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DaemonGrin

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Everything posted by DaemonGrin

  1. I am trying to make a second emitter for taming captured creatures that makes them docile to other tamed creature types, easily said. I found one mod that kind of had this effect but it changed the beta wave emitter so you had no choice in the change. Everything is created except the script. I used Champollion to create the source of the DLC02 scripts and copied the affected scripts with new names to leave the vanilla emitter as is. All I needed to do was change the faction names all fine and dandy but I'm guessing it uses some code still not recognized by champollion (love the tool) because the affected scripts are virtually identical just referencing new script names and factions. But using the CK beta (wtf it doesn't have the DLC02 source I don't know) to compile the scripts I get this. I added a faction check for my custom faction to DLC02WorkshopAttackStarterScript Faction Property DLC02WorkshopTamedCreatureFaction01 Auto Const mandatory{ actor value to check for taming captured creatures } That would be the biggest change I made to any script. So yeah I could use some help to know what it should be finding because I am at at loss. Scripts are below if you wish to look them over. Thanks,Geoff
  2. Howdy howdy! I caught a deathclaw in sanctuary and for some odd reason it keeps going into 1 house (the yellow one next to the protagonists house) I noticed the assign and was wondering would it be currently possible to create some workshop items (deathclaw nest, mirelurk nest, etc) that would allow you to assign tamed beast to with a radius to patrol? or would the CK be needed? Thanks, Geoff
  3. Poor Giddyup, it's head became a power armor codpiece! The large 4 legged mech though.....I wonder if that is a teaser for Far Harbor. It looks like something Fallout-verse would consider a explorative submersible, to me anyway. Interesting, Geoff PS - THE CONFETTI GORE!!!! FAAAABBBBBULOUS!!
  4. Thanks for the reply. I checked everywhere I could before getting a headache, clipping out into the void of an interior cell is very trippy @.@ but nothing. I did move the bench but only by clicking on it and letting the snap to ground take effect since the new flooring was clipping through it. I have read weird glitches with moving it like someone had theirs go MIA at Fort Independence and it ended up in the center tilted into the ground. That's why I was asking about a moveto if it's in the void I have no idea where. Thanks, Geoff
  5. Sure thing here ya go - http://www.nexusmods.com/fallout4/mods/3777/? Thanks, Geoff
  6. Just today I decided to use a Home Plate mod that added the functionality of the settlement workshops so I could build a better floor and what not. I left and upon returning the workshop workbench had disappeared. I also noticed my nuka cola machine disappeared as well. I TCL'd around and found the cola machine just outside the the walls but still no sign of the workshop. Is there a way to moveto it or has it perma disappeared? I tried placeatme a new bench both versions (interior and exterior) but it kept saying I had to kill the nearby enemies.....No big deal really I can still access build mode and to place junk I can build a chem station or w/e if I can't get it back. I checked the mod and it changes the workbench in the cell rather than just editing the container so could this have been a cell reset hiccup or something? Thanks, Geoff My load order if interested -
  7. Howdy howdy all! Was perusing the pip-boy mods and with so many nice textures out there was curious. Would it be possible to mod the pip-boy through the armor bench to change textures? Good luck, Geoff
  8. It's not just NMM I tried using FO4Edit today and it cannot locate the ini files either. FO4Edit 3.1.3 EXPERIMENTAL starting session 2016-04-21 17:08:30Using Fallout4 Data Path: Using ini: Fatal: Could not find ini Soooo, yeah....Fun stuff... Good luck,Geoff EDIT - Fixed the issue I had. Tried all the above methods didn't work until instead of deleting the ini's in my documents fallout 4 folder and the folder itself in another attempt, I changed it's name and launched through steam. Don't know why that worked but there are various folder bugs I've encountered on win7 before like not being able to delete one claiming it does not exist and having to use cmd to move it to desktop, rename it and delete, etc.
  9. Is it just me or do "wrastlers" always look like they have pierced nips? (referencing the pic with the 2 women, not to much to perv on the 2 women so eyes went to the most visible breasts, just saying) XD Good luck, Geoff
