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Everything posted by midsidion
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Weight Limit in Containers
midsidion replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
smells like fallout 3 and vegas, i miss needing multiple containers rather then 17 mini guns 20 thousand pounds of rounds 126 armors weapons and god knows what else all in a medic kit box -
anyone happen to know a script to add a delayed explosion to a projectile created from a spell. I am guessing it will require 2 spells, 1 which is the projectile summoning spell and 2 the actual explosion itself. I just have absolutely no idea how to tie the explosion spell script wise to a projectile
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anyone happen to know how to write a script that would assign a projectile from a spell to explode after however many seconds. Say for the sake of argument, we wanted a spell that summon a cheese wheel(since these seem to be popular to summon we will just go with that) and have it bounce around and reactive with havoc and all, but after say like 5 or 10 seconds it explodes. Any help would be awsome
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Worse case scenario, you could always deactivate all but the official plugins then start turning your mods on 1 at a time till you find the one messing up your start up.
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well unfortunately I've had problems like this before not only in skyrim but long before skyrim back in my morrowind days and found out the hard way that just because these nice little user apps to help with modding say they have fixed how things should be or don't detect any problems does mean that they are 100% correct. Always ended up either doing the good old turn all mods off and see if game still ctd, if it did then clean install, if not then turn 1 mod on a time till it did ctd, or if I didn't want to mess with that I just flat out did a clean install and slowly reinstalled mods checking for the CTD along the way. Recently had on pop up where each time I caught a bug of any sort boom game blew up which was fun. When you start stacking mods the oddest of things can occur that no Boss/Loot, or wyrebash patch will see sometimes. In my recent ctd case loot said everything was fine, which in loot's eyes it was, but it was a mod conflict in the end, turned them all off and found the culprit.
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well all my mod is really is what is posted above as the script. Fortunately I managed to get in contact with someone that knew their way around scripting and were able to point me in the right direction After a while of tinkering I got it working perfectly without a hitch. The spell will not cast, nor take mana, nor take up a summon slot if you don't have the regent. If you do have the regent required it fires off as normal and removes it from inventory. Finally I can get down to earnestly trying to get it finished so I can upload it for people to try and hopefully have fun with.
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double post :sad:
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Well I spent all night trying and trying. I tried a few other scripts I had seen others post to work, along with other methods of attempting to attach the script to the spell but no luck. For whatever reason the spell will cast but wont remove an item and I am completely stumped as to why. I have a feeling some scripter more experienced then myself would point out some relatively simple mistake which I have more then likely made but I don't have the know how to know where I goofed. I tried making a dummy quest for a player alias but I dunno where the script should be attached, to the quest or the spell effect, tried both with same end result, spell cast with no item taken. Maybe I am using the wrong event , I tried both spellcast and effect with no luck. Maybe being a conjuration spell its a lot more complicated or maybe I'm just a clueless idiot lol. I would paste a few of the ones I tried but cant seem to be able to copy and past in my post and I am dead tired after spending all night banging my head against this issue. Hopefully when I wake up someone far more skilled in this will have shed some insight on it.
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ok so through some reading I have the spell kinda of working. So far it only summons IF you have the right amount of items required in your inventory. Got that working by attaching the getitemcount condition to the spell effect. However the item removal script compiles but doesn't remove the items on spell cast. Scriptname test extends activemagiceffect miscobject property bonedust (custom item for mod) Event OneffectStart(Actor akTarget, Actor akCaster) if (game.getitemcount (bonedust) >= 1) Game.getplayer().Removeitem(bonedust, 1) endif endEvent that's what I have so far and it compiles it just doesn't do anything as per usual my luck lol any advice on changes or help on making it work you be great, thanks.
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I am trying to figure out how to make a spell use items in players inventory. Like making a summon skeleton spell use bonemeal. So in theory player would cast said spell and have say 4 bonemeal removed from his/her inventory. I've looked up the player remove item script I just seem a bit lost on how to attach it to a spell. Was hoping there would just be a simple remove item condition but nothing is ever that simple for me. Any help would be greatly appreciated. Scripting seems to have gotten me completely lost on what to do as of now so try to keep explanations as user friendly as possible lol
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Creating new race problem
midsidion replied to midsidion's topic in Fallout New Vegas's Mod Troubleshooting
Yea I realize its a template, I was just worried that all the random spawns would end up being spawned with the textures of the custom race they get put into rather then what they were supposed to look like. Like if you make a custom race with Lonesome Road loaded all the marked men random spawns get moved to your custom race as well, and it would kinda be a game breaker if all those spawn templates for market men popped as your custom race. But if mods like ling's and fook havent had such problems reported and you are seeing the same thing I am when you makea custom race then i would lean towards what you are thinking and just ignore the issue. -
Creating new race problem
midsidion replied to midsidion's topic in Fallout New Vegas's Mod Troubleshooting
