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Draco856

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About Draco856

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    Skyrim, Dead Space 3
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    Oblivion, Fallout 3, & Fallout: New Vegas, Skyrim

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  1. I need help figuring out why when I have Homemaker, NX Pro Farming, Alternate Settlements, and a few other Settlement expansion mods, that their categories no longer show up and their items are all bunched up into a random category added by another mod. If I remove some of the new categories the new items stay in the categories I place them in, but if I leave them in their default, mod made categories the new categories don't show up and the items are bunched into a randomly chosen mod made category, from any settlement mod I have active. This leads me to believe that there is a hard-coded cap on new Settlement menus when in build mode somewhere in the files, but I'm a total noob at editing those types of files, and am wondering if anyone can help me. I don't know which file it is that controls the workshop build menu, or where to look in that file, but I'm also sure I'm not the only one who has this issue with all the new settlement mods that are coming out lately adding new and exciting items to play around with. Homemaker especially adds a bunch of new categories, and I don't want to start messing around in that ESP just to make sure all the items are displayed in their proper categories. So, if someone could figure out a fix for this, I'd be very grateful, and I'm sure others with the same issue will be too. Thanks, Draco.
  2. I can't provide any images, I tried taking a screenshot of the mod earlier, but it came out completely black when I looked at it on my computer. As for the top banner, just the name of the mod will do for that, and the version will be version 2.
  3. Thanks, and I downloaded your mod before, forgot to track it, thanks for your contributions.
  4. I've looked at guides, but I can't figure out how to make the script in XML, they aren't as clear as I'd like them to be, so it's all turning into gibberish, can someone help me make a FOMOD script for NMM for my mod? The mod is located here: http://www.nexusmods.com/fallout4/mods/2232/? I appreciate anyone being able to help me with this, thanks.
  5. thanks for that detailed explanation, looks like I'll be doing some save hopping in my future...doing each factions quests once before making my final choice for my main save.
  6. Could be possible all this news I'm reading is mistaken and I can't be buddies with 3 of the 4 factions, no big loss, I'll probably go with Railroad and Minutemen if I have to make the choice at some point, right now, I've been busying myself with building up settlements and exploring everywhere.
  7. So, I've heard in the news that it's possible to stay on good terms with 3 factions, and not have to kill them, can anyone give me a guide on how to do this? I'm hoping it's the Institue, Railroad, and Minutemen, but I'll accept the Brotherhood, Railroad and Minutemen even though I don't agree with the brotherhood...
  8. Is it possible for someone to make a quick (I'm assuming, quick) mod that changes the amount of crops a settler can work? For instance, base game crops is a max of 6, I would like it make it double that, or even a bit more like 20 crops. I found a global value in the ESM, and tried to change it in-game with no luck so I don't know if it's possible or not ini an ESP mod, or if I missed something else that was locking the production value at 6 per person.
  9. Can anyone help me with a script? I'm trying to figure out how to make an auto loot script that is dynamic, meaning it can take items from all loaded mods and loot them without having to make a patch for that specific mod, is this possible with the current functions? I can't seem to find much info on how I would go about doing this, I've looked at some all ready available auto loot scripts, but I don't think they are dynamic in the sense I'm thinking of since they still seem to have a few form lists with the base game items in them, if I'm wrong about this please tell me. I'm also trying to figure out a way to dynamically rename items for inventory sorting without the need of plugin editing like is currently required by the sorting function in Project Nevada, which from my understanding needs a container in a specific cell in order to sort the items properly.
  10. yeah, I left the textures where they were and just consolidated the meshes into a single folder so I wouldn't have to go searching for them any more
  11. Is there a script function to batch change paths? I moved my resources into a single folder and need to change several hundred records to point to the new folder, without changing the entire path, I just need to add a new folder name to the beginning of the path, everything else stayed the same.
  12. the hunters could be working for the Temple, and the werewolves for the witches, so yeah that could work.
  13. Hmm...they are a cult, and they deal with werewolves, from what I remember, so perhaps have a quest to tie them into a werewolf hunt/hunter dynamic like the Skyrim quest for Hircine's Ring, you can either help the werewolf/werewolves kill the hunters or help the hunters kill the werewolf/werewolves, you get a different reward for helping either side, and you'll also gain points with the gelnmoril or lose points with them depending on the side you choose.
  14. use this script, it makes the process much easier: http://www.nexusmods.com/skyrim/mods/37981/?
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