Jump to content

DynV

Members
  • Posts

    120
  • Joined

  • Last visited

Everything posted by DynV

  1. I knew for The Train - Now with Commonwealth and Nuka World travel I needed to go to its southern station to start the quest. Soon after I installed it, I headed for the track and near Oberland Station I found a new building and its door mentioned something about train; I figured if it's not the right one that I'd pick a train ride to the right one. Well... Now that I finished the mod main quest and that I can't remove its donned shock collar, I did a search on the mod posts and AFAIK I really shouldn't have done that, as AFAICT when I met the companion/follower there, Kary, there was a script to remove it and since I had none, nothing was done. I tried using that NPC dialogue to try to trigger that script again and I couldn't manage to do so. Is there a way to search find that script then manually trigger it? If not, is there some command that would force the shock collar to be removed, without it exploding my head of course? Or perhaps there's some other solution? Thank you kindly for your help Update 1 If there's no way to get the shock collar off, is there a way to dump everything I looted in the main quest in some kind of container and some batch file or something can be made from that, the I load an earlier save, add the XP the run the batch file or the like to end up the same? Update 2 I thought of running player.showinventory then figure its refid then try player.unequip [it]but my PC had too much items so I did player.removeallitems [empty safe container ref id]but it turn out after doing that it was removed! So I just took all from the container, donned & favorited then voila! Doesn't my PC look happy?
  2. That did the trick, thanks! It went from to , see a higher resolution of it along more of the result on https://imgur.com/a/AkoM1gT It's at 0.65 scale.
  3. Then that won't work, I went all the way down the 13 flatbeds while holding the button to make the item turn and at no point was construction available (borders becoming green). If you player the mod The Train, perhaps you'd understand more the size constraint.
  4. I'm near the beginning of The Train - Now with Commonwealth and Nuka World travel and the train workshop area seem to have a low maximum height. I can manage to grow food and build beds on it but cannot get water as a resource. I've searched the best I could and the closest I came to deal with that situation is by using Construct Water Towers, but the shortest of the 2 is too high; if it was only from the bottom of the tank, I think it would fit but I don't know how to make a mod patch, it doesn't even have to look good, the part below the bottom of the tank could appear through the train flatbed and I wouldn't mind. Although visually it seemed obvious there's no dirt nor water in the workshop area, I took no chance and tired placing a plain water pump and a water purifier at very large portion of the workshop area in vain. As previously mentioned I tried searching but it wouldn't surprise me if my skills at it were lacking. Perhaps someone know how to to yield water for a workshop in which its area contains no dirt nor water? Thank you kindly for your help
  5. I'm near the beginning of The Train - Now with Commonwealth and Nuka World travel and the train workshop area seem to have a low maximum height. I can manage to grow food and build beds on it but cannot get water as a resource. I've searched the best I could and the closest I came to deal with that situation is by using Construct Water Towers, but the shortest of the 2 is too high; if it was only from the bottom of the tank, I think it would fit but I don't know how to make a mod patch, it doesn't even have to look good, the part below the bottom of the tank could appear through the train flatbed and I wouldn't mind. Perhaps someone would be interested in making a water tank for workshop construction that yield water (as a resource) ? It would be ideal if the tank could fit on a train flatbed, as I don't know if an object wider than it could be constructed on it. Thank you for your consideration
  6. That fixed it for me! Sorry to be replying but I couldn't find a way to upvote the tread.
  7. I like for my characters and their SOs to don "realist" things. I'm looking for a wedding dress and what I found too fancy for FO4 setting. The best fabric to make a wedding dress from vanilla+DLCs I can think of is institute lab coats and my PC has multiple of them. Since I've never sided with the institute, nor plan to do so, it would be ideal to have a wedding dress made of that. Perhaps there can be 2 versions, one with the logo on, another which has slight indication of where the logo used to be; if that seems too complicated, only with the logo on. Thank you for your consideration
  8. I'd like under certain circumstances for my PC to get irradiated, possibly at different rates. If I was teleported in FO4, since weights are made of lead, I'd do my best to make a box out of them then put something irradiated in it; with that I'd slightly open it for a low radiation rate, and completely for its highest one. Perhaps someone would be willing to create on of the following item that activating it would expose to radiation a single lead box that can be opened to multiple states corresponding to degree of radiation multiple lead boxes that can only be fully opened or closed, each yielding a different degree of radiationThank you for your consideration
  9. My PC sometimes use a X-01 (PA) with Prism Shielding, thus using the slot in which a paint job go by default. While I appreciate the prism effect, I find it visually unpleasing; I'd like it to be themed to the Minutemen or something non-faction-related while remaining about the same in term of concealment (for RP purpose as I'm convinced it wouldn't affect the stealth mechanic), which a rough example I made is (click for larger version) The way I see it, to get what I'd like, I foresee one of the 2 following case: by adding a 2nd slot where paint jobs go (that one would have priority), or by adding a system to overlay the appearance (ie adding decals).However any way to get prism a bit more lively would do. Thank you kindly
