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Brandon007

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Posts posted by Brandon007

  1. Have you guys heard about the new MASS Builder game that is on Kickstarter?

    https://www.kickstarter.com/projects/sekaiproject/mass-builder-a-fully-customizable-mecha-action-gam

     

    Its a pretty neat 3rd person mech game, that is more customization then multiple halo games put together.

     

    Since Mod Support is planned (Eventually if theres demand for it), maybe there will even be a Nexus section for it eventually <3

     

    Heres hoping the Kickstarter is very successful for it <3

     

    It looks to be very close to a major stretch goal atm.

    What do you guys think? What kinda stuff would you want for the game if it was modifiable?

    And YES, there is console versions in the works when the core game is polished <3

  2. As the title says, Im trying to make some textures to work with FO4's palette system, but there are parts of the armours I dont want to be touched by the palette colour system, and I want them to stay their natural textures.

     

    In other words, I just want some parts of my armour to get coloured by the palette, and some parts left 'alone'.

     

    Anyone know how this is done? If possible.

  3. Ive looked into the mod a bit and tried it out. The Attribute system works, but the item distribution for enchanted items and tempered items does not.

     

    Could it be that the code has to be altered to work with SKSE64? Anyone with SKSE knowledge want to try to get it working in SSE?

  4. To any who would like to give this a go.

     

    This is my request for someone to convert this mod to Skyrim SE.

     

    Worlds Dawn - Enchanted loot and RPG attributes in Skyrim by 3jiou

     

    Right in the Permissions and Credits, it says the following

    "You are allowed to modify this file or release a patch as long as you credit the original author and/or people whose assets I've been using, and don't upload your modification elsewhere but Nexus."

     

    This means that someone, if they wanted to, can make a full Skyrim SE Conversion <3

  5. For my first problem, the inventory view of some items I am trying to port/mod into the game appear so small and far away, yet the model itself works perfectly fine when equipped and the character is using it. Any idea on how to fix that?

     

    My 2nd issue is, that some of the items just vanish when they are dropped.A sword of mine is dropped fine and I can pick it up, but a bow Im working on just vanishes when its dropped. Any ideas there?

  6. they aren't displayed , because they aren't actual plugins

    the reason the game get's updated , is because these files are loaded automatically

    these don't count in your load order , because that's how Bethesda made these

    which I guess makes sense , since they release items one by one , people will easily get 50 esl files in time , which won't run so well with the native 256 plugin limit

     

    anyhow , this really isn't needed , because these aren't plugins like esp and esm files , and they are loaded directly with the game itself

    But it does cause problems in NMM itself, becuase plugins that require those .esl files lists the .esl files as disabled, or non-existant.

  7. Im sure many people have noticed this, but as of right now, NMM does not have support for the creation clubs .ESL file formats. (Fallout 4/Skyrim SE). And as such, they are not displayed in NMMs plugin list.

     

    Please, someone make a nice patch for NMM so we can manage the .esl files as well!

  8. Hello everyone. Working on a really neat weapon for FO4, and Im having the smallest cosmetic issue with my script.

     

    The projectile and everything works so far, but the projectiles of the weapons using this script still remain after the explosion has been spawned.

    ScriptName Spartan_Plasma_TimedExplosion extends activemagiceffect
    
    ;-- Properties --------------------------------------
    Explosion Property PlasmaExpl Auto Const
    Sound Property SoundEffect  Auto
    
    ;-- Variables ---------------------------------------
    
    ;-- Functions ---------------------------------------
    
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    	Actor Target = akTarget
    	Utility.Wait(3)
    	SoundEffect.Play(akTarget)
    	Utility.Wait(0.5)
    	Target.PlaceAtMe(PlasmaExpl as Form, 1, False, False, True)
            Dispel()
    EndEvent
    

    Anyone know how to have the script remove the projectile after the Target.PlaceAtMe line?

     

    The script has to work for multiple different projectiles >-<

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