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Arpaleggia

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Everything posted by Arpaleggia

  1. Following the steps to remove HTTPS Everywhere and clearing cookies, I am allowed to download a mod once with "Download with Manager" per browser. After that, I get the same "An error occured" message. Manual download gives the same error message, unless I copy and paste the direct download link to another tab, i.e. http://www.nexusmods.com/fallout4/download/* Unfortunately, as said previously, if there is a subsequent donation or requirement page, the user is met with the error message again after clicking "Continue with my download".
  2. Acronyms... acronyms everywhere. I'll understand if referential names are unwanted, but I'd like to suggest "Guinan", a Star Trek (TNG) character who described the Nexus of that Universe: "It was like being inside joy. As if joy were something tangible and you could wrap yourself up in it like a blanket." Something different, hopefully unique and worth considering. In any case, I look forward to the new software. Dev' on! :D
  3. Am trying to do something very similar. Don't suppose you remember how you did that? No worries, I got this :tongue: Bear in mind, if keywords are shared by more than one different thing, they will dispel each other, e.g. setting the AlcoholEffect keyword as a Dispel Effect will make all magic effects with that keywords to be dispelled when another set of effects with those keywords are activated. Drink a Whiskey, then a Rum, and the Whiskey effects will be nullified
  4. Sounds exactly like what I'm going for. The word toxic has given me the idea to have a rudimentary system in place: Instead of creating a new actor value and all the necessary magic effects and spells (the latter two of which I'm failing to grasp), I could just make all chems apply an amount of radiation damage that's rather high. Not entirely what I wanted to achieve, but it is much easier to do and has a similar satisfactory effect. Thanks for catalysing :D
  5. Hello, My idea is to make taking many chems detrimental outside of addiction and eventually fatal to the player character. More specifically, it would involve creating a new actor value for the player, make it so taking chems (including ones like addictol) increases that value, but the value decreases over time. When the value reaches a certain point (e.g. 100), the player ragdolls for 5 seconds and dies. What value increase each chem should give is up in the air, but the idea would be for the player to be forced to balance between addiction risk, any current addictions, current situations, and the possibility that the next intake could mean death, because in vanilla, you can collect all the chems in the game world and run around being God-like. Ideally, seeing a doctor would reset the value along with curing addiction. I would love to be able to do this on my own; any advice and guidance would be well received; but if anyone more capable could achieve this, I would definitely use it. Many thanks. ~Arpa~
  6. I would like to make explosive objects like oxygen tanks VATS targetable. This is so I can lob them at the enemy and shoot the tanks in VATS, causing an explosion as it flies towards them. I have tried assigning the "VATS Targetable" flag to OxygenTank (0004EE95) in the Creation Kit, but this has not had any effect, so I imagine there is more to it than a simple flag. Thought of comparing to the placed mines and in-air grenades, but from what I can gather, those are considered projectiles. If someone is able to do this or even point me in the right direction, I would be most grateful and upload it as a mod. Many thanks, ~Arpa~
  7. I know the answer may be simple, but it is not fully obvious to me as the words used for these cases confuse the definition of what the specific outcome is. Would an obvious test like making one weapon in the game a ridiculous amount of damage then overrided with an empty record (how does it not conflict if it overrides?) work to show me the answer?
  8. Hello, fellow modders! I am making a patch in FO4edit to merge and enforce changes of different mods which add conflicting changes. However, I've come to an uncertainty regarding empty records. In the example pictured, there is a weapon property in Fallout4.esm that has been removed from/not added to WeaponJamsV1.5.esp Is the blank weapon property of WeaponJamsV1.5.esp considered by the game as an empty space to fill with Fallout4.esm's weapon property, or a property it should disregard as an empty space, thereby voiding the one given by Fallout4.esm? Many thanks, ~Arpa~
  9. Having same issue, applying a texture mod doesn't fix, uninstalling Unofficial Patch doesn't fix (the only other thing that could be affecting textures) and I'm at a loss. Luckily, I had the sneak perk that prevents activating tripwires, else I'd get a shotgun in the face. I'd be happy to ignore it, but it screws with the natural lighting balance of my eyes game and it's distracting. Would be glad of any help!
  10. Hello, Currently, it seems that if no light is on an actor, NPCs cannot see them. However, surely the an actor (e.g. player character) creates a shapely absence in light by being in front of the light source. I have made a quick, but hopefully helpful diagram to show what I mean. Is implementing any kind of detection of actors based on this principle possible? Cheers.
  11. In response to post #24882324. #24883664, #24905379, #24907119, #24912199, #24920549, #24921739 are all replies on the same post. I'd say keep the donate message in the download phase too. I'm just now updating some mods and it appeared, a decent reminder seeing as I know at least what the older version had to offer and the newer version will likely enhance it further. It also serves well if I'm re-downloading a mod I know is good, whatever the reason may be, e.g. fresh Skyrim install.
  12. Hi, I was wondering if such a mod could be made that would either: Prevent an in-game modded weapon from being eligible for repairing other weaponsGive a warning message exclaiming the weapon about to be used for repairing another is modded in-game (while possibly asking if mod should be detached); orProvide automatic removal of an in-game weapon mod upon using that weapon for repair of another weapon.This would be most useful in preventing the loss of mods on weapons, especially when one has the perk "Jury Rigging" and the repair screen does not display whether a weapon is modded or not. Of course, I could just pay more attention and not be so careless, but I still wonder if there's a way around that.
  13. I asked this about a year ago and got no replies :( What I can say is that, at the very least, the numbers shown in the skills menu should be able to be carried over to the HUD somehow. If not, they could surely be displayed from code made from scratch. It's a small feature that I'd like to see too and for much the same reasons; if effect icons can be presented in the HUD with SkyUI, there's no reason this couldn't.
  14. Being a mod junkie is bad for your game's health. Be warned
  15. Feelin' like a mod junkie
  16. How the heck did I forget to check that one :facepalm: That's more than likely the one: It includes reduction of fall damage for Khajiit. The other one I found, Race Abilities and Skills Redone by Camiongrenouille, doesn't.
  17. Am looking through my history now. :smile: I know for sure I've seen something similar recently as well.
  18. Hi, I am an abosolute beginner at modding Skyrim. Never done anything with creation kit or coding involved with it. I was wondering if anyone had an idea of how to add numbers to the magicka, health and stamina bars to the HUD that update along with them. I understand that the files involved with showing the HUD in-game can perhaps be adjusted to suit this purpose to match the numbers shown above these stat bars within the skills menu, as such I have downloaded the files here: Skyrim Flash Files Beyond this, I am at a loss. Is there a way in which I could adjust them with a program that involves a GUI? Or perhaps I can copypaste/write some coding somewhere to accomplish this? Afterward, would it be possible to impliment this file as an esp or bsa file which overrides Skyrim - Interface.bsa? My apologies if this is a large request for help. Thank you. ~Arpa
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