Jump to content

Edgarhighmen

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Edgarhighmen

  1. I was sad that Duke's kitchen was a one-and-done thing as I had read an online explanation that his kitchen carries over to each NG+. My misunderstanding was that the buffs do "carry over" but they are not acquirable each NG+ as it's only allowed to be cooked once. I'd like to request a mod that allows the crafting of Duke's kitchen items every NG+ and for the buffs to be additive/stackable every time you craft them. Since the "rare food" spawns are limited to 1 per NG+ (bird, pig, fish) it seems fair to be able to craft the buffs each NG+. I kept all my food items (extras) after completing his kitchen thinking I could craft the menu items again in NG+ only to be disappointed that the kitchen was a one time deal. I feel like this would increase the value of completions as I continue to play RE Village. Obviously after a certain amount of completions you'll be OP Character-wise (Health/speed); but none of these buffs increase your weapon damage so you are still held within the difficulty limits of the game. (Example; I'm on Completion 3 VoS and have INF Stake, INF WCX already but any 1 attack brings me to orange/red health with all Kitchen buffs, sometimes even when blocking).
  2. Like the yellow Galena gecko, or the wraith gang's vehicle's skins. Some are just cooler than the ones we're given.
  3. why does your link take me to homeimprovement.com...... wtf
  4. So I was interested lookat at various .esp's one was "goggles" new items on an "existing" world model but you could equip 3 pairs at once (each with a different effect) Life detection (berry mentats + Recon visor from powerarmor + PA life detection) Stealth (chameleon effect during crouch) Nightvision (night person rank 2 effect) http://www.nexusmods.com/fallout4/mods/2919/? <items in .esp found here What I find unique there is, you could equip 3 different goggles at once, would be very useful with "rings" per-se Another method was editing the "wedding" ring by adding EnchPA_Jetpack "Jetpack" [ENCH:00125C84] (enchant) and the value was: Jetpack ability. I could not find the Enchant section in Fallout4.esm though Now I've encountered a lot of jetpack ability while trying to wrestle with getting a good fly-time, height, acceleration WITHOUT launching into space. I've messed with SPELL: jetpackSpell "Jet Paaaaaaaaaaaaaaaaaaaaack!" [sPEL:0012772C] < trying to change magnitude (base 1000) Didn't seem to take much effect from 10 to 1800 value. Then there's GameSetting (gs) fjetpack: thrustinitial, timetosustained and the "drain" which is self explanatory AP drain. Thrust initial is your first inertia during Jetpack launch, but it gets funky post-launch if you start falling it will either: Not lift you back up OR super-launch you into space. The fourth effector for a new item was: Object Effect abPowerArmorJetpack "Power Armor Jetpack Effect" [MGEF:00125C83] which also had base magnitude 1000 and unlike the SPELL variant did have effects ingame with lower and higher magnitude. http://www.nexusmods.com/fallout4/mods/2416/? TLDR So with Modding items, there's Enchanting a base item (ENCH), Adding a new item and attaching a "spell" to it, the fourth method also had Object effect + Magic effect on "new items" that could occupy the same slot (3x goggles) So in terms of Making items What is the "simplest" way to do it? So far just moving ENCH tabs onto an existing item seems best. Example: I could take the BASE powerarmor frame and ADD all the "ENCH" powerarmor abilities onto it (rad scrubbers, overdrive, cheap sprint, hud targetting etc. etc. ) Making a new item seems hardest And the mix of creating an item with a new Object effect seems wonky to me (multiple tabs, need to create new EditorID's and some other weird stuff) If I could only find out how to reduce the "delay" when landing in power armor before you can move again. Not really sure where I'm going here, just trying to find a "simple" way to mod the items. Because I'm seeing various different ways via these esp's. EDIT I actually tried putting all the powerarmor effects onto the frame. More or less they work. Sprintmult is only working in first person, I for some reason magically lose 50% hp every time I enter it (it was killing me at first, but I removed "tesla bracers" code because it seemed to be "applying it to self" which killed me =/ jetpack works without any frame parts attached, recon sensors work, life detection works, exhaust vent works, melee modifiers work... IDK what i'm missing (that makes me lose 50% hp upon entering frame), rad resist works (500 base rad defense) all the other little perks work...