  10. Toggling God mode when overencumbered to sell off everything....
  11. Try this. [RAIN]IgnoreWeatherSystem=falseEnable=falseEnableAntialiasing=falseEnableSupersampling=trueMotionStretch=1.0MotionTransparency=0.4 Good luck, Geoff
  12. I think i'm going to just wait and hold out for more responses. So many choices. I couldn't even decide which one to use. Eh? Not sure I understand to be honest I wasn't offering/recommending any mod because it's personal choice. I was simply explaining why Harkon, Serana and Valerica are not hideous creatures since you were wondering why and mentioning I was wanting to do this for my character. Their npc data is Nordrace and they have the vampire traits, spells added to them where as everyone else is turned into an entirely new race HighElfRaceVampire, NordRaceVampire, etc. Good luck, Geoff
  13. Looking at Harkon, Serana and Valerica as reference and wanting to prevent the uglification of the player becoming a vampire I was wondering if editing the playervampirequest would be the right spot. By changing the vampire race to regular race for each one this would only affect the player yes? I have a feeling there would be issue's but I am not experienced enough to recognize all. I have a hunch one thing would involve vampire spells & traits not being added. Thanks, Geoff PS - Just had another thought in closing. Duplicating all the vampire races, extracting all the vampire race meshes and placing in new folder path linking the duplicates to those to be used by NPC's and changing the original vamp races to use regular meshes/textures. Again in my inexperience with working with races not sure of the potential issues. EDIT - Forgot to ask if this already exist btw? lol
  14. Harkon, Serana and Valerica are not hit with the ugly stick because they are not using a vampire race. They use Nord Race not NordRaceVampire. I was actually looking into this as well because I hate making all the "lesser" vampires pretty XD and this is apparently what makes the vampire lord unique besides it's monster form. I am wanting to do this with the player when they become a vamp lord they retain the nordrace so as not to get fuglified, haven't checked nexus for this yet. Good luck, Geoff
  15. What about utilizing frost movement speed impairment once the player has 0 stamina which lasts for 10 seconds or w/e? Good luck, Geoff
  16. Do you happen to use mesh replacers? The only other time I've encountered this is with repaired sanctuary bridge. there is a corner (the angled stone corner that has a collision going straight instead of following the angle. Though I can jump over it. Good luck, Geoff
  17. I am working with it and hadn't experienced any issues until I tried placing a pier floor tile (wood floor with the 9 stilts) in the river in Sanctuary. I could not place it where I usually am able to (I like making a large generator shed next to the water purifiers keeps the noise away). I checked on somethings as I am also using the undamaged sanctuary bridge which says not to use bUseCombinedObjects=0 if using Spring Cleaning. So I checked my ini and it was in there, I don't recall what I put that in for to begin with to be honest it's been awhile since I played FO4. I removed it and once I loaded the save if I moved closer to the settlement bounds I was immediately kicked out of build mode like I had crossed the boundary and ran out of time. Still didn't fix the issue with placement either so I added the bUseCombinedObjects=0 back in, boundaries were normal again. Do you happen to have bUseCombinedObjects=0 in your ini? EDIT - I did some more testing with combinedobjects removed and found that if I zoned into the basement bunker in sanctuary and went back out it adjusted the issue so most likely not what you encountered. EDIT EDIT - After posting that edit and loading the game back up it repeated the build mode boot, if I didn't move np but start moving and bam no build for you! Re-applied the bUseCombinedObjects=0 to stabilize build mode again.
  18. Be interesting to see how it handles a decapitated enemy if at all XD Good luck, Geoff
  19. It could be a tree? There was an invisible tree in Sanctuary before that I could scrap, it seems to have been fixed though. Good luck, Geoff
  20. Dunno if possible but what about taking the soul trap weapon enchant and changing it to a reanimate corpse effect if the target dies within the allotted time? Thinking about Durnevhiir(sp?) how he dabbled in necromancy and can raise bonemen. Good luck, Geoff EDIT - Don't mean to actually change Soul Trap enchant.
  21. Ahh well then open up notepad put [General]ClearInvalidRegistrations=1 [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 and save it as SKSE.ini place it in the SKSE folder in your data folder. Hope it helps,Geoff
  22. Disappear? You make them sound like the Dwemer. No, no they were enslaved after being blinded by the Dwemer and devolved into the Falmer creatures Skyrim folk know today. I am hopeful that a group survived somewhere and it is also believed that their race's blood is carried through into other races as they integrated into other cultures to survive (this part I am not sure on but I think I read it in one of the books ingame). Next to the Thalmor I think I would readily want to destroy the Dwemer as well. Good luck, Geoff
  23. The reason I ask is because your mod list is so small (unless I am missing a next button somewhere) that SKSE memory patch it's the only thing I could think of. Do you have the Data > SKSE > skse.ini with the appropriate settings?
  24. You mean this? http://www.nexusmods.com/skyrim/mods/73590/? Enjoy, Geoff
  25. I would assume since this is the Falmer representation of Auriel that it is possibly some form of Falmer ceremonial robes? Just a guess. Good luck, Geoff
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