like the leveled quest items that sucks. I used to make broken fang cave my home as a female assassin-thief vampire, but one time I got back there and the same enemies where there:two skeletons and one vampire and one vampire master. Typical respawn. The thing is that the vampire master was using elven armor and earlier in the game when I first killed him and dragged his body to a cage, he was wearing common black robes. So this is a kind of prof to and level update of the locked-level system, or is a bug or lucky shot, I don't know. The other question is about something I read in a forum, that if you use a cheat like TGM or TCL in console, your saved game is "flagged" as "cheat used" forever, is that true? Thanks for any informations. PS:I'm brazilian so forgive any english errors.
  21. I ported 19th and 20th Century Weapons to New Vegas using TESnip in FOMM, but the computer I'm using is a very low-end PC and I'm not able to play the game or use the render window in GECK, so I'm unable to see if the weapons I ported have Ironsights on them... Does anyone know if 20thCW has Ironsights on its weapons? If so, how do I put it on New Vegas or how do I activate it or something like that? Appreciate any help I can get.
  22. Hi, I remember the mod book of earache for FO3 and a brief time avaiable for NV, but I can't find it now and Lings Patch is a old version. Can anyone tell me what happened to the mod? It got banned? and can you tell me what is the latest version for caliber, Book of earache and Lings? I found a Caliber v3.15, Book of earache v3.0 and Lings v4.2 is that right?
  23. Hi, I saw a mod that added very nice guns to the game, but it was removed since it belonged to the known file thief toxa01, crushoverwrite, etc. So since I only found like 3 cool revolvers in the nexus (RHINO revolver, Cavalry revolver and DWPPC revolver) I'm looking for anyone willing to make some of these nice weapons, like the revolver system mod that got banned for using not allowed content, but with allowed content this time... that were Niiiiice guns... 1.Colt Anaconda 2.Colt Python 3.S&W .500 4.Raging Bull 5.S&W M.29 Satan (copied from the revolver system mod) Specially the S&W500, I can't believe that nobody did this yet.
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