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WildCard21

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  1. One of my favorite features these two companions share is how they'll use stealth boys in combat. The issue is they go through these rare items like hot cakes - immediately popping one as soon as combat starts. Is there any way non-consumable versions of the item such as "Deacon's Stealth Boy" or "X6-88's Stealth Boy" could be modded into the game? These preferably would not usable by the pc (for the sake of balance). It's been an idea of mine for a personal mod but I'm not good at scripting :sweat: Thanks!
  2. So this is for a personal mod I'm making that's supposed to make the Friend of the Night perk a bit more immersive by giving the player low-light vision UNLESS they're wearing some form of protective eyewear (sunglasses, power armor helmets, and such). I'm very new to scripting but a fellow modder was able to help me with the GetEquipped function for checking if the target is wearing a specific piece of equipment. The problem is that this function only covers armor objects and weapons, not armor addons like glasses or gloves. Getting around this small caveat could have some nice implications for future mods. I'll be working on this issue myself but was wondering if any experienced script writers had any advice. I'm not afraid to try using NVSE and, if it comes out well enough, I might publish the mod when I'm done :) Thanks!
  3. I think this is the right topic to post this under.... I'm not exactly new to modding; I create a personal mod for each of my playthroughs over the years which usually subsists of custom armor, weapons, companions, etc. For my current playthrough I'm trying to create a new version of the Friend of the Night perk that gives the player low-light vision whenever the player DOES NOT have protective eye-wear equipped like sunglasses or a power armor helmet. Later I realized I would have to script for the first time (dun dun DUNNNN). I thought this would be a pretty simple process when I started out but my complete inexperience with scripting has become a big problem. The messy script I came up with first checked if the player had the perk, then if the player did not have equipped any of the items from the form list I made; if both of these conditions were fulfilled then the low-light vision effect from cateye would be applied. Not sure what exactly went wrong but unsurprisingly the script didn't work :psyduck: Basically I was hoping that a more experienced modder could give a tip or two about how I'd go about making this mod. I like the concept of it a lot and might add it to the Nexus when it's finished. Thanks so much in advance!
  4. I'm sorry if this is a little uncouth, but I'm bumping this request back up :smile: I came back to Skyrim after a long period of not playing and when I upgraded SKSE to 1.7.0(alpha build), SeigneurVoland's mod, Sorceror Renamer, would cause Skyrim to exit upon loading a save. Sorceror Renamer is a great mod and I'll probably just wait for an update or maybe downgrade SKSE, but I thought it might also be a good time to again suggest my idea for a mod!
  5. I think this would be an amazing yet simple mod, one that allows you to easily rename items like you would at an enchanting altar. Why wasn't this a part of the vanilla Skyrim, does the game engine not allow it? This is mostly because I love the look of some custom weapons and armor but I don't want to crawl around the CK to change their names. I also like the charm of unenchanted stuff. Anywho, I think this is worth looking into and if someone were to make this they would have my eternal gratitude. Thanks in advance. Maybe this mod could be used to rename already enchanted items too? Just a suggestion :smile:
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