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Lazarus187

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Everything posted by Lazarus187

  1. The weapon stats are found in the various .scr files. For instance, the German 9mm pistol's data is found starting on line 27680 of the inventory_gen.scr file, whereas longbow and crossbow stats are found in the inventory_special.scr file (on lines 747 and 6782 respectively).
  2. I'm hoping someone might be able to assist with the following edits I'm trying to make to the single-player campaign: 1. Increasing the amount of ammo that "spawns" in police sedans and vans. Any changes I make to the default.loot file causes all loot (from EVERY container, lockbox, and corpse) in the game to 'disappear'. E.g., if I change any of the "weights" or add entries [ like Ammo_Pistol (weight = 1.0);] to the following, all loot in the game vanishes: LootedObject("Cont_SedanPolice") { ColorSet(ColorSet_Cont_Lockpick); use Empty(weight = 0.0); use CashMedium(weight = 3.0); use CashBig(weight = 1.5); use Weapons_Firearms(weight = 0.001); use Upgrades(weight = 2.0); use Healing_Items(weight = 1.0); use Valuables_Default(weight = 1.5); }Furthermore, I haven't been able to find any entries (in ANY of the .loot files) for the police vans, only the sedans. 2. Changing the basic gear that Kyle Crane starts with during the main story quest. None of the changes I've made in the default_player_setup.scr file seems have had any effect, so I'm assuming that's not the file(s) I need to edit. I'd also like to change what vendors have for sale at various points in the game, but I'm not certain which .scr file(s) in the scripts/trading folder I need to edit. 3. Decreasing the 'frequency' in which zombies re-spawn after Crane has 'cleared' an area. I'd also like to decrease (somewhat at least) the 'probability' that virals will appear and swarm Crane every time a bomber or gas tank zombie explodes. Any assistance would be greatly appreciated. Many thanks in advance!
  3. Hey Whitesnake, check out this Frosty Toolsuite solutions thread. It MIGHT have a solution for your particular issue: https://discordapp.com/channels/333086156478480384/400753837628981249
  4. Hope someone is still monitoring this thread. Having issues similar to what others have reported. Whenever I attempt to run MEA via Frost Engine v1.0.3.1, I get the following error message: Mass Effect Andromeda Has Stopped Working: Problem signature: Problem Event Name: BEX64 Application Name: MassEffectAndromeda.exe Application Version: 1.0.0.0 Application Timestamp: 596f82f1 Fault Module Name: StackHash_1dc2 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 0000000000000000 Exception Code: c0000005 Exception Data: 0000000000000008 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 1033 Additional Information 1: 1dc2 Additional Information 2: 1dc22fb1de37d348f27e54dbb5278e7d Additional Information 3: eae3 Additional Information 4: eae36a4b5ffb27c9d33117f4125a75c2I've tried the usual suggestions (i.e., deleting the ModData folder and bcrypt.dll file, running the Frost Editor in administrator mode, etc.) I've also requested assistance at discordapp.com, but thus far no one has been able to help. I'm hoping SOMEONE has devised a workaround for this type of issue. Any assistance would be greatly appreciated. MANY thanks in advance.
  5. SUCCESS! It appears the issue was with the Fallout4.ini. Once that was replaced, the problem cleared up. Thank you so much for your assistance!
  6. Hey NorthWolf, thanks for the reply. I was using a 5:4 monitor ( Viewsonic VE710b ) previously. I'm not running any mods at the moment. The power armor HUD mesh continues to be visible even when the PC isn't wearing a power helmet. See below: http://i869.photobucket.com/albums/ab252/Lazarusmage/ScreenShot9.png
  7. Just purchased a BenQ XL2411Z monitor for my system. Reset Fallout 4's display settings to match my monitor's native resolution ( 1920 x 1080p ). Now I'm experiencing an odd graphical "glitch" were a octagon-shaped "shadow" appears around the HUD ( in both 1st and 3rd-person perspective ), but ONLY while wearing power armor. See screenshots below for reference. The issue disappears once the player character exits the power armor. I've tried enabling/disabling various graphical options ( shadows, Godrays, etc.) but nothing seems to correct the problem. Does anyone know how to remedy this issue? Thanks in advance! http://i869.photobucket.com/albums/ab252/Lazarusmage/ScreenShot1.png http://i869.photobucket.com/albums/ab252/Lazarusmage/ScreenShot2.png
  8. Greetings All: I'm trying to improve the vanilla armor mod "Overdrive Servos" as follows: 1. Increase player character sprint speed by 50% 2. Reduce Action Point cost by 50% The aforementioned effects seemed to be governed by multiple "entries" in the Creation Kit. For example, in Items > Object Mod > PA_T45_Leg_Misc_SprintBoost, I found the following values in the "Property Modifiers" box: ivalue MUL+ADD 0.25000 peEnchantments ADD EnchPA_OverdriveServos vaActorValues ADD PA_OverdriveServos_AVI have no idea what most of the aforementioned means except for the EnchPA entry, which I figured must point to a magic effect. Under Magic > Enchantment I found EnchPA_OverdriveServos, with the following effects: Fortify Actor Speed Mult: SpeedMult 10.00 Overdrive Servos 0.00 Fortify Actor Speed Mult: SpeedMult 20.00 I'm not sure what the "Overdrive Servos" effect actually does, nor why there are 2 separate Fortify Actor Speed Mult entries. I tried changing the values of the SpeedMult entries, but it didn't produce the desired effect in game. I'm also not sure what I have to change to reduce the Action Point cost. Any assistance would be greatly appreciated. Thanks in advance!
