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Everything posted by js303
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I uploaded a magazine mod yesterday called "XXX of the Commonwealth" that's currently on hold by Nexus until I get permission from the artists, which I'm currently working on, but 200 or so people did download it before they put it on hold and I made a mistake with the material file structure. If you installed it... go into Fallout4/Data/Materials/Props/ComicsAndMagazinesHighRes/ create a new folder inside /ComicsAndMagazinesHighRes/ called Grognak , drag the material bgsm files (mine only, there is 72 of them) into the Grognak folder. I should have the mod back up soon once I'm done contacting the artists... I'll also have all the artist promotion links on my mod description once it's back up.
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Haha my mistake... thanks a lot for your help. I got it to work fairly easily. You should see my new mod posted up soon... give it a look!
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I'm very close to being finished with my new mod... now the last thing I have to do is put the items I made into Arturo's (commonwealth weaponry) vendor inventory. I chose Arturo because they are Misc items and the vendor has to be selling Misc items for it to work. I followed the directions very closely on this page http://geck.bethsoft.com/index.php?title=Adding_items_to_vendors and the Items aren't showing up. here are the steps I followed: Creating a new container owned by the vendor in the Object Window, under World Objects > Container, double click on any of the VendorContainer* at the bottom of the list. give it a new Editor ID (first text field), and drag & drop the items you want your vendor to sell into the Item List on the right (deleting any items you don't want) and some caps if you want him to buy stuff from you (this is how you increase the amount of money a vendor has). check the Respawns option if you want it to respawn every 3 days, and click OK; when it asks you if you want to create a new Form, click Yes. in the Cell View window, double click on the VendorChestsCell, and drag & drop your new container from the Object Window into that cell in the Render Window. double click on your container in the Render Window, give it a Reference ID (yourNPCVendorChestRef), check a Persistent Reference box, and select the Ownership tab, and select your NPC from the drop down list. for new NPCs, you can also double click on the NPC in the Render Window and select the chest in the Merchant Container tab (this is probably already assigned for existing NPCs): select the VendorChestsCell in the first dropdown, then your chest reference (yourNPCVendorChestRef) in the second dropdown. I create the new vendor chest... assign it to Arturo in 2 different fields and placed it next to the chests in his shop area... pic below The only step I'm not sure I did right was in step 5 "check a persistent reference box" ...I have no idea what that means as I didn't see the option anywhere ...does that mean click on the green box? because that's what I did to open up the reference options to select the ownership. Any help is appreciated. Also in step 4: in the Cell View window, double click on the VendorChestsCell, and drag & drop your new container from the Object Window into that cell in the Render Window.I didn't see anything in any cell window named VendorChestsCell..all I did was find the cell that commonwealth weaponry is in and went to where the chests were... so it's possible I did that wrong
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I made a mistake with Vault 111
js303 replied to js303's topic in Fallout 4's Creation Kit and Modders
Thanks for your help, it worked just like you said it would and fixed it in 2 minutes. I'd give you a long awkward hug if I could. -
I made a mistake with Vault 111
js303 replied to js303's topic in Fallout 4's Creation Kit and Modders
Thank you Chucktsteel i'm going to give this a try sometime today. -
I'm fairly new at placing items into interior cells and my first time placing an item into vault 111, I did something wrong and now the gear shaped elevator floor that lowers you into vault 111 is still there but invisible... also the gate that raises and lowers is also invisible but still there... but as you can see in the pic below, the gate is still visible in CC. Unfortunately I was stupid and didn't make a backup before saving the edit. I swear on my life I didn't select or edit any objects in the vault, only thing I can think is I clicked on something by accident and poof.. So now I need to do 1 of 3 things, 1: set the vault 111 interior cell back to default, 2: duplicate the default cell from the main game esp then paste it into my mod and delete the one I edited, or 3: put the objects back in by hand. After a few minutes of playing around I haven't figured out how to do any. I'm sure it's an easy fix but any help is appreciated
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I just finished creating items for a mod that I plan to upload soon...I have the items in the game but now I have over 70 things to place around the commonwealth and I'm looking for some location suggestions. Any ideas for places that might be overlooked in the game or could use some more loot would be great. I'm not looking for each thing to be too hard to find in game but I'd like to add in a few curveballs so any place that doesn't deal with the main quest or doesn't have bobble heads, magazines etc would be ideal. Any takers?
