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Where To Look: Global Critical Hit files.
JustynThyme posted a topic in Baldur's Gate 3's Discussion
If anyone knows, could you guide me to the files I'd need to change global critical hit damage calculations? As 'global' suggests, I expect (in fact, prefer!) these changes to also affect enemies. TIA! -
Edit: I bit the bullet and used NMMM. They are working. I checked, and it's because the NMMM adds the mods to modsettings.lsx for you. Without that, they don't work. Hopefully, I don't run into the old problem I had back in EA (which I can't even remember what it was, anymore). I followed Larian's instructions, uninstalling the game to start fresh for full release, and also deleted the Larian and BG3 directories, just to be sure. I installed fresh yesterday and played for a while. Today, I selected some mods, and manually installed them (I had issues with Vortex a while back that seemed to be solved by not using a mod manager at all, so I tend to not use one), along with the Full Release Mod Fixer (FRMF). None of the mods worked. The discussion page for FRMF is filled with people having crashing issues, which I am not having, and they all seem to be using a mod manager, which I am not, but I combed it for potential solutions, anyway. The only one that sounded like something I might be missing is modifying the modsettings.lxs file, but the suggestion was to add lines that are already there. These are the lines I am talking about (I verified that they are exactly what's already there): "<node id="ModuleShortDesc"> <attribute id="Folder" type="LSString" value="GustavDev"/> <attribute id="MD5" type="LSString" value=""/> <attribute id="Name" type="LSString" value="GustavDev"/> <attribute id="UUID" type="FixedString" value="28ac9ce2-2aba-8cda-b3b5-6e922f71b6b8"/> <attribute id="Version64" type="int64" value="36028797018963968"/> </node>" I ran tests. I removed all mods, except for FRMF, to make sure the game ran with it. It did. I then added a single mod. It didn't work. I changed the mod to another single, but that didn't work, either. I then tried several mods by themselves, without FRMF, and none of them worked (not that I expected them to). I am at a loss. Does anyone have any ideas? While I'm waiting for a response, I'm doing another fresh install, out of an abundance of caution. Thanks in advance! Edit: Please explain it like I'm five. Every Full Release mod's instructions seem to be "drop this here and you're good!" That's the instructions I've tried, and no go, so I'm clearly missing something the writers of those instructions think is common knowledge. Thanks again!
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Good luck, everyone!
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I'm recently getting back into FO4, after being gone a long time. I long ago uninstalled the game, and deleted all of my mods, including my custom mod that adds a container of equipment to the Vault 111 vault door room (melee weapon, ranged weapon, one suit of armor). This time, I went more custom with the equipment, but otherwise did exactly what I did last time I played. I installed Alien Assault Rifle and Slooty Vault Suit. Using the Creation Kit, I created a mod that adds a container to the vault door room of Vault 111, added the two items to the container, saved the mod, named it. I played to that room, and the container was there, but both items were not in it. I reloaded my mod in the Creation Kit, and both the suit and the rifle were indeed not in the container. I tried this again, using the existing mod. Same results. I tried adjusting the load order, and I tried disabling all other mods, except these two item mods and mine. No change. They still disappear from the container. The next thing I tried was putting the items on the floor of the room. I played to that point, and neither item was on the floor where I put them. I loaded up my mod, and the two mods for the items I was trying to use, and neither item was on the floor in my mod, where I just put them. This time, I put them back, saved the mod, closed the CK, and loaded them all back up again, without playing the game. The items were not where I put them. I even tried again, deleting my mod and creating it from scratch. I again loaded the mod in CK, without having played it. The items were again missing. I also tried creating duplicates of the two items. Those get removed, too. The last thing I tried was creating the mod from scratch, but using a vanilla item. I placed an Alien Blaster next to the Pip-Boy. I saved it, named it, and closed the CK. I loaded my mod in the CK, and the Alien Blaster was still there. I closed the CK, ran the game, played through to the vault door room, and there was the Alien Blaster. It looks to me like the CK is removing the mod items from my mod, somehow and for some unknown reason. It is not doing that with vanilla items, as far as I can tell. I'm dumbfounded. I am using NMM 0.65.6 to manage the mods, and for the load order. I am launching the game with F4SE (needed for another mod I want to use). Any ideas why this is happening?
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I just encountered this today. Have you found a solution yet? Edit: I figured out my problem. I was trying to put items from mods into a container in a new mod. Then, when loading the mods together, the mods for the items reset their locations to where the mod's creators put them, taking them out of my container. No way around this that I have found.
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- cell reset
- containers
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(and 2 more)
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Game.GetPlayer().AddPerk(PerkName) won't compile.