  9. I've been experimenting with making minor changes to the various def_item.xml files. One thing I'm trying to do is modify one of the swords in Chapter 3 to accept 4 runes. I made the indicated changes to the sword in question in the def_item_swordsteel.xml file. The sword accepts 4 runes, and the "worldmodel" ( if that's the correct term ) displays 4 runes as evidenced by the following screenshot : http://i869.photobucket.com/albums/ab252/Lazarusmage/8585d199-9fba-4b15-b3c7-8fc049f2af08.png The only issue is when viewing the sword in Geralt's inventory screen I see only 3 "dots" ( indicating 3 rune slots ), even though the sword actually has 4 functioning runes. Is this something that can be corrected by editing a different .xml file, or will this require photoshop or a similar utility? Any assistance would be greatly appreciated. Thanks in advance.
  10. Thank you for your prompt response prod80. I'm running the latest version of Skyrim and the Creation Kit ( version 1.9.32.0 ). Furthermore, I'm running Windows XP Home Edition 32-bit with SP3 installed. Don't know if your suggestion will work for my OS.
  11. Recently installed the following DLC ( Dawnguard, Dragonborn, Hearthfires ). Played through the entire Dragonborn quest without a hitch. However, upon completing the Dawnguard quest ( as a vampire ), I started experiencing the following issues : 1: Frequent CTD's ( on average, about every 20-30 minutes ) 2: Game hardlocking/freezing. This lock up is so severe that it's necessary to cut power to the system to resolve. Tried running the game in windowed mode, and when it locked up again, I was able to exit using Windows Task Manager. At that point received the following error message: Runtime Error! Program: E:\Program Files\steam\Steamapps\common\Skyrim\TESV.exe R6025 - pure virtual function call I've already attempted to the following troubleshooting steps: 1: Verified integrity of game cache ( several times ). Steam keeps indicating that one file failed to verify and will be reacquired, but dosen't specify WHICH file. 2: Uninstalled/Reinstalled Skyrim and DLC's. 3: Attempted to repair ( as well as uninstall/reinstall ) Microsoft's Visual C++ 2010 x86 Redistributable. Did so by utilizing the vcredist_x86.exe utility found in the following folder: Program Files/Steam/SteamApps/common/Skyrim/VCRedist I even tried deleting/reacquiring the vcredist_x86.exe via Steam, to ensure that I had an uncorrupted copy of it. Finally, I've tried running the game without Microsoft's Visual C++ 2010 x86 Redistributable entirely. Made no difference. 4: Attempted to disable the various DLC's. Unchecking the Dawnguard.esm, Dragonborn.esm, or HearthFires.esm file(s) results in game crashing before the main load menu becomes accessible. The only 3rd-party mods I'm running are my own, which consists of a single 350 KB .esp file ( Skyrim Custom Items ) and the following, listed in load order along with the DLC: Skyrim Custom Items.esp Dawnguard.esm Dragonborn.esm HearthFires.esm Character Presets - Male Breton.esp Character Presets - Male Imperial.esp Sundys Male Presets.esp All of the aforementioned .esp files work flawlessly with the "vanilla" game for more than a year. I've tried disabling them one at time, but it doesn't appear to make any difference. I've already been in contact with Steam Support and Bethesda support. Steam hasn't bothered to respond, and the only "advice" Bethesda would offer was the following: Any assistance would be greatly appreciated. Many thanks in advance.
  12. Guess I'll add my voice to the growing chorus. Having the same issue here, unable to download anything Skyrim-related from any of the public servers.
  13. Ditto. Simply opening up your .esp file with the CK will corrupt any custom armor or accessories. This is quite annoying..........
  14. Exactly the same thing happened with my custom armor, and accessories ( e.g. amulets, rings )! The only solution I could find was to load an "older" .esp file, and avoid using the CK for the interim.
