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xyks

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Everything posted by xyks

  1. I want to have a magic effect that applies the Zero G effect that you have when you are in the temples. However, I am going insane trying to figure out how the game applies said status. Guess I'm getting too old, could somebody please pinpoint me where to look, before I loose my mind?
  2. Love the ability, jsut wish wings would pop if you use it. In general there are so many fantastic wing models in this game, both white and black angelic wings, devil wings. Wouldn't mind a pack with equipable wings that grant the drconic bloodline flight ability either with endless uses
  3. So we got dynamic Hoods and scarfs using exisitng ingame resocures. Which tells me this should be possible: We also got both model resources for the Zoul helmet with opened and closed visor. Is anybody more intelligent than me capable of writing a script that will equip the closed visor model when the weapon is unsheathed and the opened model when the weapon is sheathed? Please, somebody, this helmet un- and re-euipping for cutscenes and dialogues is so freakin immersion breaking. It would be great if at least the top tier helmet would be dynamic. I can't possibly be the only on longing for this!
  4. There is several mods out for archery and I think we should try to bring them in an immersive way. Also "Bow" has no perks yet, which seems ridicoulous to me. So I'd suggest some perks for Bow: Level 5 Perk - Reduce Sway Level 7 Perk - Make Arrows Faster Level 10 Perk - Reduce Sway even more (I'm against completely removing it, but thats just my taste) Level 15 Perk - Aiming Recticle Level 20 perk - Draw faster I don't even think this is too complicated to do, unfortunately I lack time at the moment, so I can't dig into this. Food for thought for potential modders ;)
  5. So we have several helmets with visors that supposedly can be lifted. We get the changes for first person, but in dialogues the visors always hide Henrys face. Would be great to have models wirh actual lifted visors :)
  6. Hi everybody, I want to modify where the vertibrd can land. Specifically, I want Vertibirds to travel to custom markers and undiscovered locations. To be honest I'm completely overwhelmed by all the Quest and script files as of now. Has anybody found the according variables? To me it looks like the VFT Quest contains what I'm looking for, but I cant find the variables which determine which markers you can travel to. Did anybody find yanything yet?
  7. Could somebody please please please add beds to crafting that are owned by the player? Its getting tiresome throwing settls out of your bed...
  8. So I opened the Fallout4.esm with TESVSnip. I found "sNoFastTravelUndiscovered" and several Vertibird Fasttravel Form IDs (Keys, Sounds, NPCs). From my (Skyrim) experience Bethesda packs player-triggered events into quests, so I guess the quest "BoSVertibirdFastTravelNode" might be what I'm looking for. However, I cant find any references to "sNoFastTravelUndiscovered" and I have to admit that all the strings and Hex Codes aren't my strong suit. Any idea how to procede?
  9. I was hoping with the BAE extractor you could get the scripts, but can find any. The scripts will be released with GECK I guess?
  10. The Vertibird system reminds me a lot of the dragon-riding from Skyrim. As far as I know for Skyrim the mod that allowed to travel to undiscovered locations and map markers on draognback was added by simply editing a script. Any idea if there exists a similar script for the Vertibirds in Fallout4 ?
  11. Thanks for the replies guys. Taking my first babysteps on XCom-Modding here. So I'm afrad you will have to go a little more into detail for me. In which config do I have to look it up? The only mention of XGUnit I found was in XComGame.cfg with this: [XComGame.XGUnitFlyingRing] m_fSweepDistancePerSecond=300.0f m_fTimeToDelay=4.0f Thatsa good start already thanks :smile:
  12. Hi guys, I had a comparable post a while back, but I couldnt find it anymor. Ayway here's the deal: I love the Archangel armor, I just wish the flight would be a little more useful in terms of mobility. I mean even with the grapnel hook can sometimes cover travel bigger distances than a jetpack action. So what I would like to do is to increase the movement during flight mode (not a general movement bonus) and possibly add two more fuel cells. Is that possible by now?
  13. Yeah, I know Quen was overpowered, especially on launch. The EE's nerf on it was too hard though, in my opinion. So I was wondering if somebody could make a mod, where Quen's stats and the increase from level 2 and level 3 would be like it was in version 2.0 again. Shouldnt be much work, I guess it only requires som xml editing. I dont know how to do that myself unfortunately , so i was wondering if someone might help me. Cheers, xyks
  14. Well, some time has passed an I jsut started a new X-Com Playthrough? Any news on thuis topic? Is it possible to change the flight travel distance by now?
