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cyber94

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Everything posted by cyber94

  1. Just delete all ur ini files and run the launcher again to generate new ones. The issue occurs when u edit .ini files while MO is open.
  2. F First of all, thanks for taking the time and providing me w/ screenshots. It's very awesome of you. When I follow your instructions to the letter this is what happens: img here: https://i.imgur.com/nBCN8re.png 1. The workshops category shows the name of one of it's subcategories instead of the formlist's name. 2. The menu won't expand any won't let me build the items. Edit - So I figured it out. When using a formlist, you gotta have the keyword you define (the one pointing to the menu art) as the first item on the formlist's list.
  3. That's not quite what I meant. I want to add a preview art to the category itself, not to an object which is within that category. For example if you look at the vendors category, it has it's own unique icon (of a cash register) that is not used by any of the constructables. As it stands, my custom workshop category (which is a formlist containing various sub categories, also formlists) doesn't even show up in the workshop menu. I know my script is solid, and that the issue is that the formlists themselves need art. I just don't know how to attach the art to the formlist.
  4. So I've created a custom workshop menu (via a formlist, not keyword) and have injected it into vanilla with a script. The problem is that the category doesn't show up, because supposedly it needs a preview art. I know how to create the art, just not how to attach it to the formlist. I'm sure many people know how to do this so all help is appreciated!
  5. This might be the wrong place to post this. Please forgive me. I'm trying to alter the base price of an ALCH item in the Creation Kit, but can't find the appropriate field when I look at it in object viewer. There's a "potion value" but that's not it. Other types of items have specific fields where you can alter their prices but not the ALCH category. Thanks!
  6. Somebody please make a mod that removes the 50% cap on robot happiness. Imagine this scenario: You cannot have robots handle your supply lines without penalizing your settlement happiness. That is just stupid. This has a larger impact when you consider using major mods like Sim Settlements that rely on settlement happiness for their proper functioning.
  7. No the problem is this save file is from a very long time ago. I have uninstalled Nexus and all of its cached mods since then so when I do that It detects the game but not the mods. I installed a fresh copy of the game and copied my save files to the save directory.
  8. Hello forum! I've been a member of Nexus Mods for a long time now (first days of oblivion modding) but I've never made a forum post before! What a shame! Lately I've encountered an issue: How can one figure out his exact FNV mods installed and their load order? If I remember correct The Oblivion Mod Manager would do this for you and I'm not sure about FOMM because for some reason I can't make it work anymore (crashes with no explanation after execution). I might be missing an obvious solution integrated into Nexus Mod Manager or I might even be posting in the wrong category so treat me like a total n00b and help me out! much appreciated!
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