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swk3000

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Everything posted by swk3000

  1. I did. I even ran the game using the normal launcher to make sure the settings took. Using the normal launcher, the game is fine, but when I launch SKSE via MO2 afterwards, the game window is so large that I can only see the upper-left corner of the window. I even tried Windowed Borderless, and it's still not working properly. I have MO2 running FO4, and I can run that normally; only SSE is having this issue. EDIT: Solved it. Uninstalled SSE, re-downloaded it, then reinstalled SKSE. It worked properly this time.
  2. Recently built a new computer, and lost everything on my SKSE (which is fine; i knew it was going to happen). I am putting together my mod-list again, but when I launch SKSE with MO2, all I see is the top left quadrant of the game. I have not yet downloaded any mods other than SKSE. I was trying to fire up the game, get my Creation Club content so I could throw it into a blank mod, then close it down to start getting mods, but when I fire up the game, I can only see the upper left quadrant of the screen, which means I see part of the Bethesda Logo and the Imperial Dragon. I have the "bFullscreen=1" line in my skyrimprefs.ini, so it should be fitting the window to my screen, and the rest of the computer shows up on the screen no problem, but when I fire up SKSE, it's too big.
  3. Thank you so much! That's what I needed to know. I just added the Ballistic Weave to the item I wanted by copying all the info from another mod, and it worked like a charm. Thank you so much for your help. I understood that editing the Master was a no-no, but figured that there had to be a way to make changes that would be saved in a new file, and figured that it would start at the Master entry of the item I wanted to edit. Turns out I was right, but was missing that one last little step that would allow me to do what I wanted. Thank you again.
  4. I apologize for the double post, but I think I figured out what I need to do. I found the mod 'Ballistic Weave Everything', which does what I want, but not to the item I want. I downloaded it, and am looking at the file in FO4Edit. I see a bunch of stuff I would need to add: an entry under the KWDA section, which contains keywords, a section under APPR Keywords, and a bunch of stuff under Unknown. Seems like a pretty simple copy and paste, except for the fact that FO4Edit won't let me actually change anything in the entry for the item I actually want to edit. I highlight something in the area I want to edit, then right-click. Unfortunately, the only options I have are 'Hide No Conflict Rows' and 'Column Width'. There's no option to actually edit anything. I suppose that's because it won't let me actually alter the master file, but without something already editing the entry I want to edit, I don't seem to be able to make any changes. So I'm at a point where I know the changes I want to make, but can't make them because nothing changes the stuff I want to change. But if I had a mod that changed the stuff I want to change, then I wouldn't need to mess with FO4Edit in the first place. I know it can be done, because other mods do it, but the other mods add a bunch of stuff I don't want. I could try removing changes from mods that do what I want to only get what I want, but since I only want to change one item, it's far easier to make a new mod that makes that one change than it is to undo everything other mods have. But I can't even do that, because I can't edit something that isn't being modified by a mod. It's maddening to be so close to getting what I want, but I don't know how to make changes to the Master that get saved in an ESP.
  5. The outfit I wear uses basic armor, and none of the other stuff I use can get Ballistic Weave. I went to the Nexus to find a mod that would allow me to add Ballistic Weave to my under-armor, but all the mods add misc or lining mods, which I'm not interested in. I would therefore like to create my own mod that adds Ballistic Weave to my under-armor. The only problem is that I don't know how. Oh, looking at it in FO4Edit seems pretty straightforward, but there's a mod on the Nexus that adds Ballistic Weave to the Clean Black Suit, and the description of that mod says that there are 3 keywords that an item needs in order to take Ballistic Weave. Unfortunately, in FO4Edit, I only see one. How would I go about adding the ability to add Ballistic Weave to an item?