Just opened Fook for NV to give them a look and see if they had the same problem at all. Upon doing a search for LvlRaiderGun it pops up under FOOKFatherElijahRACE Male along with a ton of others just like for me. So I am beginning to think its only me, which would stink because i have found nothing on how to suggest how to go about remedying such an issue, or its happened to all mods that make a new race and its just never ever caused any problems at all for anyone to report it. Another thing to keep in mind, these npcs will not be listed under the new race that is created in the objects list until you save and reopen it. If you just make the race you can see the race change by doing a search for LvlRaiderGun. His entry will still be under caucasian but if you edit him you see his race is linked to the new race. After you save and reload the new mod you created with the new race, a Male tab has appeared under the new race in the objects list with all the altered npc entries. If you then make another new race they all switch to that one. So say i made Muffins race, they would all be switched to that, then make Cookies race they will all jump to that one leaving Muffins race empty. If they were all of the same race I'd just clone the race they came from when i was done creating new ones but unfortunately it is change npcs from all races across the board even from DLC's if you have them loaded such as marked men and honest hearts tribals. I'd hate to think the only true fix would be to go through them all one by one manually editting their race back where it came from seeing as how their over 100 of them. Surely they didnt leave it this hard to create a race. -
Creating new race problem
midsidion replied to midsidion's topic in Fallout New Vegas's Mod Troubleshooting
Thanks for the reply Xaranth, I'll give it a shot right now. Ok I just loaded up Geck with nothing else but the fallout NV ESM loaded. LvlRaiderGun LvlRaiderGun LvlRaiderGunNV LvlRaiderGunGuard and LvlRaiderGunDEAD will be our test subjects for this run since they are a few of the ones that like to jump race. As of now with just a clean slate nothing changed these four are of the Caucasian race. Just created a new race named ZZZ for the sake of getting it at the absolute bottom as you suggested. As of creation of ZZZ, LvlRaiderGun and his other 3 friends listed above have had their race changed from caucasian to ZZZ. On another note, all npcs changed which is about 50+, are all random generation spawns. IE dead corpses, NCR and legion patrols, fiend encounters. If i try to edit any of these as you would a normal npc all of their options are greyed out and not able to be clicked on, However if you switch their Actorbase to none it all unlocks, even if you then put it back to what they were before. Well I'm at a lose once again :/ -
Would seem that everytime i create a new race, with geck or FNVedit that a ton of npc just change to my newly created race. It seems to be only Male random spawn npcs. For example LvlRaiderGun will initially be linked to caucasion if i load up the geck fresh no changes. If i go through the proper steps of making a new race LvlRaiderGun will automatically become that race along with a ton of other Male random spawn npcs. I opened up ling's hair mod in the geck and noticed a race called HispanicGlow had the same thing happen to it which might explain some odd npc issues ive had with that mod. Does anyone have any advice how to go about making a new race without having npcs change race in the process?
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I am currently looking for a mod that will allow you to recharge weapon enchants with magicka rather then have to use soul gems. I had found one on nexus last week and didn't think to book mark having not tried out enchanting with my new character. I managed to stumble up this soulfire mod http://skyrim.nexusmods.com/mods/9852 but its not the one i had found. I have found it via key word searched on nexus in mod descriptions so i wonder if it was taken down randomly in last week. im sure its named something little misleading or had such a big block of text i missed it :/ Any help will be greatly appreciated. thanks in advance guys
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Thanks for the heads up. In the geck it shows up with flashing textures in the render window. Like kind of invisible with white lines on it and then as you rotate around it all sorts of textures starting patch working all over it. everything from the whiskey bottle label to peices of guns. In the model preview of the bottle object properties where you pick its nif and textures it shows up with the texture of the ground, as if its made of rock. But hopefully what your saying is the case. I'll place it in game and go give it a look and if its still screwed up I guess I'll have to go dig through the two links posted below your reply. Thanks for the advice from both of you, any more tips you can provide are always appreciated.
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Ok I am trying to learn to retexture items so I decided to start with something simple, The unpurified water bottle. I extracted the Nif and then used Nif scope to put my new texture one it. Now in nifscope it looks fine and great, but in the geck it shows up with no texture at all. So I tried making a new texture set in the geck and then applying it that way but still the texture is messed up. Could some kind soul maybe give me a simple step by step or a link to a very user friendly tutorial, I retextured things back in oblivion and got it working fine but that was a long time ago and I can't help but feel I'm missing something here :/
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(Re-Post) How do I make custom meshes?
midsidion replied to Xstream's topic in Fallout New Vegas's Mod Troubleshooting
what is it you are trying to retexture or make a mesh for exactly? -
need help with meshes
midsidion replied to nuisance4's topic in Fallout New Vegas's Mod Troubleshooting
Which file did you download that you are tryin to get to work? -
NOOB Custom Skins?
midsidion replied to lilmrock44's topic in Fallout New Vegas's Mod Troubleshooting
Can't see your edit due to the video in your post, but if you send me a message on what you are hoping to do I can probably set you on your way. -
problem with moving custom meshes
midsidion replied to funbob10's topic in Fallout New Vegas's Mod Troubleshooting
Can you elaborate a little more on what steps you have taken so far as to making it and getting it into new vegas? -
cant get the mods to work
midsidion replied to masteroliw's topic in Fallout New Vegas's Mod Troubleshooting
Well the mod should go in your steam folder where fallout vegas is Program files -> Steam -> SteamApps -> common -> fallout new vegas -> data. Then check the esp in nvmm or in the game launch in the data tab and you should be set. -
Well with a little more tinking I've found that if I replace the art file under its projectile with the one for frag grenades it works fine and explodes where it lands. Problem is it doesnt look very much like a molotov. If i switch the art file back to my custom mesh it goes back to exploding where you threw it rather then where it lands. Its odd, you can see the bottle fly off, even chase it, but the explosion happens back where you were standing. Is there something I'm missing when trying to use a new model for grenades? I even tried switching it to teddy bears for kicks and still had the same problem. Flying teddybears but explosion not working. I looked at a mod that added pipe bombs and his pipebombs work but i can't seem to find the difference between his custom and mine save for the fact he is using a lead pipe melee weapon as the projectile. If i change his art file to a teddy bear under his projectile it has same problem as mine. Is there some script or something I am supposed to do to make the explosion follow the projectile?
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cant get the mods to work
midsidion replied to masteroliw's topic in Fallout New Vegas's Mod Troubleshooting
what mod are you trying to get to work?