  15. In my case, I'm using a 19" CRT Monitor, set to 1280 x 1024 resolution. You're correct in that the Face Anim Preview window isn't opening all the way, and there's no way to "scale" it, clicking and dragging attempts simply don't work.
  16. Welcome, Keytosa. First thing you might want to do is decide what type(s) of modding piques your interest. For example, do you want to create custom weapons, armor, magic items, or spells? If so, some of the following links will help get you started: http://www.creationkit.com/Category:Tutorials http://www.creationkit.com/Category:External_Tutorials http://www.creationkit.com/Customizing_Weapons_%26_Armor ( Specific tutorial for weapon/armor modding ) If you're simply interested in checking out other people's mods: http://skyrim.nexusmods.com/index.php http://skyrim.rpg-mods.com/ http://www.strategyinformer.com/pc/mods/elderscrollsvskyrim/mod.html Enjoy!
  17. This is my first attempt to modify an existing script for a custom sword. Basically, I'm simply trying to duplicate the "instant kill" effect of Mehrunes' Razor, minus the faction immunity ( e.g. works on everything ). Here's the original script: ScriptName DA07MehrunesRazorMagicEffectScript extends ActiveMagicEffect Faction Property pDA07MehrunesRazorImmuneFaction auto Weapon Property DA07MehrunesRazor Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Apply this effect if the target is not in the excluded faction If akTarget.IsInFaction(pDA07MehrunesRazorImmuneFaction) == 1 Return Else ; 1 percent chance to kill target ; debug.trace(self + " hitting " + akTarget + " with Mehrunes' Razor") If (Utility.RandomInt() <= 1) ; debug.trace(self + "Instant Kill effect applied on" + akTarget) If Game.GetPlayer().GetItemCount(DA07MehrunesRazor) >= 1 akTarget.Kill(Game.GetPlayer()) Else akTarget.Kill() EndIf EndIf EndIf EndEvent And here's my version: ScriptName FuryOfAkatoshMagicEffectScript extends ActiveMagicEffect Weapon Property FuryofAkatosh Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ; 4 percent chance to kill target ; debug.trace(self + " hitting " + akTarget + " with Fury' of Akatosh") If (Utility.RandomInt() <= 4) ; debug.trace(self + "Instant Kill effect applied on" + akTarget) If Game.GetPlayer().GetItemCount(FuryofAkatosh) >= 4 akTarget.Kill(Game.GetPlayer()) Else akTarget.Kill() EndIf EndIf EndEvent My script compiles without any issues, but when I use the sword in game, there dosen't seem to be any discernable effect, even if I change the % chance to kill the target to 100%. Anyone know where I went wrong?
  18. Interesting. I've had this problem since the beginning. Seems like this issue has affected a number of people, but no one seems to know what's causing it, nor has any ideas on how to address it. Sounds like it might be worth reporting to the developers, but not sure what's the best contact email ( i.e. specifically for Creation Kit issues ).
  19. Been several months, and I'm still experiencing this annoying issue. Basically, I'm unable to preview any NPC's faces in the Face Anim Preview window of the Actor Editor. The window appears to be "permanently minimized", and no amount of clicking / dragging on it changes it's size. Here's an image of it: http://i869.photobucket.com/albums/ab252/Lazarusmage/FaceEditor.jpg You can see a "sliver" of the grey-colored preview window on the extreme right-hand corner of the Actor Editor, you just can't do anything with it. Obviously, this makes customizing existing face morphs impossible. I never had this issue with G.E.C.K editors, or the Oblivion Toolset. I sincerely hope someone has found a workaround to this problem by now. If it makes any difference, I'm running the game/editor in Windows XP. Many thanks in advance.
  20. I've created a couple of custom weapon runes for Dragon Age Origins ( e.g. fire, frost, electricity ), which seem to function properly, except that they're consistently inflicting 1 point less damage per strike ( regardless of elemental type ) than I've designed them to ( i.e. 5 points vs. 6 points ). I realize that many creatures have at least some elemental resistance, but usually vs. one or two elemental types, not all of them ( e.g. Hurlocks have +5% frost and spirit resistance, but 0% vs. other types ). However, the Hurlocks in DAO are taking 5 points ( instead of 6 points ) of damage per strike, regardless of elemental type. This is the case with ALL types of enemies ( giant spiders, werewolves, humans, etc. ) Interestingly enough, I'm not experiencing this little glitch when playing Awakenings, which leads me to believe that there must be some script(s) or .GDA file(s) that are essentially "capping" the elemental damage inflicted via runes to 5 points in DAO. Anyone know which ones these might be? Many thanks in advance.
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