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Everything posted by omnomnomgoat
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Mods that everyone wants: mega list
omnomnomgoat replied to Boombro's topic in Fallout 4's Mod Ideas
Here would be 2 that I would love to see. They kind of fit together. 1. A one button scrap all functionality that scraps all orange things that are complete junk in a settlement. Must ignore things like safes etc. 2. A one button store all green items that can be stored. -
It takes too long to scrap all the orange items in a settlement and often its easy to miss one. I would love to see a mod that implements a button where you can scrap all the orange items that have no use (ignoring any special cases like safes etc.). It would also be nice if there was a store all green items button. I have noticed some green items do not store (fences, patio tables, etc.) and I am not sure if that is a bug but if not I guess they can be ignored as well. Thoughts? Opinions? Thanks for reading.
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- scrap
- settlement
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Number one mod that needs to happen
omnomnomgoat replied to Exibitions's topic in Fallout 4's Mod Ideas
+1 Although I would not want it to be perfectly clean or anything like that but just better than this. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Hmmm I will give that a try and see what happens. Thats good to know its not everybody because i know it was fairly common with reports. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Sorry I guess I should have been more detailed. I appreciate the help as I have been racking my brain trying to figure it out. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
No actually I have been working on a mod that I have recieved permission to work on for bug fixing as he abandoned it. This was actually a bug with the original mod and had other users who had the issue but I have went through videos about how to create merchants and have made sure that this merchant has those traits and it does I believe but I see no solution. The funny thing is that no other merchants in the mod has this bug yet a comparison of there traits seem similar so I see little reason as to why this specific merchant has the problem. I have considered recreating the merchant from scratch but I would then have to figure out the hiring script in place in the mod and mess with it which sounds like a big can of worms to open (not completely against it but I was hoping to avoid it). Btw Quick saving and reloading the save did not work. if your interested in getting a closer look at the issue: http://www.nexusmods.com/skyrim/mods/52837/? go to this link and it would be the Darkwater Sanctuary mod in the files. Its essentially a remake of the vile lair dlc from oblivion. The location is to the left of darkwater crossing and south of eldergleam sanctuary. The Warlock is the bugged merchant which you can purchase. He is located in the VLBastion World Space Interior of the creation kit. Of course this is only if interested. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Yes I have done it with a clean save. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
I did it and put VileLair.SEQ in a Data/SEQ folder (which I had to create). It did not work. Just to be clear the issue is that it is as if he does not even exist as more than a static item. When I walk up to him there is no prompt to talk to him at all. -
How to make modded merchant someone you can talk to.
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Isnt this only necessary to fix a dialogue bug for quest related stuff?. This is a merchant so all I need him to do is sell me stuff. If I need to do this would this be what you are talking about? http://forums.steampowered.com/forums/showthread.php?t=2973655 -
Hello I am trying to mod in a merchant but the problem is that when in game I cannot speak to him. When I walk up to him there is no prompt to talk to him. It is as if he does not exist. He moves where I want him to do and does his daily actions fine but there is no way to talk to him. Under faction I have this: ----------------------------------------------------------- JobMerchantFaction JobMiscFaction CustomVendor (one that I created) ----------------------------------------------------------- I have this merchant connected to the chest that I want him to be as well. Any help would be greatly appreciated. Thanks in advance.
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I was wondering whether there would be any consideration to making a category system for tracked mods on the nexus. That way you can separate all the mods that are being tracked by certain catagories.
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Cant seem to do much to the fHealingRateSleepingBase and fHealingRateSleepingMult and I dont see the IsHardcore script being attached to it. I think I may be going about this the wrong way. Instead of changing hardcore mode maybe it would be more fruitful if I attached the features that I want from hardcore (sleep,hunger,thirst) to the base game. So im gonna be working on figuring that out if anyone has any thoughts or words of wisdom towards that dont be afraid to let me know and thanks for the help.