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I've been thinking of replacing Dogmeat with a Mutant Hound, if it's not difficult to do... would I just need the mesh/ texture for a mutant hound then drag it to the dogmeat folder?
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I understand the author of the Radrose Def UI/VIS enhancement mod (it keeps inventory from modded items organized in your pip boy) is too busy to take requests or update so I'm looking for someone to help me make a Radrose patch for my mod Corporate Wasteland , I'm not an expert in creation kit but Im sure with a few simple instructions I can figure it out.
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I recently installed Rise of the Commonwealth for Sim Settlements..I did not set anything up with ROTC yet but I encountered a problem when I did the quest Taking Point: Kingsport Lighthouse. I take over the settlement, then the quest tells you to install a recruitment beacon, so I do that and power it up and the game doesn't think I did so I'm not able to finish the quest. Kinggath said that this is a known bug currently in ROTC, so I uninstalled it , tried it again and got the same problem... so I think the only way I can finish the quest and move on to more Preston quests is to CC the quest to finish it...and I'm not sure how to do that... any help is appreciated
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How to make a food item give you a misc item
js303 replied to js303's topic in Fallout 4's Creation Kit and Modders
The mod I'm working on is "Corporate Wasteland" and what i actually want to happen is when You eat a McDonald's Happy Meal, Cap'n Crunch or Cracker Jack, a random toy will spawn... with your help I was able to create 3 scripts for 3 different toys, Car/Alien/Rocketship..It would be cool if I could make a script with those 3 toys and you get one of the three toys... if there's a way to do that maybe let me know, but thank you for your help! I don't understand why you'd need 3 different scripts. Unless they're poorly designed you should be able to use one script and just chance the spawnable item property as desired. You could even put the 3 items (or however many you want) in a leveled list. Then give your script the leveled list so it doesn't require you to change the script at any point. Then you can just add or remove items from the leveled list as desired. You could even do multi level lists to get something like 33% chance of a beer, 33% chance of water, 33% chance of vodka (or insert type of toys), then each of those grabs from a sub list of items specific to that class. Using drinks as an example but it could be any item really. You could even have it do 33% chance of clothing, 33% chance of a drink, 33% chance of misc items. I would try but I'm not sure yet on how to do any of that... all I did is what you said in those directions and i assigned 1 "add toy" script to each food item. So the Happy meal will always give you a toy car, Cap'n Crunch will always give you a toy alien and Cracker Jack will always give you a toy rocketship... there are 3 or 4 more toys i could have added , i could put them all in one list and have one show up at random chance but I don't know how to do any of that. -
How to make a food item give you a misc item
js303 replied to js303's topic in Fallout 4's Creation Kit and Modders
The mod I'm working on is "Corporate Wasteland" and what i actually want to happen is when You eat a McDonald's Happy Meal, Cap'n Crunch or Cracker Jack, a random toy will spawn... with your help I was able to create 3 scripts for 3 different toys, Car/Alien/Rocketship..It would be cool if I could make a script with those 3 toys and you get one of the three toys... if there's a way to do that maybe let me know, but thank you for your help! -
I'm working on an update for a mod and I'd like a certain food item to give you a misc toy after you eat it... I go into creation kit, select the item to edit, and I can see where you can add effect, so I right click to add a new effect but I'm not sure what to do after that in the item edit window, in the bottom left corner there is an option to change Item Equip, if you select OTHER there is a pulldown menu that lets you select MiscToy, but selecting that did not give me any item after eating the food. So my guess is I have to add an effect, any help is appreciated I'm going to guess it's a script similar to the nuka cola bottle giving you caps so i'm going to mess around with that for a bit
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I was going to give this mod a try today then I noticed they took it down, anyone know why?
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Trying to create a VIS patch for my mod
js303 posted a topic in Fallout 4's Creation Kit and Modders
I'm working on my mod "Corporate Wasteland" which changes a lot of the item names in the game and I want them to be compatible in VIS... I thought all I would have to do is open up the main VIS file in creation kit and rename the items but the main VIS file I have uses multiple master files and I can't open it... is there something I'm doing wrong? -
I'm hoping someone can help me, on my last playthrough I had a gun i found at the top of the tower in bunker hill.. it was a sniper rifle with a yellow spiral design to it, called the Two Shot (something) but I can't remember the full name. I've since deleted all my mods and started over..just wondering what mod may have had that gun. There is another rifle called Patriot that I found with a USA flag design on it.. I think it's the m22 but can someone confirm that?