  5. "DATA - Weight" was a visible value for weapons. It became removed from fallout4.esm and now is shown as "DNAM - Data Unknown" How do I restore the REFR ID to show the left tab as DATA - Weight again instead of Data Unknown ? I'm not sure what removed it (its there, but it lost its "reference identifier")
  6. Hi I was working on making all my food/aid/chems + grenades weight 0 by "copy as override" from fallout4.esm to new .esp I applied "filter as inherent to parent only" and "clean ITM (identical to master)" at some point and time (just to see if it removed default values from my modded areas) BUT It seems to "somehow" have removed the "weight" value from weapons period. Even when I copy the values from fallout4.esm to a new esp they no longer contain a weight value (its still ingame, but no longer in FO4edit. Not sure what I bungled up there... 2 days I haven't figured out why its missing or how to make it visible again. IDK if its a "setting" that is applied to fo4edit permanently which is just "not letting me see" said values or if they've been "cleaned" aka removed but that wasn't my intent idk wtf is going on.... Did manage to make all aids/food weight 0, learned that "copy as new record" doesn't apply ingame as compared to "copy as override" Also couldn't seem to batch script "DATA - Weight" to: Value "0" had to do it manually 3x now... ughhhhhhhhhhh all those entries. EDIT: Wow... if I load someone elses mod, even the value that was DATA - Weight is now DNAM - Data Unknown .... damnit wtf how do I restore it as a visible value area... Google says the ID's that were removed are called REFR records... but what removed it? Cleaning ITM (I thought that was supposed to remove data from a modded esp IDENTICAL to fallout4.esm not remove it from fallout4.esm...... ....... ugh)
  7. You can increase the reload speed of rank 1 quickdraw, the perk ability is actually linked under "spell" of the ID listed on the quickdraw (or w/e reload is called) perk, and you can check the value for the perk under spell tab, its (0.35) 35% reload speed increase by default, I set it to .70 (double) its much nicer now with the .44 .... now if I can only find the fire rate. Was also tinkering, no find sofar, even comparing gun values its kind of hard to tell of a "fire rate" I mean base rate on .44 is 6 (ingame) rate on flaregun is 3 (ingame) But in fo4edit they dont really have those values on the items, so it must use another measurement. Alas probably one of those unknown values. Anyone know why my edits of 0 weight on consumables/aid/chem/food isn't taking ingame? its not "different" from other hosted files on nexus, so IDK why mine didn't stick
  8. somone needs to remove scope blackness delay on zooming. I assume beth put it in there due to consoles needing time to "render" the distant image (which doesn't render for s#*&#33; anyway even on PC)
  9. Also could someone change the Vats life-finding helmet effect to the Berry mentats life-finding effect? and/or remove friendlies from said effect? (especially turrets!)
  10. I learned, Berry mentats has a nice "life finding" effect compared to vats helmet, However, yet again, it marks friendlies and friendly turrets too (which is mad annoying). It'd be nice if friendlies weren't marked, or were a different color. Pretty sure each creature has a xxx rgb hue setting in some file... altering or disabling friendlies colors (especially turrets) would be nice.
  11. There is a command. Aha, someone said using TCL command: tcl causes noclipping during building. :) lets you place anywhere.
  12. The "life sensing" helmet is also quite terrible, allied npc and turrets are "EXTREMELY GLOWY RED" and its horrible. Friendly items should either be non-highlighted or a less intrusive glow / color.
  13. weapon mods should have 0 weight. changing weapon mods already change the weapons weight.
  14. Hi, the .44 is very slow, even with Rapid Legendary augment. I realized.... its because it's single action, not double action (pulls hammer with thumb after every shot) This kind of ruins the whole "revolver" feel :'( As for the UI, removing the "covered glow" for all the items in workshop/inventory when you look at them, to SEE the actual item, not some hovered glow (because then you're not seeing the item) - IF AT LEAST, The only place this REALLY concerns me is the weapon/armor/powerarmor workshops when you're augmenting your stuff you can't see the visible changes and parts which is very not nice. Power armor camera shake is too much for me... even the sound is significantly louder than everything ingame.
  15. bump. Someone said this option to disable the UI exit prompt is in the swf. Somone knows this...
  16. This happens after 2 ingame weeks. By default timescale 20, every 1 second real time is 20 seconds(or minutes????) ingame. Changing the Timescale value to... longer... will prevent this, but it will also make days/nights longer. You can actually set the timescale to say example... nvm maths is hard. But alot of people use timescale 6. There is a mod that does this, but on initial use you have to set the timescale 6 and save a game for it to stick.
  17. Im suprised no one did a modelswap to the pre-war codsworth already.
  18. A handful of what you asked already exists. Just saying. You can do this: Turn off gore. User sniper scope as binocular. Lower the gun (someone did this). Wardrobe "somewhere" hello, build a desk/dresser w/e you want via Build menu, already ingame by default. You can also press T in any workshop to "store all junk" which will "automatically" be broken down into parts when you need the materials during crafting/building. Jetpack already exists. Chems can perform slomo for 15 seconds, Perks can increase that by 200% You dont need bipod but there are SKILLS that reduce sway as well as crafting armor with a certain mod precept reduces sway. How do you move bodies and objects? You mean holding in build menu?