  6. I use the Underwater Hideout, and the sorters in the Armory are giving me issues. Specific things I've noticed: 1. Picked up a Battle Rifle, and used the weapon sorter. Weapon ended up in Custom Weapons, and did not show up on the GRA wall. 2. Had Nails and Rockets in my inventory, and used the Ammo sorter. Instead of ending up in the indicated containers, they ended up in the Misc Ammo container and wouldn't stock to the shelves. Manually putting them into the correct containers solved the problem. It's rather annoying that one of the features of this mod that I actually like is giving me issues, and I'm wondering how I would go about fixing it. If it makes any difference, this is my load order. I've run it through LOOT, and it's told me that no order update is needed, but I'm wondering if my load order is giving me problems, because I'm sure that the sorters worked fine before. GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 UWHNV-Core.esm=1 Project Nevada - Core.esm=1 Project Nevada - Cyberware.esp=1 NevadaSkies.esm=1 oHUD.esm=1 Project Nevada - Extra Options.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 Project Nevada - Dead Money.esp=1 Project Nevada - Cyberware Additions.esp=1 Project Nevada - Gun Runners' Arsenal.esp=1 Project Nevada - Honest Hearts.esp=1 outsidebets.esp=1 jsawyer.esp=1 Project Nevada - Rebalance Complete.esp=0 WeaponModsExpanded.esp=1 WMX-DLCMerged.esp=1 Project Nevada - All DLC.esp=0 Project Nevada - Lonesome Road.esp=1 Project Nevada - Old World Blues.esp=1 PNxEO MCMScriptFixes.esp=0 avangraffscorned.esp=1 UWHNV-Addon-FollowerHome.esp=0 UWHNV-Addon-DLC.esp=1 UWHNV-SortingOverhaul.esp=1 UWHNV-Addon-GRA.esp=1 UWHNV-Addon-NoCompanionsRoom.esp=1 UWHNV-Addon-Time for Bed NV.esp=0 CASM.esp=0 MercStart.esp=0 rotfacetoriches.esp=1 MercStartv2.esp=1 The Mod Configuration Menu.esp=1 ScavSight.esp=1 CASM with MCM.esp=1 The Weapon Mod Menu.esp=1 DYNAVISION 3.esp=0 WMX-FOOKNV-DLCMerged CP.esp=0 WMX-FOOKNV CP.esp=0 WMX-FOOKNV-DLCs CP.esp=0 WMX-Arwen_NV_Realism.esp=0 WMX-EnergyWeaponsNoTrueIronSightsFix.esp=0 WMX-ShotgunCommando.esp=0 Project Nevada - WMX.esp=0 WMX-POPMerged.esp=1 PN_Cyborg_Trait.esp=1 PN_Cyborg_OWB.esp=1 DarNifiedUINV.esp=1 JIP Companions Command & Control.esp=1 My Merge Patch.esp=1 NevadaSkies - TTW Edition.esp=0 NevadaSkies - Ultimate DLC Edition.esp=1 NevadaSkies - Basic Edition.esp=0
  7. By default, the GECK can only load one Master at a time. To load more, you need to find GECKCustom.ini. For me, this is in [user Name] -> My Documents -> My Games -> falloutnv. Open up GECKCustom.ini, hit CTRL+F, and type in ballow. The first result should be a line that says 'bAllowMultipleMasterLoads=0'. Change the 0 to a 1, save, and close the file, and your GECK will be able to load multiple master files. This will allow you to load both FalloutNV and Honest Hearts. slydog999 pretty much said this, but I figured it would help to offer more in-depth instructions on what you need to do. As for getting it to use all the .45 ammo types, you need to look at the 'Ammunition' entry for the weapon. Instead of setting it to a single type of .45 ammo, look for an entry called 'NVDLC02AmmoList45Auto'. This is a form list that contains all the .45 Auto ammo types, so the weapon would be able to use any ammo on that list instead of just the .45 Auto +P that you've currently got it using. That should solve your problem, unless there's more to the problem that isn't mentioned in your first post.
  8. So, I started NV up using the standard NVSE launcher, and found that my DarnUI was broken there, as well. Since I knew it had worked before, I looked into getting it fixed there, and found that the .ini tweak had been undone. Quickly redid the tweak, then loaded the game in the 4gb launcher, and everything works fine.
  9. I've been using the basic NVSE launcher, but it has been mentioned in another recent thread that it's a good idea to use the 4gb launcher, as some mods require it. While I don't have any, I do think it's a good idea to have it installed in case a mod I want later needs it, so I went ahead and did so. Unfortunately, this seems to have broken DarnUI, and I can't seem to find a fix. Is DarnUI not compatible with the 4gb launcher? If it is, how do I get DarnUI working properly again? The only thing I found when doing a Google search that has the same issue I do has no responses, so there's no information to help me out, it seems.
  10. Alright. So I would attach the script to a perk that also causes limbs to regenerate. The script for that I might be able to pull off a Hydra. I'll take a look at it and see what I can figure out.
  11. So no one knows how the Rad Tolerance perk worked?
  12. I understand that Rad Regeneration is in New Vegas. However, I also want the perk to cancel the effects of Rad Poisoning and Advanced Rad Poisoning. Broken Steel had a perk called "Rad Tolerence" that caused you to suffer no ill effects from Rad Poisoning, and I'd like to know how it worked so I can work that into my Rad Regeration perk. Unfortunately, while Rad Regeneration is in New Vegas, Rad Tolerance isn't, so I can't look at it in the New Vegas GECK. Edit for clarification: I am interested in the Rad Regeneration perk, not the Rad Absorb perk. The one I'm looking at caused your limbs to regenerate condition if you had Advanced Rad Poisoning. You got it from the Radiation section of Chapter 1 of the Wasteland Survival Guide quest.
