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boondoctor

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Posts posted by boondoctor

  1.  

    Hey everyone,

     

    does anybody know if it possible to add runewords to armor and weapons without enchanting them? Via mod of course.

     

    If tried modifying the manticor set by adding

    <base_abilities>
    	<a>Default armor _Stats</a>
    	<a>Red Wolf Armor 1 _Stats</a>
    	<a>Glyphword 1 _Stats</a>       <!--Deflection = Armor deflects all arrows -->
    </base_abilities>
    

    Sadly that doesn't seem to work :sad:

     

     

    TL;DR - I realize you were asking about doing this via Mod - so, forewarned that this is a console function. That said - making it in to a mod should be straightforward - with a bit of script of course. I got a bit excited, obviously lol - apologies for the lengthy bit that follows, heh. Just documenting the console function a bit. Cheers, aprilia1k

    Found a debug-console function that is pretty flexible: rw() function. SIgnature implies you can use it for Glyphs and Runes both:

    exec function rw(typ : string, optional removeAllExisting : bool, optional onSilverSword : bool)

    It appears that arg1 should be the name of the Rune or Glyph, i.e. "Severance", "Replenishment", "Preservation", "Dumplings" lol, "Entanglement" (glyph), "Ignition" (glyph), "Deflection" - there ya go. It can instead start with 'r' or 'g' and end with a number (1-12 for Runes, 1-20 for Glyphs), but that seems more of a pain. Seems that just "R2" will add Severance to a sword, "G15" will add Entanglement to armor - but definitely .. harder to remember lol.

    Less typing I suppose -

    rw('r2') for severance on silver steel, rw('g15') for entanglement, or simply rw('g1') for Deflection -- crazy.. but think it should work.
    Try this in the debug console - I imagine that your swords must have 3-slots: works on any swords or armor apparently.
    For swords:
    In console: rw("Severance", false, true)
    Add severance to your equipped silver sword
    rw('r2',false,true) will do the same thing, but pretty cryptic.
    If you want to enchant your steel sword, only use the first argument, no need for arg2 or 3:

    In console: rw("Preservation")
    Add preservation to your equipped steel sword (steel sword is default if you leave off the 2nd and 3rd argument, same as saying false for that 3rd argument but easier eh?)
    For ARMOR:
    In console: rw("Entanglement")

    Add Entanglement to your equipped armor. Just by specifying the name of a glyph, you're automatically targeting your equipped armor - so it seems.

    rw("Deflection")
    And there's your Deflection glyph added to equipped, 3-slot armor! It makes 3 slots if they aren't there.
    Try rw('G1') instead - same result - Deflection on your armor. Case matters not for this usage, but when you name the Rune or Glyph, as in the first example, case matters for sure.

    That one console function seems coded to enchant anything you have - if equipped items are not enchantable for some reason, it will add a Gnomish steel sword, or a silver "Azurewrath" sword -- or, for a glyph,a piece of 'Medium armor 05r'.

     

    Seems that this should work without writing any code, right from the console - who knew? You gave me the idea to go looking - so, thanks man! :-)

     

    I can't try this out right now - but I will when I get a chance - looks like it should work.

    If you get a chance - let me know. UPDATE: I tested it and it works. It's not a mod -- but, it's better than running off to the Runewrite (runewright?)... yeah

    WORKS!

    Cheers,

    aprilia1k - Stephen

     

     

    Hey, i realize im 2 years late, but would it be possible to apply this to Caretakers Spade, even though it isnt a sword?

  2. Please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as NVSE and it's related plugins, texture replacements (specifically their larger image sizes: 1024x1024, etc.), and "post-processors" like ENB or SweetFX. In particular, screenshots of your load order are a major pain to work with. That article tells you how to post a proper list in the forums. (It's actually easier than screenshots.)

     

    Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so.

     

    From what you have provided, let's start with the fact your "load order" has the DLC (at least) sorted wrong. Please see the 'Maximizing use of memory', 'Third Rule: The Rule of One', 'Essentials for Getting Started', 'Vanilla "Load Order"', 'Game INI files', and 'Restoring to "Vanilla"' entries in the 'First Timer Advice' section of the wiki "FNV General Mod Use Advice" article. The 'Game won't launch' section has a list of very common causes of problems beyond preventing the game from starting.

     

    Work your way through those and then see the 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

     

    -Dubious-

     

     

    I tried reordering the DLCs but that didnt seem to do anything. Also updated the thread

    The 'Solutions to Post-Processor (ENB/SweetFX et. al.) problems' didn't seem to relate to my issue

  3. [My problem:]

    https://i.imgur.com/l3mIWNA.jpg

    https://i.imgur.com/mPQ6APJ.jpg

     

    So i'm completely in love with the Old World ENB, but im getting a very odd sky. It has a constant solid color of white, that fades up to blue. A friend of mine is running the same ENB from my recommendation, and his sky looks completely normal; https://i.imgur.com/v6Jmhwi.jpg

    He is only running with Nevada Skies, NMCs and YUP.

     

    I've got quite a larger list, but if someone could help me figure this s**t out i'd be happy as a dog, it has grown to quite a frustration.

    https://i.imgur.com/m2R91hW.png

    https://i.imgur.com/FYAXDe7.png

    https://i.imgur.com/68Xxrq4.png

     

    All DLCs

    NMM

    NVSE

    4GB patch

    ENB

  4. did you run FONV before installing mods? did you archive invalidate?

    no actually i didnt run the game before installing..

    if archive invalidation is checking "yes" when asked if i want to make [some file, dont remember] go from read-only, to not read only, or checking yes for some kind of file organizing the first time i launched nmm; then yes

  5. Hi, i have just bought fallout nv off Steam, and installed NVSE, 4GB enabler, MCM and 30+ mods. But upon launch, no mods are loaded.

    • NVSE works (as far as i can tell) by setting the command GetNVSEVersion, and it tells me "4"
    • Mods rarely install successfully on the first try, but does after a couple attempts. I dont know if this relevant
    • Im using Nexus Mod Manager to install the mods
    • I have activated all the plugins needed for the mods to work uninterrupted (at least i think so, from what ive understood)
    • I have attempted to organize the loadorder, but considering im new to modding, i dont know if it's 100% correctly

     

     

     

    Any thoughts of why my mods won't load?

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