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Everything posted by SEMMz
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Hi Most of the time im in 2278, but I was hoping since I can't seem to be a scripter if someone could write a script or mod to be able to resurrect actors you have killed in game. If you are experienced with scripting or what needs to be done, could you tell me if it would be simple for you to do?
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Realistic / reduction of Head Dismemberment
SEMMz replied to Poacher886's topic in Fallout 4's Mod Ideas
If I am not mistaken the dismemberment is under some sort of ability or something. -
Just what is the deal with custom face textures?
SEMMz replied to Asterra's topic in Fallout 4's Discussion
Possibly it has to do with a lighting bug. Happens with CBBE too. Yes. I didn't read the topic. -
Okay, so it wasn't the mods. I solved it by going into the nVidia control panel and changing vsync to adaptive ( half refresh rate ) I guess it had to do with 144hz monitor.
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I have this odd sound that keeps on looping in inns and I even heard it outside of them. It just keeps pounding like there are monsters on the roofs stomping around. I think it has to be one of my mods. I had HDT Physics Extensions enabled, and thought it might be that, but I am uncertain. Here is my mod load order after LOOT. GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Campfire.esm=1 WM Flora Fixes.esp=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Hothtrooper44_ArmorCompilation.esp=1 SkyUI.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 Guard Dialogue Overhaul.esp=1 Weapons & Armor Fixes_Remade.esp=1 Complete Crafting Overhaul_Remade.esp=1 Complete Alchemy & Cooking Overhaul.esp=1 Weapons & Armor_TrueWeaponsLvlLists.esp=1 Immersive Weapons.esp=1 Cloaks.esp=1 The Dance of Death - Ultimate Edition.esp=1 WeaponsArmorFixes_ImmersiveWeapons_Patch.esp=1 Hunterborn.esp=1 RealisticNeedsandDiseases.esp=1 Hunterborn_CACO_Patch.esp=1 Hunterborn_RND-Patch.esp=1 Frostfall.esp=1 IcePenguinWorldMapPaper.esp=1 HarvestOverhaulCreatures.esp=1 HarvestOverhaulCreatures_RND_Animal_Loot_All_DLC.esp=1 RND_HearthFires-Patch.esp=1 Drinking Fountains of Skyrim.esp=1 Blacksmith Chests.esp=1 Cloaks - Dawnguard.esp=1 Apocalypse - The Spell Package.esp=1 Hunterborn_Campfire_Patch.esp=1 Chesko_WearableLantern.esp=1 Auto Unequip Ammo.esp=1 CalienteVanillaArmorTweaks.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 Purewaters.esp=1 RND_PureWaters-Patch.esp=1 RND_Dawnguard-Patch.esp=1 RND_Dragonborn-Patch.esp=1 RND_DrinkingFountains-Patch.esp=1 RND_AnimalLoot.esp=1 Hunterborn_LanternsAndCandles-Patch.esp=0 Hunterborn_Requiem-Patch.esp=0 Hunterborn_WearableLantern-Patch.esp=1 Hunterborn_BlacksmithChest_Patch.esp=1 HarvestOverhaul.esp=1 WM Flora Fixes HO Patch.esp=1 Open Cities Skyrim.esp=1 Alternate Start - Live Another Life.esp=1 I hope someone can help me. Perhaps it's using harvest overhaul with the alchemy and cooking overhaul. Not sure for certain. I haven't skyrimmed in a while. Hope someone can help!: )
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Well, I do know Diamond City Expansion is suppose to be at the bottom of your load list.
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I tried changing dogmeat into liberty prime, but I think i need to edit more things first, lol.
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Prevent blocking of melee weapons with bare hands
SEMMz replied to OpTicZ0MB1E's topic in Fallout 4's Mod Ideas
At least make it deal a lot of damage, but less than connecting + limb damage or + bleed damage. -
Make Rad Rabbit to be hostile
SEMMz replied to mamax59's topic in Fallout 4's Creation Kit and Modders
Hmm Perhaps you could try using the molerat attack animation, I feel like they could be similiar to the rabbit, but stepping beyond this I would rather leave to someone more knowledgeable. I'll mess around myself with it and see if I can get something to work. EDIT: Well, I have been messing around with things, unticking non-hostile in the rabbitrace and other things. I am guessing it's somewhere in the ai packages, perhaps making a new package might do it. Or maybe creating a whole new actor if you didn't do that. I, myself, just copied it. I'll keep looking around. I tried setting the combatoverride to none, but it's not that either. -
I don't use fo4edit, but if you post a screenshot I might be able to help, if no one gets to you before me. But looking in the kit, it would be 41-45 the one's that are labeled A which I believe means either Armor or Above. 36-40 Are labeled with a U which means under the armor. Anyway, you would want to unselect the 41-45 (A) ones. Hope that helps.
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You could also change the timescale so your fast travel won't speed up time so much.
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Changing minimum level for a quest to begin?
SEMMz replied to SovietSailor's topic in Fallout 4's Discussion
Lemme look it up in the kit, see if it's easy, if not I am uncertain, but yeah that quest is annoying after you've done it 20 to 30 times lol. Sorry got busy, I'll try looking it up again. Yeah. It's gotta be in teh quests, I haven't hit that part of modding really yet, sorry. -
Instant death before leaving vault 111?
SEMMz replied to Latakialover's topic in Fallout 4's Discussion
I did, as soon as I cross the door it shocks me not giving me a chance to walk to the side. I also noticed that the rad roach that usually gets shocked while standing in the center of the room roams freely without being shocked. Did you edit or mod in the creation kit damage numbers? Maybe you editing the damage from the lightning. Or You could open the console and type TGM and toggle god-mode then toggle it off after. -
Make Rad Rabbit to be hostile
SEMMz replied to mamax59's topic in Fallout 4's Creation Kit and Modders
Have you tried changing him to aggressive or very aggressive? He may also have a script tied to him to make him run. -
Not to get off topic, but I'd love for a Proctor Ingram companion. She was cool as s#*! as well.
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I know it probably wouldn't happen this way, but It'd be cool to see it implode instead of exploding, but yeah, I am not nuclear Physicist.
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- nuclear physicist
- fusion core
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Rifleman Perk fix for Energy Weapons (penetration)
SEMMz replied to lvhoang's topic in Fallout 4's Discussion
EDIT3: Seems to be Scripted. This is going beyond my skill ATM. -
I have been editing some perks to balance them around my new damage numbers, but I seem to have ran into a problem. On Basher, I don't seem to be crippling limbs with the percent I entered. This is what it looks like. The first condition looks like this: (15% Chance to Cripple While Bashing) S GetRandomPercent NONE <= 100.00 (I first had it as 15.00) Basher02 is: (30%) S GetRandomPercent NONE <= 30.00 (IT was I believe 100.00, that's why I changed the first Rank to 100.00, but still no go. ) But Bashing isn't messing up limbs at all. I am testing it on SuperMutants, hope that doesn't matter. I copied Basher02 to Basher01 , but then I changed it... I think i did something wrong. If you need more about the perk, then please let me know and I'll add more to it.
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Can't change base health for created NPC
SEMMz replied to TH3TAN3X's topic in Fallout 4's Creation Kit and Modders
You could try clicking in the box where it has Base Actor Values and modify the health there. I am new to modding actors, so this may be wrong. -
Okay, so I went into the Workshop...Deleted and Added REF WorkshopLinkSpawn>XMarkerHeading (001AE1A3) It keeps pushing me back to that spawn, which is correct, but the mat is still not working. Do I have the wrong XMarker or MapMarker? The best I got it was to spawn from the mapmarker in Hangman's Alley. Okay, I think Might have figured it out.