  13. I'm tossing around the idea of making the Rad Regeneration perk from FO3 into a Level Up perk in New Vegas. To me, the fact that your body heals at the lower radiation levels means that you shouldn't suffer ill effects from basic Rad Poisoning or Advanced Rad Poisoning, so I'd like to implement some way to negate the negative effects of those stages. I'd look at the Rad Tolerance perk from FO3, but I don't have it on PC, and Rad Tolerance was a Broken Steel perk, so it won't exist as Legacy Content in New Vegas' files. My question is how exactly this perk worked. Did it detect the game adding the Rad Poisoning effect to the player, then simply remove it (hence the reason it said that you were still notified of getting Rad Poisoning)? Or did it just have an 'Increase Endurance' effect that had a condition that caused it to only show up when the player had Rad Poisoning?
  14. Well, the problem seems to have fixed itself. I decided that, while annoying, the issue wasn't big enough to stop me playing the game, and loaded it up. I looked at the items in the box I'd been looking at, and remembered that I'd turned off the inventory sorter, so I turned it back on, then randomly decided to change cells. Went through a nearby door, then came back, and everything was sorted properly. It's strange that when I checked the issue by starting a new character and looking at the Chinese Army: Spec Ops Training Manual in Goodsprings, the name was still the same, but this fixed it. Still, it's working now, so I'm happy.
  15. I've just been adding a few mods (oHUD, DarnifiedUI, and UIO), and I've run into a bit of a problem: Project Nevada's built-in Inventory Sorter isn't altering the names of Skill Books. When I noticed the problem, only the Wasteland Survival Guide was marked as 'Book: Wasteland Survival Guide', but since I've tried to fix the issue, all my books have stopped sorting themselves. I've obviously screwed something up, but I have no idea what. My load order is as follows: GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 oHUD.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=0 Project Nevada - Rebalance.esp=0 Project Nevada - Cyberware.esp=1 Project Nevada - Extra Options.esm=1 UWHNV-Core.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 avangraffscorned.esp=1 Project Nevada - Dead Money.esp=1 DarNifiedUINV.esp=1 UWHNV-Addon-FollowerHome.esp=0 UWHNV-Addon-DLC.esp=1 UWHNV-SortingOverhaul.esp=1 outsidebets.esp=1 jsawyer.esp=1 MercStart.esp=0 rotfacetoriches.esp=1 MercStartv2.esp=1 The Mod Configuration Menu.esp=1 Project Nevada - Cyberware Additions.esp=1 Project Nevada - Gun Runners' Arsenal.esp=1 Project Nevada - Honest Hearts.esp=1 My Merged Patch.esp=1 Project Nevada - Rebalance Complete.esp=0 Project Nevada - All DLC.esp=0 Project Nevada - Old World Blues.esp=1 Project Nevada - Lonesome Road.esp=1 PNxEO MCMScriptFixes.esp=0 ScavSight.esp=1 UWHNV-Addon-GRA.esp=1 UWHNV-Addon-NoCompanionsRoom.esp=1 UWHNV-Addon-Time for Bed NV.esp=0 Have I screwed something up in my Load Order, or do I just need to uninstall and reinstall all my mods to get this working?
  16. Cool. Thanks for the input. I'm okay with the player only getting one armor when tagging two weapon skills, so I'll go ahead and leave it be. Thanks again for the input.
  17. I'm working on a minor mod, and most (actually, all) of what I need to do to get what I want done is scripting. I think I'm doing everything okay, and that this is going to work how I want, but I want to double-check before I fire it up, as I'm afraid that something I've missed might completely screw up my game. And, since I'm planning on uploading this to the Nexus, the game of everyone who downloads it. The idea of the script is pretty simple: when Doc Mitchell hands you a weapon based on your TAG skills, I want him to also hand you one of the Merc outfits. The one you get is appropriate to your preferred weapon, as determined by the skill bonuses added to the outfits by the jsawyer mod. So a character who TAGs Guns will get the Merc Grunt Outfit, while a character who TAGs Explosives will get the Merc Troublemaker Outfit. In addition to handing you the armor, it's also auto-equipped, just like what happens when he hands you the Vault 21 Jumpsuit in the normal game. I found the script used to do this (credit to Ladez for pointing me to it; I wouldn't have found it otherwise), and have made some changes to it. It now looks like this: SetObjectiveCompleted VCG01 50 1 AddNote VMQ01CourierNote ; Basic starting equipment for all players player.additem Stimpak 4 player.additem caps001 18 if (IsPlayerTagSkill Lockpick) player.additem Lockpick 12 else player.additem Lockpick 6 endif if IsPlayerTagSkill Guns player.additem CondNV9mmPistolLoot 1 player.additem Ammo9mm75 60 player.additem OutfitMerc05 1 player.equipitem OutfitMerc05 elseif IsPlayerTagSkill EnergyWeapons player.additem CondLaserPistolLoot 1 player.additem AmmoSmallEnergyCell75 25 player.additem OutfitMerc03 1 player.equipitem OutfitMerc03 elseif IsPlayerTagSkill Explosives player.additem LootNVDynamite75 8 player.additem OutfitMerc02 1 player.equipitem OutfitMerc02 elseif IsPlayerTagSkill MeleeWeapons player.additem CondNVStraightRazorRaider 