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tehgonk

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Everything posted by tehgonk

  1. Yeah would be super handy but I somehow doubt that's currently possible to mod into the game. Hope I'm wrong though, or that WH adds something like this officially.
  2. I noticed that sometimes, could be when there isn't a good camera angle available for the game to use, you can talk to people in first person. I would love to able to force this on all the time since regular dialogue doesn't seem to have any special mo-cap that would go to waste without the more cinematic camera angles. Don't really have to time to dig in the game files atm so if there are any modders that happen to agree with me I would love to see someone who knows what they're doing give it a shot, unless I'm totally wrong about the whole thing. Thanks.
  3. Huh, never thought of that. I guess it achieves the same goal other than the 'realism' factor of removing the bow and arrows entirely. Hopefully one day I'll be able to do that sort of thing. Thanks.
  4. The problem there is that you can't remove CK-specified forms from a formlist or levelled list, so they will wind up with both the default bow and whatever bow the new levelled list will give them. Manually removing them from enemies via script runs into a lot of other problems. It's possible, but... I think this is something where 'live with the incompatibility' might be the best call. Oh yeah, I forgot that something needed to be removed as well. Thanks for the correction. I guess the solution would be something with quest aliases and player perks, frequently and dynamically finding all enemies with bows near the player, then make a chance that the bow is removed. I probably wouldn't even be able to do it myself though... Thank you both for replying. Unfortunately another factor in all of this is my modding skill. I think I will have to live with some incompatibilities, at least while I don't know how to do all the things you have suggested as a workaround. This is mainly for me unless I see that it works well and doesn't cause too many problems. I guess I'll just have to make it and start playing to find out how well it works with a decently modded game. Again, thanks.
  5. It's always irked me that so many guards, soldiers, bandits, etc. carry a bow and I've decided to try my hand at 'fixing' this since I can't find a mod that does what I want. I've been experimenting in the CK and have found a pretty reliable way to acheive this but I'm curious if there is a better / easier way to do this for all the relevent npc lists. This is the method I'm using atm: http://i.imgur.com/58ZbcTi.jpg I replaced the bow with a new leveled list I made so that I can control how likely it to spawn on an imperial soldier (in this case). Again, since I don't have a good working knowledge of how leveled lists work I'm not sure if I'm doing it the right way. Any advice would be much appreciated! Thanks
  6. Would it be possible to create a clunky but functional way of attaching or removing weapon mods 'in the field' using the same method modders have created configuration menus (is it a message box?) that triggers a form of the weapons workbench menu sans the model and animations? It bothers me no end that I can’t attach a suppressor or a scope, for example, and that instead I have to assign a specific weapon to be my sniper rifle (or pistol, I guess) or stealth weapon. I get that there may be limits to what can be achieved right now with the tools that are available, but I can’t help but think that there might be a creative solution to this that, whilst not being perfect, could still be perfectly serviceable until a better solution is available.
  7. Yeah it sucks. I actually asked this exact question over on the FO4Edit page and Sharlikran gave me this answer: Unfortunately, it still didn't work after updating to the latest build. I guess I'll just have to give myself those perks using the console if I'm not already planning a charisma heavy build, at least for the time being.
  8. So I'm trying to remove the perception 6 requirement from the local leader perks but so far I've had no luck getting it to work in-game, even though it looks fine in FO4Edit. Here is a screenshot of what it looks like in FO4Edit: http://i.imgur.com/JIYTs1C.png And this is what happens when I look at the perk chart in-game: http://i.imgur.com/ts2KFOK.jpg I've tried different numbers (x.000000) in "Comparison Value" but it makes no difference. Using xEdit 3.1.3 experimental.
  9. I was thinking it might be an idea for a mod to make survivalist difficulty similar to ranger mode from the metro games in the sense that everything other than damage dealt/received and health stays the same but instead of enemy's having 3x health and dealing more damage (or something like that), everyone has the same/extra damage and default health. I feel that this still makes for challenging gameplay because fights are more deadly and Ai might be more aggressive than on lower difficulties but you also don't run into situations where an enemy takes an insane and immersion breaking amount of bullets to kill. I know there have been similar mods in other Bethesda games and I've always enjoyed playing with them so I thought I'd post this to hopefully inspire someone to make one for this game if they know people actually want it.