  15. I just came to the board to request the exact same hing. Id say it would be already enough if you could simply have a jetpack or something that would give you a limited boost while hitting sprint. Something that charges you where your mosue is pointing, potentially with a cooldown. You could nicely pair that with the the gliding mechanics. Maybe something like a rocket pack with a fixed fuel tank which governs how far you charge and refills over time. I wouldnt need any fancy effects or animations for that though.... To make it clear what I mean, just like the thruster from JK 2: ">" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295">
  16. Admittedly I suck when it comes to modding quests, but I really enjoy the Civil War Fort quests (especially now with dragon mounts :D) ITs a shame though that those events are over once you finished the questline. Therefore I was wondering if it were possible to make radiant quest to recapture/defend those forts from Rikke/Galmar once you finished the vanilla quest. The quests are in teh game already they would simply need to be copied and repacked.
  17. The topic tilte says it all, I'm trying to make sprinting cost no stamina. Is there a way?
  18. Finally! Thansk for the update ;)
  19. Check out the dragon riding footage (starting around 40min) : http://www.gamespot.com/features/now-playing-live-the-elder-scrolls-v-skyrim-dragonborn-6401016/?tag=Topslot%3bNowPlayingSkyrimDragonbornDlc%3bTheElderScrollsVSkyri The dragon is on rails, the player doesn't control the movement at all. What he can do is target enemies nearby and then command the dragon to attack. And the dragon will behave like dragons do when they attack villages and stuf...While I think that this is not too much of a bad idea for an attacking mechanic there obviously is some huge modding potential. So it got me wondering There are already mods for flying mounts out there. Of course I'm thinking pretty much about the flying broom stick mod, since I implemented a version of it to my Royal Bloodline mod thanks to the suport and help of J3X. Especially he gives permission to use his work as long as he gets credited correctly... I have to admit that I didn't follow all the post-release dragon mounts discussions very carefully, but from what I recall there were problems of hooking up the player model to the dragon models and some animations of course... From the way I see it this DLC should deliver those ressources though... What I love to see for dragon riding would be... that the DLC's mechanics still stay like this, but that by hitting a certain key one could enter the froam-roam mode. Meaning the flying mount script would kick in. If the player wants to attack an enemy he would need to switch back to the original mode by hitting the button again. Now, I have to admit that I'm far from being an ace at scripting, infact I couldn't have implemented flight into my mod without the script existing nor without J3X's help.I do think however that this could be a very epic mod, epsecially that since we have some of those ressources already and therefore I was figuring I'll share my thoughts on this one and see if there are any people interested teaming up or simply share their ideas as well. So give it a go ;)
  20. Hi everyone, I know most people think that my problem hs been discussed and solved oever and over already but for me it simply doesn't work. I had to reinstall Skyrim and stupid as I was my Vampire Char was a custom race. I remember that I was fiddeling around with the race a little to get the race to become a vampire,too. Problem is I don'T have the esp with everything being ready anymore. So here is what I did: - I got my custom race and created the vampire equivalent (mainly by copying the imperial vampire race and adjusting it to my custom race). It got all the right keywords... - I added my custom race to the PlayerVampireQuest script and succesfully compiled it (nad the properties too ofc) For some reason however the game doesn't recognize the custom vampire race. In the loading menu when selecting one of the savegame it says that it fount the correct race, but if I load it I will end up being a nord. I also loaded one of the saves where I was cured of vampirism and contracted it again. I didn't change to the vampire race, eventhough I checked several times now and my script entries are correct... Last but not least when I want to revert to human form from after being a VL I simply transform to a naked VL...
  21. Thanks for the support guys. I think I found theright command with Game.GetFormFromFile. Now I jsut need to get my goddamn compiler to work again. why is it everytime so hard to set him up....
  22. Hi everybody, I'm the author of the Royal Bloodline mod (http://skyrim.nexusm...com/mods/22565/). I keep having problems with the compatibility to Better Vampires. They work together but they partly overwrite its features (depending whats last in the load-order). The problem is that the spells that are available for the VL in his Favorite list need to be in a certain formlist. Now I can simply load Royal Bloodline as active file and Better Vampires along with it. I then add BV spells to my formlist. Works perfectly for me, but as it seems it doesn't work for other people. Any idea how I can make that work for everyone?
  23. What a shame. Reaqlly diggin the armor'S design but the utility is just crap :/
  24. Can somebody tell me how to add a longer movement range for the Archangel Armor flight? I love the armor, but due to the extremly low movement range its not useful, via food you almost get exactly that far, and I think with the hook you had an even longer travel range...
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