  10. Since Diamond City has all the glitz & glamour in the West, I'm thinking of doing something as good or better in the East, so making a mall out of Bunker Hill. The 1st step would be to increase the object limit, or whatever that gauge in the top-right side in the Workshop menu is keeping track of. Then the height limit, since I intend to make multiple stories high. Then remove all the parts directly attached to the main partly-destroyed building; with the ~4X wood roof covered with fabric on top of 2-story wood walls, including its floor. I'm assuming the top-right gauge is to keep things running smoothly since having a lot of object might cause frame-rate drop (when it's in the FOV), if so I'd then like find a way to reduce such downsides. And finally since what I intend to do will be pretty large I'd like for it to be visible from afar, and settlement object don't seem to load from afar, I think if I could make LOD with from far away just a vague representation, basically an upward rectangle with quite low resolution, and make a middle-ground version (so a bit more detail in both the wireframe and texture). The above was in order of priority. How could I make such thing happen? Thank you kindly Update 1: Inserted sentence about removing parts.
  11. I'd like to get some sweet heavy synth armor and I barely find some from loot. I used to often stumble upon synth random fights (ie in the ruined homes section north of Chestnut Hillock Reservoir), but as the 2nd word of this sentence imply: not anymore; IIRC it's been mentioned to me that's because I started the mission in which you meet Ada, from Automatron. Is there any way to find some heavy synth armor in loot? Even if that mean installing a mod for new buildings/areas. Of course I'd prefer to get random difficult/strong synths encounters again, but if that's very difficult to return, I understand. Oh! Some guarded areas from completing the main questline have been wiped out; so no more ally neither enemy spawn to those initially protected. Areas which tended to have more random synths encounters. Thank you kindly
  12. Using Lowered Weapons for weapons with a Recon Scope leaves it taking a large amount of space (on the display) when lowered, ie (click for full size) Since the latest version of the mod was in 2015, I seriously doubt vicing my concern on its forum would yield anything. Perhaps someone here will consider either adjusting how high the lowered weapon is, perhaps through MCM, and preferably per weapon type (ie for Hunting Rifle, -7% height (top of lowered weapon is -Y pixels of: 7% of the game display height)), or automatically detect if the weapon has Recon Scope, and if so lowers it even further.Thank you for your consideration
  13. I see there's theming of Hellfire X-03 Power Armor already made (ie X-03 Power Armor - All Factions Paintjob) but those don't interest me. However I'd love to use something a bit more funky, as in the T51s with Vim! Paint. I'm not expecting a full recreation of the paintjob, as long as the Vim logo is largely featured and a general look of the original, I'd use it; if there's a darker versions of it, I'd love it. Oh! X-03 has an option called "Model" (as seen through a PA station), I'm currently using "Coldfire Model", but there's 2 other in addition to the default one (the change from the default can be seen here). Perhaps there's a way for the Vim visuals to be applied no matter the model? Thank you for your consideration
  14. I was happy to go along The Chief of Thirsk Hall until I was asked to kill a humanoid, the ones living on the shore in front of the hall doors. I decided I was going to go with them and as soon as the battle began to attack the Rieklings. However I arrived at the shore a good distance ahead of the Rieklings, yet the humanoids there were aggressive toward me. Luckily I has a save before that part of the quest began, so I loaded it and didn't talk to the chief from then on. I'd like it if the shoreliners were not aggressive until the PC attacked one of them; that was I could have betrayed the Rieklings, and allied with the humanoids. Thank you for your consideration Update 1 Also make the chief unessential so I can complete the betrayal.
  15. By I meant that following the previous post (#2) advice helped. I did not load any file. From the main menu, I opened the console and COCed there directly (as in the OP: BYOHHouse2Hjaalmarch), and since the PC spawned in the nether, I had to tcl to get to the right place (then tcl to get normal). As mentioned in my previous post (#3), I still have a large portion of changes that aren't showed in game (but that are in CK).
  16. For the future mod I intend to make I need to have the grass removed and snow looking different (be it showing footprints or partly cleared). I've tried using CK in landscape mode with the texture LGrassSnow01NoGrass, radius 2 & fallof 75%, but only a small part of what I'm looking to have done for my 1st pre-pre-alpha version show properly, the majority of the area I activated the landscape tool over with multiple passes (as the CK also had the majority seemingly unaffected) show as if no mod was installed; the issue seem to co-relate between CK and in-game (there was some hours between the creation and test). Where my PC is walking on Windstad Manor Access Paths - to demolished home SE is where I'd like a path to be made for the mod--very--early beginning, and this is what I have for now. Your help would be appreciated
  17. That's better, but I still miss some things that aren't shown as in CK; from the top of my head: 2 sconces are missing, what's hanging from the rack was moved but not the rack, the chest didn't move. Although I'm not sure if it's because I'm limited in my creation as the outside looks like vanilla with the exception of 2 floating sconces, so I don't have access to the drawing board and overall workbench. The images related to this post were appended to the same post as in the OP, which are: , and