  19. PROTIP Metal prefabs "snap" together while wood prefabs dont. Metal walls will snap together and be Buildable often even though it MAY go through bushes/trees/dirt/ground/buildings etc. So snapping metal walls together gives you the best building experience currently available. I've created some crazy multistory forts fully power lit, decorated, and defended (400-600 defense points) turrets surrounding the roofs/walls of the forts :smile: Also look up UNLIMITED SETTLEMENT.exe on nexus, runs with Cntrl 0 when ingame and sets the "amount built" to 0 so you can build as much as you want (computer hardware limited) so far I haven't had issues. If you have an item bound to 0 (which will use it ingame) just open pipboy or console or ANYTHING that won't allow you to use hotkey item 0 and it will enable the running .exe to do its job. Run it 1x per settlement for infinite building experience. Edit: There is also 2 other mods: Quieter turrets and Quieter generators < super useful, I recommend the 10% of original sound mods. Also "storing an item in workshop" somehow magically enables you to somehow randomly build all sorts of NEW goodies that are seemingly unrelated? More furniture, more wall types (wood/metal prefabs) all sorts of stuff (pool tables, etc.) storing a TV allows you to make terminals, tv's, radios?? why? idk.
  20. Bump. Someone please. When you exit the basic workshop with TAB it goes directly back into the game world, But when you try and exit armor/cooking/powersuit workshop/weapons/chemlab/barter (after already accepting the trade) it gives you this annoying and slow "do you want to exit this workshop? Yes/No" prompt Props to modders who: Quick exit out of powerarmor, and Use most armor's over player outfits :smile: also props to the guy who found out how to mod Powerarmor hud color.
  21. When you go to exit workshops by pressing Tab, the "are you sure you'd like to exit" is massively annoying, the animation to leave workshops (cooking/weapons/powersuit/armor etc) is terribly long... I once activated a cooking pot, and a bunch of feral ghouls popped out of the ground and went all slap-happy on me before the animation finished. But primarily, can we back out of workshops like pip boy (just tab) instead of a "confirmation" prompt? Secondly, When modding gun parts, it puts a glow over the part, it was cool at first, but after so much modding it is actually bad - you cannot see what your modded part looks like on the gun! (because its covered by the glow) I'm sure someone could figure this out and remove it fairly quick. Anyone who tinkers with bethesda's files will probably find solutions to these, so I'm requested these 2 things as mods (3 really) if all workshops exit animation is shortened.
  22. So turning the predator's binhex from w/e into ascii in EncounterService.xml doesn't give me anything visible to tell which predators are which :( Looking to increase more dangerous predators, make packs of dogs/dingoes/boars not sure what values to use... using this: http://forums.nexusmods.com/index.php?/topic/940572-how-to-increase-encounters-in-far-cry-3/ You can see the numbers I changed here: <object name="Template"> <field name="FullName" type="String">encounterservice:settings.fcxsingle</field> <field name="MzoneExclusionDepth" type="Int32">1</field> <field name="MzoneExclusionCooldown" type="Int32">60</field> <field name="fOverflowBudget" type="Float32">40</field> <field name="fQuestBudgetReserve" type="Float32">40</field> <field name="fTimeTillReactivationAfterMissionFinished" type="Float32">20</field> <field name="fMinTimeTillReactivationAfterOutpostComplete" type="Float32">15</field> <field name="fMaxTimeTillReactivationAfterOutpostComplete" type="Float32">30</field> <field name="nMaxNumDeadNPCsToCount" type="Int32">40</field> <field name="fHeightAboveTerrainToBeAirborne" type="Float32">30</field> <object name="AnimalSpeciesCooldowns"> <object name="SpeciesCooldowns"> <field name="selAnimalSpecies" type="Enum">Unset</field> <field name="fCooldownTime" type="Float32">0</field> </object> </object> <object name="EncounterPredators"> <object name="Predators"> <field name="pfabPrefab" type="BinHex">CCE8203501070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.39</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">4C63627CF8060000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.29</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">EA188F3501070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.46</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">6530283501070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.36</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">B0AEAEC401070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.46</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">5950E4BD02070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.35</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">472FE13C02070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.46</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">C8CDE8CB01070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.46</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">0000000000000000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.5</field> </object> </object> as for the bottom sections of the file ambient/lite/staged , I wasn't sure what to set them to, I put most around 10-30 and vehicle encounters at 3.95 is pretty nice (supposedly 4 vehicles in 30 seconds? Thus I set max prefab to 16) I'm still not sure what the difference between fBudget and nMaxPrefabToSpawn is. (or that its working, nvm, fBudget is avg encounter amount, max is Maximum encounters) I have most at 15/30 and lite at 7/15 vehicles as mentioned above at 3.95/16 Not sure how to tell if its working? Would like to double bear's health, increase amount of jaguars/panthers spawns, add more tigers, lower cassoways/rabid dogs, add more dingoes/boars