  10. Well now I just feel silly. I guess I kind of assumed that he(?) abandoned the mod as it has not been updated since 2012. But yeah, I'll ask.
  11. I randomly found this mod not long ago and was a bit disappointed to find out it doesn't really work very well. I'm not sure if this is because it's just out of date, or maybe to do with DLC's, but either way it doesn't seem to functioning as intended. I would love it if someone with the knowhow to recreate this mod would do so because while other mods like Morrowloot affect the game in a similar way, they also introduce features that some people (like myself) may not want. Anyway, I understand if this is a bit too niche for someone to feel like it's worth their time remaking it but I thought I may as well ask in case there's anyone that feels the same and knows how to do it. Thanks Here is the mod: http://www.nexusmods.com/skyrim/mods/14175/?
  12. As I have no clue how to do this myself (or if it's even possible) I was wondering if someone could maybe make me an enb preset based on the latest version that only has the shadow fix enabled? To clarify, and if possible, I'm not interested in any other feature other than the one I mentioned as I'm using RCRN and like how it looks as is. Also, in case anyone links me to this mod, the reason I'm hesitant to use it is because it's based on enb 119 and I can imagine there have been pretty radical changes since then including enboost, which I want to use. Thanks.
  13. @ginnyfizz - Premium members have unlimited download speeds so unless I'm missing something, no.
  14. Just bought myself 1 month premium to check it out and to support the site. I'm very interested to see what the update notification system for tracked files is like.
  15. Totally gonna be getting supporter status (at least). Also, I think there should be an option to still display ads (maybe just the site skin one...) even if you are a supporter or a premium member and for no other reason than to support the site.
  16. Yeah I just did that now and it made no difference. I also tried using a different armor set but nothing is showing in-game. Also, when I place the armor into the game world in the Creation Kit it shows up fine, whereas when I try to add the bow, it has no model. The weird thing is though, that in-game, if I add it through the console it works perfectly. Like I said in my OP, I'm very new to the Creation Kit so I really have no idea why this is happening.
  17. I can't seem to get some armor and a weapon to show up in-game in a custom chest I've added. To be more specific, I'm trying to add some mod items (armor set and a custom bow) to a chest I've added to the game world and the strange thing is, these item are the only ones not showing up in the chest out of everything I've added. Another strange thing (for me at least) is that a weapon from Jaysus Swords that I added showed up including all the other vanilla items, so I'm confused as to whether it's to do with the fact that the items I'm talking about are mod items or if it's something else. I'm very new to the Creation Kit so yeah, any help would be much appreciated! P.S. They are in the chest, according to the Creation Kit anyway.
  18. Hi guys, just wanted to start off by saying that I'm very new to modding so yeah, please bare with me lol. Basically I have two things I wanted to ask: 1. Is it possible to meld light and heavy armor into into one skill? 2. how, if at all possible, would I go about reducing the range of all melee weapons in the game? Now just to be clear, I'm not asking for a step-by-step guide here, I'm just curious if these two things can be done and if they can, roughly how I would go about changing them. On the topic of making light and heavy armor into one skill (or something like that), I was wondering whether I would need to remove (if possible) the existing skills and add a completely new one? Also, if it is possible, what would happen to trainers? 'cause unless they just automatically adjust (which I doubt), would I need to change any of their values to make it possible to still train? Now on the topic of reducing melee range, is it a matter of going through all the weapons in the game and reducing it one-by-one? or is there an all-encompassing value that deals with that sort of thing? (again, assuming it's doable) Thanks in advance, Gonk
  19. So basically I was wondering if someone could maybe add the ability to your shield on your back. I don't know how hard this would be due to animations and whatnot but if, instead of an animation, it would be some kind of script, I think that would also pretty cool... P.S. Sorry if this has been asked about loads :P
  20. Here's another: Training Mannequin v0.9
  21. Here's a mod that might go well with this idea I just found: Better Thieves Guild Practice Locks
  22. Midas Magic adds this spell to the game. Just thought you might want to know.
  23. Cool, thanks for clearing that up Cowoner! And yeah, I was also thinking that if that place is real (which it is), someone could use that as a base for the rest of the mod (or at least some of it).
  24. Yeah but unfortunately, until I get a lot better using the Creation Kit I doubt I'll be able to any of this lol. So if there are any modders out there that think they can do this, please let me know cause I'd love to help in any way I can!
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