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just1234person

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  1. The mod is current and 'should' work. I would guess that perhaps you have a mod conflict? Are you using another class modification mod (Tevinter Warden, Spirit Eater, etc.)? I'm no expert, but I know it should work, barring conflicts.
  2. Yeah, I saw that. My issue lied in that I had about 20 saved games 'in progress'. Additionally, some of those mods were written with the inferior method of auto spawning in the inventory, where it only checked the player inventory, so if a follower had it equipped, or you put it in a chest, it respawned. So, the ability to easily 'mod' a mod so I can only add items as needed, priceless.
  3. It would seem that I am simply removing the script that would normally run on entry into the game by removing that line in these modules (the one that checks if you have said item and adds it). Just tried it again with Seven Hymns Of The Dragons and Amy Outfit with the same result. No more auto-add and inventory spam, now I can add as I choose! Me very happy. :)
  4. Woo! I think I got it. I did a test run with Manolaxs Staff Collection, one that reportedly respawns constantly in your inventory. I opened up the staves.cif in the toolset and found the line campaign_cif_entry_script and erased what was in it (was set to run "module_staves"). I loaded the game and nothing spawned in my inventory. (check). I updated my Get Any Item Visual Deluxe list with his scanner, and I was able to manually add them via the console. Looking good so far, more testing will ensue!
  5. I've found Advanced Tactics works great for me. I have found the occasional seemingly broke tactic with mod add-on classes, that just don't seem to want to fire, but works awesome (for me, at least) with all the vanilla classes and talents. Just search 'advanced tactics'. It adds a ton of new tactics (e.g. Ally - Dead -> Revive, etc.) and I find it essential to gameplay now since I started using it.
  6. One that I am aware of is Regeneration + Heal = Massive Heal and expends the Regeneration effect. Any others I am not yet aware of.
  7. I responded to your message. I believe to enter 'those' deep roads you have to go to the underground hideout in Denerim for the blood mages. A guard there will allow you to pass into the load zone for the deep roads for that quest. I believe that is it, if my memory is right. Either that, or a new location on the world map, but I distinctly remember it not being in the Dwarven deep roads map.
  8. Yeah, I got the feeling I was in the minority on preferring using the console. Thanks for the feedback, I'll poke around some of those mods a bit and see if they left them. I guess it won't bother me much, as I already get official DLC items in my inventory every new game. It's just some of the awesome mod weapons/armors were coded with the 'give it to them if it isn't in their inventory right now' for every save load, and those are a bit tedious. I'm glad some have caught on and are making the inventory spawn file optional (e.g. all of XTR3M368's new weapons).
  9. I am curious, is it possible to disable autospawn in inventories scripts in general? I have the additem through the console script, so I can add anything I want to my inventory when desired, but the sole reason I have skipped/avoided countless armor/weapon mods is that they either spam my inventory with 30+ items, or they respawn every save game/load. I peeked at some of the mods in the toolset, and I can find where specific items are labeled to add them, if only I could find a way to disable their autospawn scripts.
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