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seekingthesun

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  1. You wanted to make insects friendly or neutral? I can't think of a quest that could possibly be screwed up by that. Just directly copy what I did.
  2. I made a custom workshop initialize location script but it doesn't start or even respond to console commands like setstage workshopinitializelocationscript 10 or 100. It won't even get marked as running . It stays stuck at stage 0. It's essentially the same as the DLC01 initialize location. And yet it just won't run. ​How can I force this thing to fire?
  3. I made a custom workshop initialize location script but it doesn't start or even respond to console commands. It stays stuck at stage 0. How can I force this thing to fire?
  4. It's somewhere in the magical effect/enchantment/perk trees. Look through those in fo4edit
  5. paste it over a vanilla helmet and then delete the mesh, but not the infrastructure.
  6. There's two places in each entry where you can/should add the nif path. Also, if the model is crashing your game, there's something wrong with it. You could help with diagnosis if you'd show a screenshot of it with all the branches expanded, and a look at the bsx, strings, and children headers.
  7. Download buildable power armor frames. You can scrap the "owned" one and rebuild a new one in its place
  8. So I should use that to call the alias that's already attached? How do I create those properties? Where do I put the reference name in that?
  9. Something like that would require scripting and I haven't been following console mod news at all so I don't know if they'd ever support custom scripting.
  10. The marked, arcjet quest one might be easier to dissect in some ways. The actual activation of that engine might not be listed in that arcjet quest because Bethesda didn't make quests in an intuitive way that can be reverse engineered easily. For example(avoiding spoilers) there's a certain quest in diamond city that I wanted to reset because I didn't know that quest was timed. So I tried to reset it, but there were problems because a character was still be registered as dead no matter what stage I did. I even tried resetting global values. It turns out that the quest branched off from the main one and there were multiple separate quests that just communicated with the main one. As soon as I reset that quest, the main one resumed(with some help) Now you wouldn't know that those other quests existed because those branches didn't have stages set explicitly by the main quest proper, but they could do the inverse and set stages of their parent quest. Yeah, those quests are a mess. Likewise there are important components of quests that don't appear the the papyrus. For example in ms04 quest there's NPCs whose death progresses the quest, but their deaths as triggers aren't in the stages. Instead the NPCs are indexed as aliases, and their alises have scripts attached to them that set a stage on their death. It's really, really annoying the way they went about coding these things. However, there is another arccjet engine out there in the waseland that's mounted on a truck that can be activated. I don't remember exactly where it is but it's on the western side of the map, somewhat near arcjet and it's mounted on a big truck.
  11. I'm not aware of any mod that's out there that actually adds new first person animations. The total work of animations is pretty low. I'll wait for a tutorial that can explain how to import keyframes. I have an animated mauser pistol file on my desktop that I need textures for but otherwise would work if it could be imported. Bethesda could help out the modding community by implementing things in DLC that we could copy. That said, they're really opaque about how things work. My wish list: 1. dual pistols 2. a vehicle of any kind 3. any REAL tutorials about scripting 4. Objects that apply things in unusual ways 5. Objects that interface with scripts in unusual ways 6. Any object that could toggle global values on activation 7. a static object that could spawn references 8. Anything that could generate LOD better than the disparate tools available now 9. a complex quest that could be taken apart and analyzed without it referencing aliases and having things set by global values that aren't mentioned. Ideally one that could explain the behavior of various markers. 10. weapon mods that can adjust the way the weapon is held/animates
  12. Or you could just spend the 3 minutes getting past that part and leave modders alone
  13. You can't do it because there's only one projectile node on a weapon. The barrels on weapons aren't the source of the shot, they're just for show. The best you can do is to download a mod that fixes the bonus projectile legendary problem with shotguns where by default it adds a projectile instead of multiplying by 2 and give it to your shotgun.
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