JustynThyme replied to JustynThyme's topic in Fallout 4's Discussion
Strange that some of the commands require properties, but others do not. I know nothing about the fragment properties, so I'll have to see if I can find something to teach me. Thanks for the help! I hope this works. -
I created a god-mod for successive playthroughs, and, as I like to do, I added a narrative. It works fine if you start a new game, because I changed an early stage of MQ102 (Out of Time) to alter the SPECIALs (by adding a list of Game.GetPlayer().SetValue( Game.GetSPECIALAV(), 10 ) lines to the Papyrus Fragment field on the appropriate stage), and then just added the perks I wanted the player to have to the Player Actor entry's spell list. But then I wanted to expand the audience, to those who just want to give themselves a boost, but who are already past that stage of MQ102. The added perks work, but not the SPECIALs, obviously. So, I created a syringe you can pick up, and using it adds a perk, that calls a quest. The first test was having the quest change the SPECIALs, like I did with MQ102. It worked. Then I went looking online for the proper command to add perks. I even found specific examples of people adding perks through the Papyrus Fragment field of a quest. In every instance, those seeking help were told the command Game.GetPlayer().AddPerk(PerkEditorID) is supposed to work. When I tried my perk's EID and Awareness', neither would compile. I then went digging into the Creation Kit to find quests that grant perks. The first I found was the quest that gives the Friend of the Cats perk (EID DN054AtomCatsPerk). The relevant line in the Papyrus Fragment field was Game.getplayer().addperk(pDN054AtomCatsPerk). There was a "p" in front of the EID of the perk. The second quest I found was DialogueCovenant, which gives the Wired Reflexes perk (MS17WiredReflexesPerk). It gives the MS17WiredReflexesPerk, also by adding a "p" at the beginning. So, I tried that, using both my perk and Awareness. Neither would compile. I even tried creating another new quest, and then copy/pasting the lines to give the player the Friend of the Cats and Wired Reflexes quest reward perks. That wouldn't compile, either! At this point, I can't understand how those lines would compile for the devs the way they were written. I am at a loss. I just can't see what I'm doing wrong. Any assistance would be appreciated. Thanks! Compiles for me: Game.GetPlayer().SetValue( Game.GetAgilityAV(), 10 ) Game.GetPlayer().SetValue( Game.GetCharismaAV(), 10 ) Game.GetPlayer().SetValue( Game.GetIntelligenceAV(), 10 ) Game.GetPlayer().SetValue( Game.GetEnduranceAV(), 10 ) Game.GetPlayer().SetValue( Game.GetLuckAV(), 10 ) Game.GetPlayer().SetValue( Game.GetPerceptionAV(), 10 ) Game.GetPlayer().SetValue( Game.GetStrengthAV(), 10 ) Compiles for devs: Game.getplayer().addperk(pDN054AtomCatsPerk) Game.GetPlayer().AddPerk(pMS17WiredReflexesPerk) Will not compile for me: Game.getplayer().addperk(Awareness) Game.GetPlayer().AddPerk(pAwareness) Game.getplayer().addperk(MyPerk) Game.GetPlayer().AddPerk(pMyPerk) Game.getplayer().addperk(DN054AtomCatsPerk) Game.GetPlayer().AddPerk(MS17WiredReflexesPerk) Game.getplayer().addperk(pDN054AtomCatsPerk) Game.GetPlayer().AddPerk(pMS17WiredReflexesPerk)
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Nexus Mod Page Profile Photo Wont Update
JustynThyme replied to Kazutopia's topic in Skyrim's Skyrim LE
I just noticed, mine updated. I guess it just takes a little time. -
Nexus Mod Page Profile Photo Wont Update
JustynThyme replied to Kazutopia's topic in Skyrim's Skyrim LE
Me, too, sadly. -
Both the EditorID and the FormID is the same for all versions, yes. Thanks.
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I created a perk mod and then had to update it. I was looking into ways to remove and then re-add the perk so users of my mod (including myself) won't have to start over in order to keep using the newer version, or a different version (I have four versions, two weak, one medium, and one strong - all with the same perk name). I saw one suggestion on the GECK website, on the "addperk" page, at the bottom of the page: This seems to suggest that the quest runs by itself without the player having to do anything in-game. I noticed that if I use a weak version, then install the strong version, when I start the game and load my save, the weak version is removed from the character's list (even though the strong version is installed with the same perk name and perk ID). So, I figure I don't need to do a perk removal like in the example script, and that I can use it with addperk instead so my users don't have to use a console command to re-add the newer perk because that would disable achievements (if they care about them). Anyway, I have the script compiled, but can't seem to configure the quest correctly (it just won't run). Any ideas? My script: scn PerkUpQuestScript Begin GameMode player.AddPerk MitchellsMonster StopQuest PerkUp End The quest is set up like this: Thanks in advance. :)
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Can't save scripts made in the GECK?!
JustynThyme replied to RetroNutcase's topic in Fallout New Vegas's Discussion
Okay, discovered the problem It was the fact that I didn't have my modded perk data loaded while I was making the script, so the GECK wasn't finding the perk I was calling, and failing the script compile. However, the mod still didn't work. Kendo, I tried your script, too, and that didn't work either. I created a quest with stage 0 and stage 5, but I can't seem to get the quest to function. According tot he AddPerk page of the GECK website, the quest should run at game start. Anyway, since I solved the compile issue, I'm going to start a new thread for the quest not running issue. Thanks for the help, guys. -
Can't save scripts made in the GECK?!
JustynThyme replied to RetroNutcase's topic in Fallout New Vegas's Discussion
I don't know for A FACT that Steam is jacking you but I know my 'personal' version of FOMM, the KF updater and and bunch of other personal utilities I have don't jive with Steam. And you're damn right the script will work. I wrote it. Ah. I see. Well, you DID state it like it was a fact, so you can forgive us if we took it as an informed statement. And just because you wrote it doesn't mean it works. If you tested it in NV, clarify, please, so we know for sure. Thanks for the input, though. -
Can't save scripts made in the GECK?!
JustynThyme replied to RetroNutcase's topic in Fallout New Vegas's Discussion
Wait, so the fact that it's in the Steam directory is the problem? Then why can I edit already existing scripts and they save just fine? Also, how can anyone make mods at all that function if the Steam file path is interfering? If this is actually the problem, that seems like a really specific case to me. :/ -
Can't save scripts made in the GECK?!
JustynThyme replied to RetroNutcase's topic in Fallout New Vegas's Discussion
I tried saving just the script name, but it won't save. I can edit the name of other scripts and they will save as duplicates, so I know saving a script is possible with my current install. At your suggestion, I tried it. Doesn't work. Thanks, though. After the removal of error messages, I can believe that this might be the problem. :)