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Holty07

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Everything posted by Holty07

  1. Tytanis has this. But if you don't want to use the whole package try Vals Crafting Meltdown
  2. You can press pageup and pagedown.
  3. SKSE injects more things into the game for modders to use. Commands in the console for them to play with and make scripts more efficient. Dragon Script runs scripts from outside the game that can be written in C+ I think. They both do great jobs of adding more options for modders to use in game. They shouldn't conflict at all as they are run entirely differently. As for fps hit, it may be the mod that required you to install SKSE, it shouldn't affect the game really at all. It simply adds more commands.
  4. All mods that work at all, will ALWAYS work with a new game. A new save however is different. Whatever mods were used when making the save must be present when loading that save or corruption/crashes can occur.
  5. The code IS the xml. Either copy that code to a txt file and change it to a .xml file. Or right-click and save link as...
  6. All good having some out quick, but in the long run, quality over quantity is what we really crave. May have to test this one out though.
  7. Not sure but maybe the game doesn't like firing different rounds with that animation. Perhaps the new loop animation isn't compatible with the 12ga ammo. Just a guess.
  8. This mod is great and I'm loving it so far. However I'm having troubles in Sunnytime Cigs. Everytime I try to open a container (ANY) it will crash my game. It seems everything will continue to run (sounds, etc) but the screen is frozen. Mod list: ++ means it's built into my Bashed Patch Any idea what would be causing the crash? I'm really enjoying the mod and I want to get in there to fight the Boss Gecko.
  9. I'm trying to make a mod that allows you to only take a perk when you level up. So no skill points at all. However I can't get the skill points to change at all. I've tried changing the following settings to 0 and no effect at all. iLevelUpSkillCount 0 iLevelUpSkillPointsBase 0 iLevelUpSkillPointsInterval 0 EDIT: Nevermind. I managed to do it via adding a perk to the player that lowered skill points gained to 0
  10. Taking FO3 resources and porting them to FNV is actually illegal. That may have something to do with it...
  11. Whippin this up now. There was a thread a few days ago about this but nobody answered me in it. Edit: Done. Attached!
  12. I remember back in Oblivion and FO3 the community patches for the game. I was thinking I would start fixing some of the smaller bugs in FNV and basically start off the whole "Community Patch" thing. So my request to you is: Report bugs here. Hopefully I'll be able to fix your problem. Now the bugs need to be actually in-game. I can't fix problems with the GECK and the like. I also can't guarantee that I can fix your problem. But I will do my best!
  13. This is a huge idea and a really good one. I'm thinking this might be my big project for a while. I need something to occupy my modding time once I've completed my minor tweaks.
  14. You're not the first who has asked for this. Try searching. Anyway I have made this mod. Check it in my sig.
  15. iSkillPointsTagSkillMult is the tag making skills multiplied by 2. Not sure if it works anymore. I tried changing the others as you did didn't work either. It's odd. Maybe they have hardcoded this stuff. I might whip this up. Seems like a cool idea. Mods do not weigh anything nor add weight to a gun. You will need to check which mods you change, as some of them actually decrease the weight of the gun. I can't find the effects that are applied to the guns when modded.
  16. In the GECK, under Game Effects > Actor Effects. Filter for "WaterHeal". Each of those is the effects of drinking those types of water. To see what items that will affect you can right-click it and go to "Use-Info". Menu Bar > Gameplay > Settings.... Filter by "CarryWeight". fAVDCarryWeightsBase is how much a player with 0 Strength can carry. fAVDCarryWeightMult is how much is added per Strength point. Game Effects > Actor Effects. Radiation(Number): Penalty for each level of radiation. Starvation(Number): Penalty for each level of hunger. SleepDeprivations(Number): Penalty for each level of lack of sleep. Dehydration(Number): Penalty for each level of dehydration. Maybe check the current mod out for this. It works quite well already. The game is based off pounds, however I went through FO3 and changed it Kgs for myself. Any other questions I can help you with mate?
  17. Hey I've made the mod. Check it out here.
  18. Guys I'm having trouble locating the offending perks. Can you point them out to me? Just the name is ok and I can fix them.
  19. You are using the FormID not the EditorID right? ie player.addperk (FormID)
  20. Someone has requested this already. Please try the search. Click here for other thread.
  21. GSC-Game World's textures and models are free use, so technically using these textures and models wouldn't actually be breaking any rules. Of course crediting TOXA for changing them over to .nif files would be a good idea.
  22. What are you attaching this script to? Something basic to check first too, would be trying the placeatme UraniamRadiationBurst in-game to ensure your explosion is doing as intended.
  23. He's trying to do it through scripting so that it can be tied itself to a trait... such as one those which might be picked early on. As for the question, you can't change game settings by means of scripting without aid of some sort of script extender. There isn't one currently that works with NV, so you're just going to have to wait. Ahh, yes I see after re-reading that. Whoops. As said above something like FOSE will need to be released for this script to work.
  24. Wouldn't it just be easier to do this in the GECK?
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