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Jambo11

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Everything posted by Jambo11

  1. I want to create a mod that requires the player to get out if their power armor to put in new fusion cores, but with the benefit of fusion cores lasting 10 times longer. Getting the fusion cores to last 10 timea longer seems pretty straightforward, but I don't know how to go about preventing fusion cores from magically moving from the player's inventory to the back of the power armor. Or maybe I need to figure out how to fool the game into thinking that the player has no more fusion cores in their inventory. I get the feeling that I won't be getting any help with this.
  2. I'm working on making stand-alone versions of the Clean Barns mod for the painted and unpainted versions. (I'm just doing this for myself, for now; not even sure if dgulat, the author, is still around.) Anyway, how would I give the painted and unpainted barn tile sets FNAM categories that would put them right alongside the vanilla Barns in the workshop menu? Mind you, I don't want the pieces to be in the same category as the vanilla barn pieces, but I do want them to be in Structures.
  3. I found and installed the mod. Unfortunately, the author made the bunkbeds for children. They function the same, and one can change the scale with the console, but they look odd when they're upscaled, and having to change every one of them is a hassle. Not sure why the author thought bunkbeds were only for children.
  4. I'll definitely be checking that out tomorrow. Thank you for the reply!
  5. Currently, Better Settlement Beds adds bunkbeds and queen size beds, but only the latter will allow two characters to use it. The bunkbeds do count as two beds for the settlement, but function as only one bed. The only way I can think to make the bunkbeds usable by two characters is to make the top and bottom beds crafted separately, with the top snapping to the bottom bunk. I would happily do this myself, but I neither have the proper software for modeling, nor the know-how. So, is there anyone interested?
  6. I already have the Better Settlement Beds mod, and it does work as described, but the problem is the bunkbeds don't allow more than one person to sleep in them. I propose separating the top and bottom halves, making them craftable as separate beds, but making the top bunk snap to the bottom bunk. I believe this would allow for both the top and bottom to be utilized by settlers, instead of a single unit that artificially counts as two beds; currently, they function as only one bed.
  7. I'm working on a mod that gives scrap for weapons that is more realistic, both in quantity and in the types of components. Unfortunately, I'm only getting half of the quantity of scrap for the various components that I specify in the Constructible Object recipe. The simple solution would be to double the amounts, but I'd much rather figure out why I'm not getting the full amount. Moreover, why do I get more springs and screws when I set the Object/Component to c_Screws_scrap or c_Springs_scrap than when I set it to c_Screws or c_Springs? And why are some some other components not affected by this issue? e.g. I get the same amount of c_Steel as c_Steel_scrap... I went with the simple solution in doubling the amounts, but the reduced amount of scrap in my mod is affecting the scrap received from any upgrades that a weapon has. I'm at my wit's end in figuring out the problem, and could really use some help.
  8. I'm finding that how much I get back from any attached mods is negatively affected. Unfortunately, no one in this community seems to be willing to help out someone who is obviously new to modding.
  9. I'm finding that how much I get back from any attached mods is also affected. Unfortunately, no one in this community seems to be willing to help a person out.
  10. I'm working on a mod that gives scrap for weapons that is more realistic, both in quantity and in the types of components. Unfortunately, I'm only getting half of the quantity of scrap for the various components that I specify in the Constructible Object recipe. The simple solution would be to double the amounts, but I'd much rather figure out why I'm not getting the full amount. Moreover, why do I get more springs and screws when I set the Object/Component to c_Screws_scrap or c_Springs_scrap than when I set it to c_Screws or c_Springs? And why are some some other components not affected by this issue? e.g. I get the same amount of c_Steel as c_Steel_scrap... Again, I realize that the simple solution is to double the amounts, but I have fifty or so Constructible Object recipes to mess with, and I want to figure out what I'm doing wrong.
  11. I'm working on a mod that makes the output more realistic when scrapping weapons, but: 1. It only works when scrapping weapons dropped on the ground. 2. Only a portion of the components can be retrieved.
  12. One of my mods added Bunker Hill tiles and pieces of plywood, but I am uncertain what mod it was. It's cluttering up the workshop menu, making it a hassle for me to get to the wooden railings. Does anyone know what mod it might be?
  13. I was having the exact same problem. Eventually, I just got fed up and uninstalled F4SE, and all of the mods that require it. I might go back to it in my next playthrough. For now, I'm perfectly content without it.
