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weds4

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  1. Tried to make this as simple as possible. Had to be 2 gifs because of length. How to Part 1 How to Part 2
  2. Alright, all the changes I wanted are made and appearing in-game. Interesting side note, I changed the 10mm recipe (recipe00) and saved by exiting XEdit and choosing to save my changes, then I reopened XEdit and made the rest of my changes these times saving with ctrl-s. All the other recipes worked fine in-game, but the 10mm ammo bugged out the terminal screen and didn't let the new recipe work. I re-did the changes for recipe00 in XEdit then saved using ctrl-s, went back into game and then the 10mm recipe worked. I wonder if something screwed up randomly, or if XEdit saves with 2 different methods, one that happens to break my change and one that doesn't. Either way, Storm, you are a hero. Thank you so much for your help (and patience). I know it can be annoying to have some internet rando try to tell you you're wrong, so thanks for putting up with me lol.
  3. yeah I tried it for just a minute and after making changes, when I get in game the new recipe won't display in the terminal. IDK if it will still craft it even if the recipe won't display. Gonna keep trying. [EDIT like 5 minutes later...] Scratch that, the changes are appearing and they work! I'll make all the changes I want and get back to you, although I think this is problem solved. Thank you!
  4. Hey again, guess we really did break the nexus lol. Just want to be sure we're on the same page. You realize that the Constructible Object entries for that mod are for the creation of the machines, right? There are no ammo recipes in there. The ammo recipes are in the Container entries. All the ammo recipes are defined in the dlc05:workshopbuilderscript script. My problem is not viewing these recipes, they are right there after all. My problem is that I cannot add entries to that script using XEdit. Can I? I can't right-click and add a component and count to the recipes script. I'd have to go into CK to edit it, but for some reason my CK won't load the plugin after I edit the script (perhaps having to do with CK not detecting my source scripts) As for the Terminal entries, I believe you are incorrect that they have nothing to do with the recipes. You have to have a script fragment for every recipe defined in the container. The reason there are two more entries in the Terminal category for the ammunition plant is that the mod author added two recipes to the machine. There is a definitive link between the ammo recipes defined in the machine's Container script and the machine's Terminal script.
  5. Hey Storm, Thanks for replying! I'm familiar with XEdit, but I don't think it can do what I need it to, in this case. I'm trying to change the recipes for the ammo made in the Ammo Plant from the Contrapions DLC. Those recipes are not handled in the Constructible Objects category; they are handled in the Container category. It also appears there needs to be changes to the scripts for the terminals (which you have to connect to the ammo plant in-game to select what to craft). If you look at the Build DLC Ammo mod in XEdit, you can see what I'm talking about. As you can see, the relevant changes are made in Container and Terminal. (Note, the Constructible Object edit you see is the author adding new ammo plants for different ammo types) The edits in the Terminal category also seem to be important, but all the changes appear to be to script fragments (which I can't edit as I said in OP). If you have more advice, I'd love to hear it!
  6. I am trying to edit the recipes in the ammo manufactory from Contraptions DLC. I want to change the amount of resources needed and added new resources (Example: 10mm Round requires 2 Lead, 1 Fertilizer. I want it to require 1 Lead, 1 Copper, 1 Steel). When editing the the Container/DLC05WorkshipBuilderAmmo01 in CK, everything seems to work fine, but when I load the game, the .esp I have made will not load. I go to the main menu's mod selector and the esp is not checked on, so I check it on and get the message that game data will reload. The esp still does not load! When I load a save, the changes I have made do not appear. I can even go back to the mod selector menu and my esp is checked off again. 1. Why won't the mod load? Also, I looked at how other mods do this (BuildDLCAmmo, specifically). It also edits the terminal script for DLC05nativeWorkshopBuilderAmmo01TerminalSubMenu, but when I try to edit it in my CK I cannot. In the papyrus fragment box I get the message ";Failed to load code for fragment Fragment_Terminal_xx" where xx is the recipe number (01-10). I read that this is because the psc source is missing, but have unpacked the DLC05 scripts in steamapps\common\Fallout 4\Data\Scripts\Source\DLC05\. 2. How else should I get the source scripts to load? Thanks!