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Adjust time passing during fast travel
omnomnomgoat replied to omnomnomgoat's topic in Fallout New Vegas's Discussion
Well instead of altering game time and storing it shouldn't I be able to make it so it doesn't change it during fast travel. The way you describe it would be setting the time back to the time that it was. The way I would think would be best would be to make it so fast travel doesn't update time when used. I figure there should be a way to do it without altering time at all but instead making it so the game doesn't advance it when fast travelling.- 8 replies
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- fast travel
- time
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Adjust time passing during fast travel
omnomnomgoat replied to omnomnomgoat's topic in Fallout New Vegas's Discussion
I see a lot of strings with the messages for fast travel such as "you cant fast travel while taking health damage. I figure there has to be a way to adjust it because it technically does teleport you and then changes the time (I assume based on some sort of distance formula). So if I could get a hold of the script that updates time I would be in business but I cant seem to find it. Is there anywhere else it could be?- 8 replies
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- fast travel
- time
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Adjust time passing during fast travel
omnomnomgoat posted a topic in Fallout New Vegas's Discussion
I am thinking of making a mod where fast travel works more like teleportation. By this I mean I would like to make it so no time passes during fast travel. Where could I go into the creation kit to adjust this?- 8 replies
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- fast travel
- time
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I dont think their hardcoded considering that these exist. Weightless Ammo In Hardcore Mode http://www.nexusmods.com/newvegas/mods/48052/? An Ode to Bed - HP and Limb Regeneration While Sleeping http://www.nexusmods.com/newvegas/mods/54736/? The problem with this mod is that It also heals you while waiting plus its also using a script to heal you. You think that there would be a sleep function that you can make stop checking for hardcore mode. And that is what I really want to do. This is becoming less of a mod request and more of a how to because I am trying to figure out how to make it.
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Well first off I was using frostfall as a comparison for the modular design that I was looking for. Second time I mentioned it to counter the "why would you want that" argument which for some reason is such a popular comment on a mod request. So I was not mentioning it assuming it is the same to mod it in at all but figured it was a good comparison. But to get back on topic 1. would like sleep in any bed to heal and restore limbs immediately. (cant find where to edit it)
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Well I managed to figure it out for the sleep deprivation, water deprivation, and food deprivation but there are still a couple things I cant seem to find in the creation kit. 1. would like sleep in any bed to heal and restore limbs. (cant find where to edit it)
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Well why does frostfall have a lite mode that lets you play with some of the features without completely hitting you hard? The idea is that I dont mind hunger and thirst hurting my stats I just would like it to not kill. I just would like the ability to set it in a way that would fit my style of play and I cant imagine im the only one. I understand your point of view but can you truly say that more options are not better for the user. I mean that is the great thing about mods is that you can make options for all types of users. You say why I say why not lol I do like the companion essential mods and I use them but I would like to go a little further.
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Would love to see a mod that gives you the ability to turn on and off certain features of hardcore mode. For example I would love to have it have settings like frostfall (skyrim) where you can make it so it doesnt kill you. Also there are certain features (companions die) that I would like off, while others (need to eat, drink, etc) I would like to keep on (without having ability to kill you). I am actually surprised this doesnt exist or at least not easy to find.
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I'm looking to make a mod very similar to the dunbarrow cove of oblivion. Making the space is fairly easy but recreating the black flag ship is beyond my talents. I would need to have the top part of the black flag and the rest of the ship separate as they are in oblivion. I have a plan to make it make sense and I can build the rest of the area and the interior of the ship but if anyone can create the ship that would be amazing.
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How to delete parts of objects in skyrim
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Awesome thats cool to hear about another ship mod. There really arent enough ship mods for skyrim. Now as far as blender goes I installed it but it wont load nif files. I found out that you need a blender nif scripts file which I downloaded but it wont install properly. Its just a bunch of loose files. Am I supposed to put them somewhere in the blender files and then hit the install or what? -
Im trying to make a new elder scroll that can be picked up and opened but for some reason if I rename the Id of DA04elderscroll (one which you can pick up and open) to ThievesGuildElderScroll and place it on the map I cant pick it up and nothing comes up when I look at it. I only made it into a new id and nothing else has been changed so how do I fix this? On a side note if I get this to work picking this up shouldnt mess with the main quest considering it has a different id right? If it does how would I make it so it doesnt because I dont want it to do anything but be able to be picked up and opened. Thanks in advance :)
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How to delete parts of objects in skyrim
omnomnomgoat replied to omnomnomgoat's topic in Skyrim's Skyrim LE
Thank you this was very helpful. Now my next question is if I wanted to delete everything but the top level how would I do that? Im trying to delete certain parts of the other sections but they seem to delete parts of the top with it. It seems like there are many things that are tied together and when I try to delete the bottom and middle level it messes with stuff on the top level and I dont want that Also on a side note how do you get the color on nif scope like in your video. I only get it as grey. Thanks again in advance -
Working on building a room in the creation kit but for some reason the wall CaveGLEWalllDoorB01 is not shoing up in game. Its showing up in the creation kit and other WallDoors are showing up in game but not that one for some reason.