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TheGlowingCreep

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  1. Sorry for the confusion, I totally forgot that there was a "heavy" prefix, I meant that I wanted to create an entirely new prefix (possibly as "heavy" or as something like "Weighted") to add to the baseball bat rule set if possible, and if possible, what would need to be changed/added. Something like a mod that makes the bat weigh more, do more damage, and have a prefix of "Weighted" or something. I've renamed and "rewired" it to be "Leaded" instead of "Heavy", but it still won't show up obviously. So the keyword is dn_HasMeleeMod_Leaded, but I'm unsure of how to set this to determine the prefix, or if the keyword even does anything prefix-wise. Edit: I just found the dn_commonmelee "instance naming rules", I'll add a new instance and see if that does it. Edit2: That did it! Adding a new instance to the dn_commonmelee list and selecting dn_HasMeleeMod_Leaded and naming it "Leaded" has now made the baseball bat "Leaded Baseball bat".
  2. Apologies if this has been asked before (a quick search yielded no results) or if this is in the wrong section, I'm having a very minor but irritating issue when creating a simple baseball bat weapon mod/attachment. I have the COBJ set up with materials and perks required set up and that aspect works as expected, and the MISC mod box seems to be working as usual, I can unattach and drop it just fine (as well as re-attach it). Most importantly (I assume). the OMOD file is almost exactly the same as, say, the chain-wrapped mod. I have it set to do more damage, which it does. I have it set to weigh a lot more than chainwrapped, which it does as well. The only problem is that as soon as it is constructed and attached to the baseball bat, instead of saying "Heavy baseball bat" just like the "Chain-wrapped" baseball bat, it just calls it "Baseball bat" with everything else working perfectly fine. It has its keyword set to dn_HasMeleeMod_Heavy, and the actual OMOD's name is "heavy" but no prefix is showing up in game. Have I missed some sort of form ID list or something? I've tried everything all the way up to just copying all the chainwrapped files and making it an almost exact replica, but still no dice. I'm no stranger to modding as I've extensively destroyed my New Vegas game with home-brewed mods and other stuff, but this one stupid thing has me stumped. Also as a bonus question, is there anyway I can make the mod change the bat to be V Slow instead of just Slow?
  3. By "place" I meant use materials to create new, sorry I didn't elaborate. Is there maybe a way to spawn them using the console then use the workshop to move them? Really all I want is a list of the bits you can pick up with place everywhere as stuff you can spawn.
  4. Sincerest apologies if this has already been requested somewhere or already exists. I've always loved the Spring Cleaning mod, Being able to clean up the area was really useful for making nice houses and bunkers and whatnot, but now I've grown a need for something unusual: Is it possible to make those heaps of junk, dirt, papers and stuff place-able? I find sometimes I want to place some old bits of paper and stuff to give my place a more "run down" feel. Basically, is there anyway to, instead of spring cleaning, spring UN-clean and instead place all that grime everywhere? Things could include pieces of plywood, random planks for boarding up windows, tufts of grass that peek through cracks in the pavement, tiny bushes, radioactive barrels, corpses that stay, skeletons, etc.
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