  18. As one may see on and (images part of this post) there's multiple objects moved in the small + main hall of Windstad Manor (cell name BYOHHouse2Hjaalmarch), a single one added, and nothing deleted; I'll get to why I did so after explaining my issue. The 1st partition was pretty hard to put in a decent manner (it's still not right yet, but pretty close), so I thought I'd save in case the CK crashed. Curiosity got the better of me and ~2/3 of the changes in-game are not reflected in-game, as one may see on , and Please note that sconces weren't created for the 1st 2 IG SSs. I took great care to position things as I wanted up to the partition and sadly those modifications aren't reflected in the actual game. Would you kindly let me know if there's a way to apply the changes, so I don't have to remake them? The CK is still in memory, and unless my system crash, it should still be there in a couple days. If you'd like to see the file itself, here is it. At the drawing board of Windstad Manor, outside, I saw the option to transform the small house interior to a hallway, which would be a good idea with a full-fledged mansion, but he only have the small house + main hall, and I don't intend on him getting wings until he has a decent more gold than he has. That got me thinking, my PC would have no issue in pushing all the private stuff of the small house to one side, partition that, and the remainder would be a somewhat cluttered hallway; I moved a bit of storage, among other things, to the partitioned off section. Thank you kindly for your assistance
  19. You only added an extra day delay and were kind enough to retype all this, there's 0 issue. Unfortunately I get the error for both .bsa and using windows explorer contextual menu "Open with..." will only load BSA Browser, it won't open the .bsa, so I have to use the program Open bottom then point the files. IIUC I'll only have to make the static version once per item that I want to make static, which I'm having a bit of trouble understanding but I'm assuming once I have the meshes and am doing it it will be much less of a problem, I will only have to open the items click the button Edit Base at top-right then in the field Model at bottom-left change it to my static version of it? So right-click object > Edit > Edit Base > paste in Model, then OK my way out of that particular object and repeat for all objects of the same type, then do so again for all the other item types with the exception that they will have something different to paste in Model? Update 1 I thought I'd give it a go again, then thought I'd update BSA Browser, and oddly the icons were different. Opening the program, I realized it was not the one I had; after more than a few seconds, I realized what I had was for vanilla, which I used to export mods to SSE. I extracted the corresponding .nif . Right now I'm too tired to go further into solving my issue, but should get back to it within a couple days (if not don't be afraid to remind me).
  20. My mod can be seen in TreasCorpseAlchemistIslandLighthouse but it still have the same problems.
  21. I'm sorry but I've never used Nifskope and I'm not good at modding. Using Nifskope I tried opening multiple folders in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition but I saw no file listed. I then searched "Nifskope open skyrim file" in DuckDuckGo and Google in vain. Would you kindly let me know how to do so or point me to a resource that would? Update 1 Also how do I make the items immobile and not be able to be taken, ie the silver platters? Right now they can be knocked and taken, and the idea is that they're solidly fastened. Update 2 I did a bit of thinking and I realized the mod Clockwork (SSE) have a dungeon partly lost power then I've looked if there was a motionless piston before fixing the steam pipes and I found one as can be seen here (although it remains motionless after the power is fully reestablished since it's disconnected). Do I need to link my mod to Clockwork, making it a requirement, or can I just bring that single item over (copy-pasting I assume) ? Update 3 I tried opening Clockwork with CK and I get the error entitled "Invalid File Selection" and with content "Multiple master files selected for load. Load operation aborted.". I was going to try to copy the motionless piston then somehow unloaded Clockwork and its requirements I don't need, then load my mod, then pasted the in there.
  22. DwePipe1wayPiston01, in WorldObjects > Static > Dungeons > Dwemer, would be ideal for my mod if it was motionless; however I can't find a way to stop it moving. I find it weird since I assumed the modelers would assume this could be part of a dungeon that lost power (ie malfunctionning steam room). The reason it's ideal is that it's on its side and I'm using an end to hang things on, which the piston hold it in the air as in there's nearby Dwemer dungeons (so the object creators wouldn't had to get something all the way to Skyrim, as my mod timeline is it was created at the same time as Raven Rock)Please assist me in making DwePipe1wayPiston01 motionless, or finding an object that could perform the same task. Thank you kindly
  23. My game came with the DLCs but I thought the main point of SSE was it was FHD, compared to LE just HD; so I wasn't sure if there was a version w/o DLCs. If what you mentioned is true, that solves the issue. Update 1 I made the corresponding changes to the mod listing. I found Adam Bradford answer to What is the difference between Skyrim Legendary and Skyrim Special Edition? quite interesting. Thanks again showler.
  24. The DLC is not listed, exactly as in the OP quote, but is required. I hoped the thread title indicated I'm wondering how to mark a DLC is required. I also mentioned I found a requirement workaround, it's from another section; if you'd like to see how I did, it's in Skaal Village Light Stockade Wall.
  25. In https://www.nexusmods.com/skyrimspecialedition/mods/edit/?id=44087&game_id=1704&step=requirements there's but my mod requires a DLC; how so I fix this? I made a workaround, but hopefully there's a way to do it properly. Thank you kindly
×
×
  • Create New...