  14. Hello, I'm relatively new to modding Fallout 4, and I want to make some changes to the way fusion cores work in power armor. As it is, when a fusion core is expended, a new core will be magically removed from your inventory and placed into the back of the power armor. I want to change that to make it so one must manually insert a new fusion core. As a trade-off, fusion cores would last 10 times longer. I would imagine that the fusion cores being removed from one's inventory and placed into the power armor is a scripted event; or at least I would hope so, as that would make things much easier for me. The second issue is making fusion cores last 10 times longer. I wouldn't even know where to begin in addressing that. If anyone could point me in the right direction I would very much appreciate it.
  15. I have an idea for a mod that allows the player to get more meat from animals by field dressing them, at the cost of in-game time. I think this would be especially beneficial for people playing on Survival mode. Unfortunately, I don't have the foggiest idea how to get started, aside from opening the Creation Kit.
  16. Does anyone know how to make changes to what is scrappable in the Creation Kit? I have the mod, Scrap Everything, and I want to remove certain objects from the list of scrappable items. Though I always save beforehand, I keep accidentally scrapping things that I don't want to scrap, like roads, sidewalks, piers, boats, etc. The mod lets me scrap a lot of that I actually want to scrap that Spring Cleaning doesn't, so I definitely want to keep it.
  17. I was wondering if anyone would be interested in making a mod that adds solar-powered lights. I've seen them IRL: they have integral solar cells to collect energy during the day, storing it in a capacitor for use at night. I don't mind building settlements, but one thing I always dread is wiring up lights. It's a chore that I do not relish Having lights that, essentially, power themselves would save the hassle of wiring them up.
  18. Maybe a similar mod already exists, but I was wondering if anyone, possibly a sportsman, who would be interested in creating a mod that allowed the player to make use of more of the animals that they kill. Field dressing an animal would take a great amount of in-game time, but in return, the player would get much more meat and much more of other resources associated with the particular animal. This would be particularly useful for people playing on Survival mode, but it would be beneficial to everyone.
  19. Is there a mod that makes scrapping lead pipes produce more lead than what you get from a pencil? What about a mod that gives to player more than just plastic when scrapping energy or plasma weapons? (Seriously, Bethesda? You don't think there might be some fiber-optics, crystal, glass, nuclear material, or circuitry in them?)
  20. I feel stupid for asking this, but could someone explain to me what the benefits are of running the GECK with the script extender? All I know about the script extender is it allows modders to make more complex mods and that it's required for those mods, but as someone who uses the GECK, I don't know what the script extender does for the GECK. Mind you, I've searched around, but I'm coming up empty. No doubt, it's already been explained what the script extender does for the GECK, but I'm probably just not searching for the correct wording.
  21. This is possible with Amazing Follower Tweaks.
  22. I am so glad to see that the weapon racks and plaques are buggy for other people, as well. In a personal mod of mine, I have 6 combo weapon/shield plaques. Wanting to test out the mod, I placed various weapons on them. What happened was nothing short of chaotic: some of the weapons didn't align properly on the plaque; some ended up nowhere near the plaque; and some ended up somewhere in the middle of the room. But the fun doesn't end there! After removing all of the weapons and shields, two of the weapons didn't want to leave: Axe of Whiterun and an Ebony Waraxe of the Inferno. I successfully removed them, but when I exited and entered the house the weapons were back on the racks...sort of. They hung there for a moment before falling to the floor. I even put them in a container outside, but they still kept returning to the plaques. Even more odd is that the Axe of Whiterun, one time when I went to pick it up it said "Steal," instead of "Take." In the end, I decided it was best to just go into the CK and unlink the plaques and activators until I figured out how to solve the problem.
  23. First, the dragonborn have the body of a mortal like you and me, just the soul of a dragon that let's them shout easily. He still feel pain and it's that pain that causes him to react more slowly, just like you move more slowly when your limbs hurt, only when that pain has subside a bit that he can move more quickly. So, the only benefit to having the soul of a dragon is they have the innate ability to shout? I thought there was more to it that, like being able to absorb the soul of a dragon, being able to survive an onslaught of the Greybeards (in a test to see if the character was truly dragonborn)... Also, what was Delphine saying about the Dragonborn being the greatest of all dragon slayers? Do my reasons for requesting the mod even matter? As it turns out, the mod already exists, so I wouldn't think so. Do you have any stake in all of this, or are you just a troll?
  24. Using your example of seeing your underwear if looking up your skirt, I think the underwear would have to be part of the texture added by the skirt. Favoring Leather Armor, where the lower portion is akin to a skirt split down the middle, I certainly wouldn't mind be able to look up my character's skirt and see something other than a black void.
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