  7. We need a mod to disable the Perception debuff for concussions since it causes many, many, many, many, many, many, many, issues for many people. I imagine it would be a simple CK fix, I just have no idea how to do it. This would be a suitable fix until either Bethesda patches it or the Unofficial Patch guys do.
  8. I have never used Wrye Bash before so I will try it. If I can't get it to work I will just manually delete the duplicates. Edit: Ran wrye bash and re-ran the reproccer but there are still duplicates. LOOT put my load order as Bashed Patch.esp, Pre ReProccer WAFR IA7 IW Patch.esp, ReProccer.esp, Post WAFR IA7 IW Patch.esp. I'm not sure what's wrong. Edit 2: Did the TES5Edit merged patch and wrye bash and reproccer and there are still duplicates. I have no idea why they are still here.
  9. Hello, I am using skyre along with Immersive Weapons (and immersive armor but its working fine). I use Mod Organizer, LOOT, Reproccer, and TES5Edit. In the forge, there are duplicates for some the weapons that both Skyre and Immersive Weapons add (nodachis, silver battleaxe, etc.) But not all of them seem to have duplicates. I am using the Skyre, IA7, IW, WAFR patch from the skyre compatibility and reproccer patches and have run the reproccer. Therefore, there should not be any duplicates. The only thing that I have done that is slightly irregular is that I switched the pre and post proccers' dependence on the unofficial skyrim patch to the Unofficial Legendary Edition Patch (using TES5Edit). A specific example is the silver battleaxe. It has 2 different recipes and different weights, and the Skyre version has the extra damage against undead effect. All the duplicates (that I have found) have have the same damage (indicating the the reproccer is working). Does anyone know a fix for this?
  10. I agree. That would make them actually useful without changing what you do.
  11. I have a hunter's cache from hunterborn that crashes Skyrim every time I try to open it. Using the sneak activate, I choose take all, then if I try to open my inventory (not magic, map, or skills) Skyrim CTD's. Also, I I take all, then get arrested (so all my stuff is in the prisoner's chest) and access the prisoner chest, it CTD's. I'm pretty sure it is because of 1 item in there that is making it crash since it persists over multiple inventories. Is there a way to edit the contents of either my inventory or the prisoner chest inventory or the cache's (doubt it about the cache) inventory, without using the Skyrim UI. Unfortunately, I'm really not sure what is in that chest besides the Masque of clavicus vile (the one thing I know I stored in there). Mod list: *edit Furthermore, when I have all the stuff taken into the prisoner chest. I can use the hunterborn cache just fine. And now there are 2 such crashing caches.
  12. Ok I'll see what I can do.
  13. Hello, I started modding Skyrim using MO and LOOT a few days ago. I have 49 mods running on a good (gtx970, 8gb RAM, i5 etc.) PC. I will randomly get crashes when choosing "what is for sale" in the merchant dialogue. This happens with vanilla and modded merchants and happens randomly (sometimes it will with a merchant sometimes it wont). The randomness might be a bug when I'm loading the cell, but I'm not sure about it at all really. Load Order: I haven't switched papyrus logs yet but I can if you think it might help.
  14. I have Skyre installed, and when I shoot arrows, they go way too far above the crosshair (more than in vanilla). The the problem is worsened by sneaking and zooming in (both or either). I tried the f1arrow tilt=0.7 f3arrowtilt=0.7(and 0.35 just to see) and it had no effect at all. I have the Enhanced 1st Person Camera Mod (although the mod page says it shouldnt cause a problem) and it happens in 1st and 3rd person, so I suspect it has something to do with Skyre. here's my mods
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