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I know there is already a non related female "slooty" gunslinger outfit here: https://staticdelivery.nexusmods.com/mods/1151/images/21121-1-1483873385.jpg but after seeing the Dark Tower trailer I think it would be cool to have an outfit inspired by the gunslinger, maybe a male and female version http://thenerdrecites.com/wp-content/uploads/2016/07/darktower2-e1468521413805.jpg http://www.impawards.com/2017/posters/dark_tower_ver2_xlg.jpg
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For some people running over 200 mods and maybe even the high res pack, places like the financial district are no-go zones when you only have 4 gig's of Vram...for me, walking into the city I will get a CTD almost every time and I can't go through the trouble to find out what mod is doing it. I wish there was a mod that made the city a little more bare bones to take off the memory load.. maybe take out a fence here and a street light there, just things that don't really need to be there... lore?? the city has been scrapped by most of the raiders etc who occupy it. maybe remove some loot containers and have hard to find containers with more loot.
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I'm using VIS with DEF_UI, and Gold Kit, trying to get it to work properly,and i think theres an overwrite or installation setting i might be getting wrong, but i get my new font from settings.swf to show up in the barter screen but not the pipboy, there was a time when i had the font working on the pip boy but not the barter screen , so not sure what i'm doing wrong... any advice to get the font on both the barter screen and pipboy? im looking for a a specific file possibly that needs to be overwritten by def_ui or gold kit and im not sure what one. I currently have gold kit overwriting def_ui and VIS files. I've had to spend countless hours just trying to get it right and trying to go by the instructions as best as i can.
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I'm having an interesting time figuring out the right way to install both of these and to have them work (sort things) properly,and using the custom settings for Valdacil's Item Sorting isn't an option since it requires 10 or more plugins. When I use Val's Picks w/DLC in item sorting (with reduced weight mod) I get most of the icons to show up with ARWCSM but lots of things tagged like [food rads] [drinks - alcohol] don't have an icon and i have a long list of aid/chems in my pip boy although half of the items do show up in the icon category , most weapons and armor don't have a weapon icon or a tag label like [gun type] [ARM L] [ARM R] etc When I use Val's Picks w/DLCin item sorting with vanilla weight settings, things are a little more organised most of the chems/aid get organised with an icon and the list is much shorter,a few more of the armor items and weapons get labeled with an icon and most weapons still seem to be unlabeled. I'm going to post a couple screenshots in a few minutes to show you what I mean Any advice on using these 2 together properly is appreciated, my conclusion will probably be that they aren't compatible
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workshop mod issues, Looking for mod I uninstalled/updated
js303 replied to js303's topic in Fallout 4's Discussion
Here are most of the settlement mods that im working with now... http://i.imgur.com/wS8W8EK.jpg -
workshop mod issues, Looking for mod I uninstalled/updated
js303 replied to js303's topic in Fallout 4's Discussion
I don't know how that will help, i don't think i have a conflicting mod, i think i just have a missing mod and im not sure what one it is , it could have been one i downloaded last summer for all i know -
I'm using a lot of workshop mods SKE 1.42 Homemaker Creative Clutter Settlement Objects Expansion OCDecorator Functional Displays I had some workshop menu issues so i had to uninstall and update those mods to try and fix the problem, I have the menu fixed, but now i'm missing items in my workshop (and they aren't appearing in game) the metal vault walls and floors are missing from structures>metal>floors, so basically I'm looking for the pack/mod that includes all those metal objects that are now gone, vault/institute walls etc... also my extra wood floors like USS constitution are missing. does anyone know what one that is?
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i have the general's quarters player home at the castle but im pretty sure that's not the problemm..it worked fine on my last playthrough
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I just encountered a weird bug when taking over the castle... The walls are blank, if i move around the walls will disappear then re-appear in a very buggy glitchy fashion, one section of the castle is fine, then one section plus the armory wing is all blank