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Everything posted by 0arisaka0
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Expanded Pipe weapon mods
0arisaka0 replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
Gotcha, I do want it to be compatible with sorting mods, so to do so, I'd need patches for each it seems. Let me look at Ruleset and see what I can do. Thanks mate! -
Expanded Pipe weapon mods
0arisaka0 replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
I have this already, this is the keyword that gets VIS to assign the shutgun ammo tag to it. This is what makes me think there is something else with keywords somewhere else that might be affecting this, or maybe even other scripting somewhere -
Greetings all. I am working on a mod, and part of it would add an expanded list of mods for pipe weapons. One of them is a shotgun receiver for pipe revolvers. Everything works the way I intended, with one callout that I am looking for a solution for. The default naming for it won't switch away from "pistol" and "rifle" to "shotgun". The game is recognizing it as a '12 gauge' and a 'shotgun' (VIS applies the correct tags), but I am not sure what I am missing in the CK that is affecting the naming conventions. Anyone able to give me some insight? Thank you!
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Greetings all. I am working on a mod, and part of it would add an expanded list of mods for pipe weapons. ONe of the ones I added is a shotgun receiver for pipe revolvers. Everything works the way intended, with one callout I am looking for a solution for. The default naming for it won't switch away from "pistol" and "rifle" to "shotgun". The game is recognizing it as a '12 gauge' and a 'shotgun' (VIS applies the correct tags), but I am not sure what I am missing in the CK that is affecting the naming conventions. Anyone able to give me some insight? Thank you!
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Hello all :) I am looking for assistance in scripting; I am looking to activate and deactivate several in-worldspace items upon quest stages of the vanially in-game quests. I initially thought putting in scrip fragments, but they didn't work, so I switched to adding scripting to the in-worldspace items, but my papyrus isn;t strong enough to get it to work; they scrips I've tried complied, but didn't seem to do anything; I've gone through all the conceivable vanilla 'quest' and 'item enable' scripts I could find to see of those would work, and they didn't. Any assistance would be appreciated :D
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Fallout 4 item renaming info
0arisaka0 replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
Thank you sir, I will look this over and follow-up and BTW, I love CWWS! I modified it and replaced the vanilla showers and sinks in the Institute, Prydwyn, Railroad (e,g, non settlement player homes) with yours; extremely handy to have them there :D I am also looking to adding one settlement happiness to the toilets, baths, and showers; think of how happy you'd be if you didn't have to share a toilet :wink: Thanks Mate I agree, when I was looking at the text replacement command, it seems to deal more with changing the name of items, or displayed names. I think I will try to outreach Valdacil thank you! -
Fallout 4 item renaming info
0arisaka0 replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
Thank you sir, I will look this over and follow-up and BTW, I love CWWS! I modified it and replaced the vanilla showers and sinks in the Institute, Prydwyn, Railroad (e,g, non settlement player homes) with yours; extremely handy to have them there :D I am also looking to adding one settlement happiness to the toilets, baths, and showers; think of how happy you'd be if you didn't have to share a toilet ;) -
Greetings all :) I am attempting to put VIS tags onto a few mods I have, but it isn't going well for the item which names dynamically change. Would anyone know of any info on how this works? thank you!
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Creation Kit for FO4 crashing during start-up
0arisaka0 replied to 0arisaka0's topic in Fallout 4's Creation Kit and Modders
hmm weird, it's not in the NMM anymore. I know I didn't uninstall it; and the mod has been removed from the Nexus. **Edit** I found the lose zip file and removed them; working! thank you sir :D -
I haven't opened the creation kit in about 2 months. Now it immediately crashes when starting up, before it finishes opening. I've installed it, and reinstalled, but to no avail. THe onyl difference between now and the is that I have a new monitor. Google searches haven't been helpful, so I figured I'd asked the community Anyone have any ideas?
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Greetings all :happy: I am trying to get a terminal entry to remove an item from inventory, then add a perk, but I can't get off the ground... this is what I found and not sure what is wrong, so a little help would be appreciated :laugh: Scriptname testscript Event OnActivate Game.GetPlayer().AddPerk(perkname) Game.GetPlayer().RemoveItem(itemname, 1)endEvent thank you all :cool:
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Ok to keep Creation Kit open while testing?
0arisaka0 replied to four2nothin's topic in Fallout 4's Creation Kit and Modders
I also do it all the time. Just don't try to make changes to a mod while the game runs. Only issue I've had is that the CK tend to gobble up RAM, if kept it running... ONe time I saw it take up 17g of memory, but I have 32g of RAM, so it wasn't like it was a an issue for me, but others mileage may vary.- 18 replies
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At a_blind_man. I tested your suggestion; I took a step out by not modifying the VIS files, since I know that having my main ESP below VIS in the load order works, I flagged it as an ESM in in FO4Edit, created a new test ESP (with my file and Automatron as masters), saved it then removed the ESM flag off of the my main file. While this did allow me to keep it below VIS, the test automatron esp was still not pulling the scripting info from the main file; items from the main file were giving items, but not the ones from the optional file. Any ideas on why that is? Nope, I redid it and this worked! I wasn't getting the empty, my companion was; I repaired Ada and ~she got the discharged repair kit. I think tested healing my compansions, and they got the empty of my stimpak... so thinks are working, woo! thank you for the help :laugh:
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Ahh I see, so the FOEdit info I found won't change it to an ESM, just make it look like one; Perfect :D thank you! Hmm this didn't seem to work... :\ I flagged the ESP and a ESM, but it was still populated at the top with the rest of the ESMs. WHen I created a test ESP for a DLC, it wasn't taking the info from the my main mod file; since VIS is lower in the order. Other ideas? :(
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Hello all :laugh: For my Immersive Consumable mod, I want a simple way to have every possible permutation, without having a big number of independent, handmade ESPs. I wanted to have an ESP master of my main mod (VIS or not) then stack on DLC options a player might have. I looked into having a ESP master for FO4, and all the info I found was to turn it into an ESM. This won't work for my mod, since VIS is not a ESM. FYI, I tried to have the ESP selected when I made a new one mod to cover DLC items, but it didn't work :\ So I need another option of not having a separate ESP for every possible permutation of VIS and DLCs; hopefully someone has one. thank you! :cool:
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Personal Craftable Vertibird problems
0arisaka0 replied to Carson147's topic in Fallout 4's Discussion
which Vertibird mod are you using? That is some weird thing to happen because of a conflict, so almost seems to be some sort of troll mod.