  23. Testing this, here's my numbers: (take note there are 2 areas in this file: fxcoop (co-op?) and fxsingle (singleplayer) So the values we're changing are under fxsingle Test results> I definitely encountered at least 30 people at an outpost on 2nd island, So I pumped the 3 30's I have there into 70's. This will be fun. But I wish I knew which Prefabs were for which animal, so I could set them the way I'd like (more stronger animals, closer to my person less rabid dogs, more dingoes or "PACKS" (yes packs) of Boars/dingoes, like 15 or so, (could I make them more agressive or attack as a group?) I'd also like to increase the health of Bears. Alot. and add more Black Panthers, because the rare one you hunt was freakin beefy (maybe replace jaguars or tapirs, idk) When you see deer there are usually like 10) w/ default files near the first amanaki outpost you capture. ="BinHex">472FE13C02070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.36</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">C8CDE8CB01070000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">5</field> <field name="fSpawnProbability" type="Float32">0.36</field> </object> <object name="Predators"> <field name="pfabPrefab" type="BinHex">0000000000000000</field> <field name="fSpawnDistanceFromEncounter" type="Float32">15</field> <field name="fSpawnProbability" type="Float32">0.7</field> </object> </object> <object name="AmbientEncounters"> <field name="fBudget" type="Float32">4</field> <field name="nMaxPrefabToSpawn" type="Int32">8</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <field name="fMinSpawnDistanceToRoadEnd" type="Float32">10</field> <field name="fMinSpawnDistanceToRiverEnd" type="Float32">10</field> <field name="fMinSpawnDistanceToPathEnd" type="Float32">5</field> <field name="fTimeUntil360Spawning" type="Float32">5</field> <field name="fIntervalTimeMultiplierWhen360Spawning" type="Float32">3</field> <field name="fMinSplineRadiusForSpawn" type="Float32">20</field> </object> <object name="LiteEncounters"> <field name="fBudget" type="Float32">3</field> <field name="nMaxPrefabToSpawn" type="Int32">5</field> <field name="fConsideredSeenDistance" type="Float32">32</field> <field name="fDistanceUntilMarkerReused" type="Float32">200</field> </object> <object name="StagedEncounters"> <field name="fBudget" type="Float32">3</field> <field name="nMaxPrefabToSpawn" type="Int32">8</field> <field name="fConsideredSeenDistance" type="Float32">32</field> <field name="fDistanceUntilMarkerReused" type="Float32">200</field> </object> <object name="WildlifeEncounters"> <field name="fBudget" type="Float32">5</field> <field name="nMaxPrefabToSpawn" type="Int32">12</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <field name="fMinSpawnDistanceToRoad" type="Float32">10</field> <field name="fTimeBetweenPredatorSpawns" type="Float32">60</field> <field name="fMinPredatorSpawnDistanceFromPrey" type="Float32">16</field> <field name="fMaxPredatorSpawnDistanceFromPrey" type="Float32">24</field> <field name="pfabFishBoidPrefab" type="BinHex">AC71F1B308070000</field> </object> <object name="VehicleEncounters"> <field name="fBudget" type="Float32">3.95</field> <field name="nMaxPrefabToSpawn" type="Int32">15</field> <field name="fConsideredSeenDistance" type="Float32">50</field> <object name="SpawnSettings"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="hidName" type="String"></field> <field name="hidKey" type="Hash64">00000000FFFFFFFF</field> <field name="fSpawnDistanceMin" type="Float32">92</field> <field name="fSpawnDistanceMax" type="Float32">128</field> <field name="fSpawnAngle" type="Float32">360</field> <field name="fTimeBetweenSpawns" type="Float32">1</field> <field name="fTimeBetweenSpawnRandomOffset" type="Float32">0</field> <field name="fEncounterSeparationDistance" type="Float32">3</field> <field name="fWildlifeSeparationDistance" type="Float32">3</field> </object>
  24. nice work. I landed here trying to figure out why schwartz mod enables signature weapons on an already started game (available for purchase, as well as melee) But in a new game the melee isn't even a viewable category and signature weapons only has the .44 Cannon in it for purchase instead of the full list of signature weapons. Anyone know why? Also I had to delete the chinese_sword.xml from the shoppingitems folder and remove it from the shoppingitems.xml because no matter which sword I bought/equipped, it would always equip the dragon sword -_- But now on a new game the melee section isn't even there -_- (on old save it works proper now, equips whats selected, 3 melee options available, Machete, Tanto, Dragon (but no tribal)) Any ideas?
×
×
  • Create New...