1 player.additem OutfitMerc06 1 player.equipitem OutfitMerc06 elseif IsPlayerTagSkill Unarmed player.additem CondNVBoxingGloveLoot 1 player.additem OutfitMerc04 1 player.equipitem OutfitMerc04 else player.additem CondNV9mmPistolLoot 1 player.additem Ammo9mm 75 30 player.additem OutfitMerc01 1 player.equipitem OutfitMerc01 endifLike I said, it looks pretty solid. Every skill gets the appropriate armor, and it's auto-equipped. If they don't TAG any weapon skills, then they get the Merc Charmer Outfit instead. No matter what, it's auto-equipped. Also, I've added a semi-colon in front of the script lines that add the Vault 21 Jumpsuit to your inventory and auto-equip it, so by my understanding, those lines won't be run. So the player character will only get one of the Merc outfits, as determined by their stats, but will not receive a Vault 21 Jumpsuit. It's my understanding that these aren't unique, so I don't feel bad about depriving them of it. Also, I'm not sure what will happen if a player TAGs multiple weapon skills. I'm hoping that the script runs in order, so if they TAG Guns and Melee, it will add the Merc Grunt Outfit to their inventory, equip it, then add the Merc Cruiser Outfit to their inventory, and when that one is equipped, it will unequip the Merc Grunt outfit. I do plan on testing that once I have confirmed that the script is fine, but I suppose it bears mentioning in case it might be a problem. Anyway, does everything look good, or is there some minor rule of scripting that I've missed that is going to cause my motherboard to re-create the Great War?
  18. Do you know which one? Everything I'm seeing says to either have Doc say something, or advance the quest to a particular stage. I tried checking the quest stages, as well, but none of them have the actual script that adds items you your inventory. The closest one would be 105, where Doc starts to say his lines about escorting you to the door, and 115, which states 'Doc starts a conversation', which would be the point where he hands you stuff. At neither point is there the scripting I'm expecting to see for adding items to the player's inventory, nor does there seem to be a redirect to another script. Now, just to be fair, I've never actually created any quest mods, so I really don't know my way around the Quest interface. It may be that the bit I need is right there, but I don't know what to look for, so I'm missing it. Not sure, but it's possible. So while it may be mind-numbingly obvious to you, it would probably be best to assume it's not for me. I know pretty much what I need to do to get what I want going, but I need to find where to put it, and it's being elusive. EDIT: Never mind. I found it. Was looking under Conversation when I should have been looking under Topics. EDIT2: Not sure I understand the language. Take this line: player.additem CondNV9mmPistolLoot 1 I"m assuming that this says to add a 9mm pistol to the player's inventory, using the CondNV9mmPistolLoot leveled list. Looking at that list, for level 1, it has 3 entries: one for 30%, one for 35%, and 1 for 40%. I'm assuming that the pistol I receive if I TAG! Guns is at one of those three Conditions. So to do something similar with armor, I'd have to look for a CondNVMercOutfit0XArmorLoot leveled list and use that, correct?
  19. I want to change the items Doc Mitchell gives you after running through the character creation process, but I can't find the script that governs this. Does anyone know what the name of the script that covers this is? I tried looking at the Quest for "Ain't that a Kick in the Head", but the only script I see attached to it determines what stat he comments on when you finish the Vigor Tester portion of the Character Creation.
  20. Thing is, I've tried Google, and nothing came up. I'm probably going to have to delete all the mods from NMM, uninstall it, then reinstall it and hope that works.
  21. I'm having issues with NMM, and I found a thread where someone had some similar issues. They fixed it by resynching their mods, then making a clean save. A clean save isn't a problem; I just start a new character. However, I don't know how to sync mods in the NMM. I'm hoping this will fix issues I"m having (I have a mod that changes the names of Skill Books, which is working fine, but the script that automatically adds them to my inventory without reading them isn't working).
  22. Here's what I want to do. I want to take the Psijic Robes, give them the same enchantment as the 'Master Robes of Destruction', and place them in the safe in the Archmage's Quarters in the College of Winterhold, along with unenchanted versions of the Psijic Gloves, Boots, and Hood that I can enchant myself.. I don't doubt that this is possible (and quite easy), but this is literally my first attempt at a mod, and none of the videos or tutorials I'm seeing are showing me how to give an existing enchantment to an existing item; they mostly seem concerned with adding a spell effect to an item. How would I go about doing this? Also, for minimal impact, I'm wanting to mess with the Psijic Robes, but leave the Master Robes of Destruction as they are in the base game.
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