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Everything posted by EdisLeado
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I'm in the process of troubleshooting one of my mods, "Light Up and Smoke Those Cigarettes", particularly the issue with the non-existent withdrawal effect, and honestly, I'm stumped. I was wondering if anyone might know why the Coyote Tobacco Addiction actor effect never decides to actually show it's face in the Pip-Boy after you 'contract' it. The addiction actor effect is not even modified, and this still occurs for some odd reason. Coyote Tobacco and the mod added cigarettes use the same addiction effect, but when using either of them enough to develop an addiction (which the game gives you an alert about), it never actually shows up in the Pip-Boy effects section, nor does it affect your stats. I took a look through the effects of each of the ingestible entries I have, as well as all the various chem actor effects, and I can't seem to find any discrepancies that would cause these kinds of problems. I really want this addiction effect to work out. Anyone have any ideas as to why this might be?
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I'm in the process of troubleshooting one of my mods, "Light Up and Smoke Those Cigarettes", particularly the issue with the non-existent withdrawal effect, and honestly, I'm stumped. I was wondering if anyone might know why the Coyote Tobacco Addiction actor effect never decides to actually show it's face in the Pip-Boy after you 'contract' it. The addiction actor effect is not even modified, and this still occurs for some odd reason. Coyote Tobacco and the mod added cigarettes use the same addiction effect, but when using either of them enough to develop an addiction (which the game gives you an alert about), it never actually shows up in the Pip-Boy effects section, nor does it affect your stats. I took a look through the effects of each of the ingestible entries I have, as well as all the various chem actor effects, and I can't seem to find any discrepancies that would cause these kinds of problems. I really want this addiction effect to work out. Anyone have any ideas as to why this might be?
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Changing Item Name in TES4Edit/CS not working?
EdisLeado replied to EdisLeado's topic in Oblivion's Discussion
Definitely sure that I'm changing the Name and not the EditorID. I've posted something on the Basic Needs Nexus page and got a response. Turns out it *was* a script that was causing the issue. There's a script that renames items based on what language you choose... The more you know. Thanks for all the help! -
Changing Item Name in TES4Edit/CS not working?
EdisLeado replied to EdisLeado's topic in Oblivion's Discussion
Okay, so I've tried using CS Extender, and following those instructions with Wrye Bash, but no dice. I've tried separate ESPs and just overwriting the original one too. Viewing the mod in CS or TES4Edit indicates that the names have been successfully changed, but the game refused to acknowledge it. I can't see anything else that indicates that another part of the mod would be override the changes I've made... are there other mods that are as resistant towards changes? -
Changing Item Name in TES4Edit/CS not working?
EdisLeado replied to EdisLeado's topic in Oblivion's Discussion
In CS, I open the program. Select Oblivion.esm and the mod I'm editing, make it the active mod. Go to Potions, double click the item, change the name. OK. Save. Go into the game, nothing's changed. Pretty much the same process for TES4Edit too. -
Changing Item Name in TES4Edit/CS not working?
EdisLeado replied to EdisLeado's topic in Oblivion's Discussion
Mod added potions. Specifically, from the Basic Primary Needs mod. -
Just as the thread title says, I'm trying to change the name of an item (specifically a potion) in TES4Edit, but when I get back in the game, the names remain the same as they were before my change. I've also tried using the TES Construction Set to change the names, but I'm running into the exact same problem. The mod is at the bottom of my load order and is not being overwritten by anything else. I've double/triple/quadruple checked the mod I've edited to make sure the changes stuck, but in-game is a different story. Can anyone help me figure out what's going on here and how to solve this issue? Thank you in advance!
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I'm writing a script that is meant to drop a 'garbage' item after you use it. However, using the player.drop itemname X simply places the garbage item at your feet instead of dropping it from eye level and hitting the ground like it would if you discarded the item with your Pip-Boy. Does anyone know how to do this? The GECK page for Placeatme seems to indicate that it's a bad idea to use it like I would (and for items that are able to be 'used' or picked up again) - as using it too many times (and not cleaning up the items it spawns) will cause bloated save games. Is there any way to find out what commands the Pip-Boy uses to drop items? Surely they don't use placeatme, do they? I tried placeatme in a script anyways and it still seems to spawn items on the ground - not in the air like I want. Any ideas?
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Can't assign a value to a new ingestible?
EdisLeado replied to EdisLeado's topic in Fallout New Vegas's GECK and Modders
Thanks for the tip! That was the problem. Odd, because I don't think I ever ticked that box. -
For some reason, I can't seem to assign a value to some new ingestibles I created for Fallout 3 in the GECK. First off, in the ingestible window in the GECK, the potion value box is blanked out so I'm not allowed to put a number in. Even when I save the mod and look at it in FO3Edit, the value for each of the ingestibles I created is set to 0, but no matter what I change it to, when I go to a vendor to try and sell these items, they're only worth 0.5 or 1 cap. What can I do to fix this issue?
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Removing "Hidden" Permanent Stat Reductions?
EdisLeado replied to EdisLeado's topic in Fallout 3's Mod Troubleshooting
Actually, here's an update. I think I finally figured it out. So building off of what we did previously. We took a chem, created new base effects (with the "recover" flag ticked) to push ALL of our stats (SPECIAL points AND skill points) back up to normal so that the negative/plus sign isn't there anymore. Save it as a new plugin. Take the chem in-game, save before it wears off. Edit the mod again in GECK and remove the "Recover" flag from the base effects. Load up your latest save. Wait for your chems to wear off and your stats should be back to normal. Of course, save, then disable the plug-in. It's a somewhat complex method of fixing this issue, but if anyone finds a simpler way, let me know. If you wanted to see what the problem was, check out this album: http://imgur.com/gGwqCss,43I3nf5,RTqTSne -
Removing "Hidden" Permanent Stat Reductions?
EdisLeado replied to EdisLeado's topic in Fallout 3's Mod Troubleshooting
So I tried the following. Go into the GECK, grab a chem, add the appropriate 'buff' effects onto the chem to get your stats back to their normal values (so that there's no (-) or (+) beside the stat in the SPECIAL screen). Save it as a new plug-in. Use the chem in-game. Make sure that your stats have been 'buffed' by the chem so that they're back to normal. Save. Quit the game. Deactivate your new mod. However, while my SPECIAL stats are back to normal, my actual skills haven't budged. They're still at 0 (-). Unfortunately, trying the same method doesn't work on these ones. -
During the testing of some new addiction effects, I removed the mod and saved before getting rid of the spell, so now I have some permanent (and hidden on the status screen!) SPECIAL stat reductions that make my Level 20 character fight like a Level 1 baby. I actually didn't notice the stat reductions until a while later and, as luck would have it, I don't have any saves to revert back to. I've also tried console commands like ModAV, SetAV, and so on, but none of them fix the problem at hand. I searched all over for a solution to this problem, but I've found that my search terms are too broad to find anything helpful on Google. So, does anyone know how to reset my character's stats back to normal without starting an entirely new game?
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Posted a new mod -- but it seems that comments are disabled even though I didn't set it up to be that way... :/