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SEMMz

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Everything posted by SEMMz

  1. Definitely possible, the hardest part would be making the quest or script when they appear. I lack the knowledge to make it, but it sounds cool, I love the travel mod win made and would love to see more enemies, always.
  2. I can do something like that, any other requests? Maybe add possibility for ballistic weave? Well, I am going to upload a copy of the mod for you and an alternate copy with +30 Carry Weight. Both Versions have +1 INT +1 PER https://rd.nexusmods.com/fallout4/mods/28829
  3. So you are saying there are two map markers causing a conflict? I am not very good at the scripting, but I think I understand what you mean.
  4. Well, now I added a property on accident to the FensRaider...workshopscript and I don't know how to remove it. Apparently, I can't delete the property and I am scared it's going to break the game now... Doesn't break the game...so far, but It's really bugging me that I can't remove it. Will a stray integer bug out the script in anyway? It's the workshopscript.pex . I was trying to add a property for an action, but apparently, testing to add a property is unwise, lol.
  5. I know there is a mod on beth.net for a fast travel/map marker repositioning for Hangman's Alley, but what I am trying to figure out is a way to actually get the fast travel mat to work in hangman's alley. Is there a trigger that isn't going off when inside hangman's alley? I feel like it could be something simple as that. I am just really unsure where to start looking. If you need more information, please feel free to reply. I have a disease of doubt and worry so it destroys my grammar. I will better word it, if needed.
  6. Now if only we could get someone to make it so there is a small chance of the nuke blowing up in your face, lol.
  7. Removed the crafting requirement? As In being able to craft additional ones? I forgot about fort strong, I'll see what those ones are about. EDIT: I guess I'll have to explore Fort Strong in game, not sure what you are talking about there :P
  8. I was thinking the same thing, but I have no ideas how that would work. You could always try Start Me Up.. It's not New Game +, but at least you get some things....btw as we speak I am listening to chrono trigger's Frog Theme, lol.
  9. Hope it is to your liking. It was one of those simple tasks that even I could mod :)
  10. Basically, I am trying to add a new custom food to the game, but when I add it. IT works perfectly fine, but it doesn't have the fancy text above hp/s gain saying what else it does. Here's an example: [Grants Invisibility]<------ 6 HP over 10 seconds 20 caps 0.5 weight Mine looks like this: 6 HP over 10 seconds 20 caps 0.5 weight It doesn't show the text above, but the effect works. FYI: Mine actually gives night vision, but I was just using an example. :P
  11. This reminds me of GTA3:SA. It was a cool feature then and still cool now. Also the bruising and dirt and what not would be cool too. As for the pocket mirror, I know there's a mod where you craft at the settlement a mirror that let's you change your looks. Perhaps it's not as bad as it could be, if you have the script or ability to toggle the looksmenu by using the mirror.
  12. uSpecialPoints = 0 Might work. basically you'd have zero points to allocate when naming your character. It's under the Gameplay>Settings dropdown on the kit. You might even be able to find it in an .ini file. I actually play with 33 to start with. :tongue: It'd be really easy to edit yourself. You don't even have to load the esms. I bet fo4edit would work if you have it.
  13. Either way, we definitely need a Cazador in the game, lol. No, not really. I can't even kill bloat flies.
  14. IF only, the Settlers we were suppose to be protecting would just recognize you as a bigger threat than the raiders. Then we could just skip their dialogue and setup a new settlement. Or just totally remove those quests and make them like the PAM quests where you need to Set up defenses and then it's done. Yeah. Easier said than done.
  15. That would be a really easy mod to make. I could give it a go. Well, I finished the base of the mod, now I am adding a way to create those parts as well..Unless you don't want them.
  16. I am trying to figure out a way to make the pause-while-lock-picking off. If anybody wants to pick up the idea, that'd be awesome. It's probably just a script, but sadly, I am not that advanced in my modding/programming. Definitely not begging, but I thought it was a cool idea. Same goes for Terminal Hacking.
  17. Tempted to mingle with lockpicking pause #cantscript
  18. [solved] Sorry for wasting time. Google is my friend.
  19. I am trying to edit perks. Some perks were added to FH some to NW, how do i get them both to show up to when altering? Do I just create a seperate esp?
  20. Yup. that solved it! Thanks. I might go and push this for all the armors now!....eventually..
  21. I changed it to set 15.000, but now it gives +37 in-game. Those mystery 22 points are still there. I'll keep digging around.
  22. Nevermind I figured it out!....maybe EDIT: NOPE. lol. Sorry, just letting you guys know, I could still use help!
  23. I am trying to get a lining mod for leather armor that gives +15 physical resistance, so I copied all the mods and what not of the flame resistance (asbestos lining ) stuff, but instead of giving +15 phys. resistance like the flameresistance +15 energy resist does, it gives +37 Here is the data value I changed from 15 energy resist to 15 phys resist Target vddamagetypevalues Op ADD Form dtPhysical 15.0000 Step 0.00 There are fweight and ivalues as well, under property modifiers, but i dont think those have to do with it. Sorry, if that isn't very good description, but I am very tired. lol
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