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cqbman

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  1. Anyone know if there is a way to turn off cell resets so new items in previously looted containers and previously killed enemies don't constantly re-spawn? I'm doing my 5th play through and this time I'd like to make the wasteland persistent, in effect -- so once an area has been cleared it stays cleared. I thought there might be an .INI edit or console command or something to do this but I cant find it. I've tried looking online but all my searches turn up is something about a cell reset "bug" which doesn't really help. Who knows, if you can turn cell resets off then perhaps that might even help with this bug too?
  2. Wow. I didnt realise how broken Bethesda's stuff is. I installed the Skyrim Creation Kit and followed the official wiki tutorial on setting it up. Right from step 1 (loading the main Skyrim masterfile) I get numerous errors. Just loading Skyrim.esm - not even editing something. I thought it might be a problem with my Skyrim install or a mod, so I verify my install files in Steam. Nothing wrong there... but it keeps happening. I decide to blow away the Skyrim install and start from scratch. Uninstall it, delete any remaining files (mods, config files, etc) and then reinstall Skyrim clean and fresh. Start the game up once to make sure it generates any files it needs on first play, then try the Creation Kit again. Same. Bloody. Errors. I do some investigating online and it seems Bethesda broke something after one of their patches and never decided to fix it up. Seems most people are getting these errors and some just say you have to ignore them - but there's no consensus on if it has any negative effect on your edits/mods nor how to fix them? So, I ignore the errors like people suggest and five minutes later the Creation Kit crashes. I havent even edited anything yet! I was just playing around in the Render View trying to get used to the way the camera works. All my drivers and stuff are up to date with the latest versions by the way. I tried opening it again and investigating it some more but it will just randomly crash (sometimes with a file called xaudio.dll being the cause). If this was happening in the Morrowind editor or even the Oblivion editor, then I'd could at least understand it being neglected and unstable - but Skyrim's not even that old! If this is any indication of what the Fallout 4 GECK is going to be like, I might not bother wasting my time. Anyone know if all their games and tools are like this?
  3. Cheers guys. Will have a look at the creation kit for Skyrim if that's going to be similar. Are there any good websites or repositories on scripting and modding Bethesda games you would recommend? I've done some Java programming in the past and understand core coding concepts, so hopefully the scripting wont be too hard to get a handle on. Rather than do all of these things as one whole mod, maybe I should treat them all as separate, modular components (make each one a mini-mod) and tackle them one at a time until I can put them all together.
  4. Thanks guys. Zilav, which of those feature(s) would be the harder ones? I thought being able to edit and modify the existing story quest would be the hardest because the developers wouldnt give you access to the main quest and the code/script behind it. Be great if you could though. Does anyone have any tips or resources you could recommend for a beginner/newbie (to modding Bethesda games)?
  5. No one? Perhaps some of them will need a script extender?
  6. I know the full suite of mod tools hasn't been released for Fallout 4 yet, but judging from past games (Fallout 3, New Vegas, Skyrim, etc) do we know what is and is not possible to mod when the GECK is finally released? I'd like to start a mod that changes Fallout 4 to be more like the previous games (Fallout 3 and New Vegas) but I'm wondering if some things I'm hoping to do will even be possible without the source code or deeper access to the game. Would we be able to: Change the skills/perks system so its more like Fallout 3/New Vegas? Not just assigning and choosing them, but also the usage of them, like binary speech checks, additional options if skill level or stat level is high enough (eg. heal an NPC if your Medic skill is above a certain level or fix something if your Intelligence stat is high enough, etc)Implement a Karma system and have NPCs change their reactions to you based on it?Change default AI state or trigger so a certain NPC can be spoken to instead of being instantly hostile?Implement weapon and armor degradation and maintenance/repair?Remove systems from Fallout 4 that weren't in the Fallout 3/New Vegas:Like legendary items and enemies, and enemies "mutating" into higher level enemies?Edit and change parts of the main-quest storyline? If its not possible to edit the existing main-quest, can we remove it and replace it with something custom built by ourselves?Change NPCs initial allegiance? For example, instead of a certain Raider group always being hostile, make them indifferent but if you side with a rival faction they will always be hostile or if you side with them they will always be friendly)Stop raiders using power armor and remove "raider power armor" pieces from the game?Implementing a block on using power armor until you have had training (either from a designated NPC, joined the brotherhood or found a holotape or something)?Add or replace certain NPCs in the game world? For example, replace one group of Raiders with Gunners or vice-versa?
  7. No interest? Well does anyone want to give me a helping hand and I'll make the mod myself? I have no idea where to start though. Any help would be appreciated.
  8. I'm currently playing though as an archer and am a little peeved at how under-represented special arrows are in the game. Especially no flaming arrows!?! I'd like to see a mod where you can make or modify arrows instead of just the bow. That way you can just carry one bow and choose the different type of effect you want to use by simply equipping the different arrows. The main effects I'd like to see are... Flame Arrows: Glowing red arrow head. These should stick into a target and set them on fire (no explosion), dealing extra damage per second they are alight. It should also be able to light those oil puddles and the bee hives near Riften. Frost Arrows: Glowing blue arrow head. These should stick into a target and freeze them and slow them down for 5 seconds, dealing extra damage per second they are frost affected. They should also be able to douse flames (like torches). Light Arrows: Glowing white arrow head. These should act like normal arrows on all but undead enemies (undead enemies take extra damage for 10 seconds). Their main effect is to emit a bright light to light up areas that are dark. It'd be good if you could buy them from merchants (blacksmiths maybe?) or craft them yourself at a forge or workbench by combining 10 arrows and... Fire Salts = makes 10 Flame Arrows Frost Salts = makes 10 Frost Arrows Glow Dust = makes 10 Light Arrows I have noticed a couple of similar mods already on the nexus, but they seem a little over complicated (one has you combining salts, troll fat and a daedra heart to make a paste, then combining the past with an arrow to get the special arrow - Daedra hearts are bloody hard to find!) or emphasize explosive effects over more subdued effects like I've mentioned. One is especially a flame arrow mod and it doesn't even set oil puddles alight!?!
  9. I'd love to see a complete Game Of Thrones mod for Skyrim (a Total Conversion).
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