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ma1025

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Posts posted by ma1025

  1. I think Extended Weapon Mods adds the Pipe Machinegun.

     

    As for the "Pipe" that doesn't exist, there's a few items like that in game. There's some kind of pistol that doesn't exist in the same way.

    As for why it's appearing in the leveled list, I don't know.

     

    The two Pipe weapons that appear for me on the console are 00024F55 and 03054448; one from the base game and one from the Far Harbor DLC.

    Whenever I use the console to add either of these weapons to my inventory, it gives me a randomly generated pipe gun. The one from the base game is usable but the ones from the Far Harbor ID don't appear in my inventory and I have to remove them with the console.

     

    What is the ID number for these pipe weapons you keep finding? The first two digits should tell you what mod/DLC is creating them.

  2. This just happened to me. For me the cause seems to have been that I set the timescale to 0 and forgot to set it back before jumping in a bed. I saved it just before making some Workshop changes in Finch's Farm. (Needed more beds) Problem is, now when I load the save before the screen went black, that screen is black, too!

     

    Is there a fix?

    https://forums.nexusmods.com/index.php?/topic/3717695-sleepingtimescale-set-to-0-pitch-black-help-please/?p=33742910

  3. The mod/set/force/etc AV commands affect any Actor Value/AVIF. Actor Values are things that modify the base actor/object stats like chem addiction, armor enhancements, limb condition, etc.

    I did a search through the Creation Kit and found a "FallingDamageMod" AVIF with this description:

     

    "Modifies incoming falling damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%."

     

    I figured this was what was used for armor modifiers and perks to make you immune or take less damage so I tested it out with the modav command.

    After I confirmed I manipulate total immunity or not I assumed that your courser armor probably got the value stuck at 100.

     

    Hopefully this keeps your fall damage back to normal without having to reapply it over and over every time you play.

  4. Alright, try this.

     

    player.getav fallingdamagemod

     

    it should come back as 0, but in your case I think it will return with 100, meaning you're immune to fall damage.

     

    If that's the case you'd use either the modav or setav to change it to 0.

     

    player.modav fallingdamagemod 0

    or

    player.setav fallingdamagemod 0

     

    I don't know which would be more appropriate though.

  5. Using a combination of DEF_UI and an item sorter like Valdacil's will create sub-tabs under a category. At the very least it will sort all the normal things into sub-tabs like "chems," "drinks," "food," etc. while your mod added items remain outside and separate from them. When you select one of the tabs it opens another "page" where it lists all the relevant items.

     

    http://i.imgur.com/T3O5Tdf.png

     

    Using it as framework, there's probably a way to make another "mods" sub-tab and sort your things there but someone else would have to help you there.

  6. Using the command "sisme 0" disables all imagespace modifiers and the screen shake persists when using it so I don't believe it's handled by an IMOD.

     

    EDIT: I did some digging around in the Creation Kit and I think I have a solution for you. Try this file: http://www.filedropper.com/noshake

     

    If it works out for you then I'll upload it to the Nexus. In what little testing I did it seemed to disable the camera shaking caused by deathclaws and super mutant behemoths moving around.

    Other shaking effects like being hit still remain. I do need this plugin tested with power armor because I don't think I've had the power armor camera shake effect for a long time.

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