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Bannock

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  1. Hi there, thanks for the reply. I tried replacing the sound file earlier, with a manhole opening sound, just to test it. Not only did the manhole cover sound not play, the cheering crowd remained to mock me. =/
  2. Hey everyone, I wanted to stop by and see if anyone had figured out how to remove the sounds from fire and forget enchantments, such as the crowd cheering when the World Series Baseball Bat effect procs? The sound can be removed from the effect, but will play all the same. I also tried setting the Casting Sound Level to silent just in case, though that seemed unlikely. Am I fresh out of luck and this is simply a case of the sound being triggered by the script used to make the effect work, or am I missing something?
  3. If you copied it as an override, that means that when the mod is loaded the entry overrides what you copied from, in this case the hunting rifle. So no, you don't have to spawn it, it should just affect all hunting rifles. Bare in mind that the damage is calculated from more than just the damage stat on the hunting rifle, but also any perks and stats you have, and any mods on it, so the final damage won't be the same as what you entered in F04edit.
  4. It should show two columns, with titles up the top. One is the data contained in the default esm, the one to the right of it should look exactly the same, but is from your mod. You need to edit that one.
  5. Find the entry for the weapon you wish to edit, then right click on it and click on the button labeled "Copy as override into...". This will prompt you with where you want to copy it. Tick the new file box and enter the name of the new mod you wish to create (something as simple as "IncreasedHuntingRifleDamage"). Fold down the Fallout4.esm entry at the top of the list using the minus button and you should see your new mod in the list below it. It should have the hunting rifle entry in it. Click on that and in the View panel on the right (with all the info), scroll to the bottom and there are entries for damage, weight, etc. Right click on the damage number and click edit, put in your new damage, hit enter, done.
  6. Hey all. I'm having a little trouble figuring this one out. It's easy to make Magic Effects and use them for a custom Enchantment, then whack it on a piece of gear. A popular one is life detect on hats or goggles and whatnot. What I can't get working, however, is doing the same thing for a weapon. It all goes fine, no crashes, no issues, it just doesn't do anything. I'm using a constant effect targeting self, and have even made a working enchantment on a piece of armor for test purposes and put that enchantment on a weapon, nothing at all. Is there some requirement I'm missing, some other way I need to do this for weapons, or am I just going about things wrong and I'm not supposed to be doing this? I thought I could do this without issue for Skyrim, but I might just be misremembering things. Oh yes, and while I have you here reading this, adding a condition to an effect that requires a certain piece of gear to be equipped simply crashes the game if you don't have it equipped. I would've thought the effect just wouldn't trigger without it, but apparently not. Any advice on this one, also? Thanks for any help and friendly advice. =)
  7. Aye, I had a look at the hanging cans, but nothing out of the ordinary shows up.
  8. If you're after extra in game options to reskin walls with wallpaper or the like, you might have to wait until the CK is released. If it's just a retexture, there're a couple of ones already out that make you're buildable walls less full of holes and the like. Did you have anything particular in mind?
  9. Done, grab it here and let me know of any issues. =) http://www.nexusmods.com/fallout4/mods/3688/?
  10. Hey all, I could do with a bit of advice. Not sure if this is doable before the CK is out, but I'm interested in taking certain things, like certain perks activating (or for passive perks, just having them) and hooking them up with whatever causes enemies to notice you when you make a lot of noise (or even just causing enemies to notice you as if they'd seen you directly). I've been poking around with F04edit and I can't seem to find what I'm after. It's one of the last tasks I'd like to accomplish for my mod. Any help would be appreciated, even just a straight up "Nope, can't be done." would be cool so I can stop looking. Thanks for any help, advice, info, etc. =)
  11. As for changing the grid units, right click in the render window and select Render Window Properties. From there, click on the Movement tab. You'll see where to change the grid units there.
  12. Do you have angle snap on? Is the grid snap set to 128 units and angle snap set to 45? If yes and it still doesn't work, try pressing Shift and Q, then clicking on one of your pieces with the new cursor. With grid and angle snap turned on, everything should try to align with the piece you selected.
  13. Yeah, moved the lid off and checked, all is as it should be. I actually got it working after all though. Seems it didn't like my navmesh, though I don't know what it didn't like. I just adjusted the navmesh nearby for something else, and suddenly it started working. o_O
  14. Just posting a last time to see if anyone has any ideas. Been working on this for days now, nothing seems to fix it. Testing some things, the draugr insists on staying upright. If I leave the coffinmarker in the coffin, he spawns on top of or next to it. If I drag the marker outside the coffin, he'll spawn standing where the marker is. He really, really doesn't feel like laying down. I went into the warehouse and copied the prefab and pasted it next to the original. It works fine. I copy it and paste it into my cell. It does this. I have no idea what the heck is wrong. :confused:
  15. Hmm, still no luck in regards to this issue. Anyone else have an idea? Here's a couple of screenshots to help anyone inclined to help me. This is what it looks like in the CK: http://img.photobucket.com/albums/v718/NathanBlackwell/FaultyDraugrCK.png And in game: http://img.photobucket.com/albums/v718/NathanBlackwell/FaultyDraugr.png Thanks for any assistance. =)
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