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tpm341

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  1. After using the W3 companion mod, I was wondering if it was possible to mod the game to place Keira somewhere convenient to find. I always allow her to live in the game because she is a useful alchemy vendor, but it's inconvenient to go to the odd place the game places her after the main quest (if she lives). Is it at all possible to mod the game to place her in a more convenient place to access and if so, how can I do it? Does the "modkit" allow you t0 manipulate NPC placement?
  2. Is there a way to turn the radstorm into something more like a regular lightning/rain storm? I find radstorms to be annoying, not because of the minor radiation exposure, which I can remove easily, but because of the ugly greenish tint that the radstorm gives to the world. Can someone suggest a way to remove that ugly green colored tint?
  3. Before installing this mod, I edited my coalesced file setting (biogame/sfxgamecontent/sfxgalaxymapreaper/maxspeed) with zero speed values for reaper ships, to stop reaper ships from bothering me when scanning a system. (I found this to be an annoyance, not a challenge of any sort) After installing EGM, I am again being annoyed by reaper ships bothering me when I scan a system. Is there any way to modify EGM to once again get rid of this little annoyance?
  4. Reduced NPC greeting distance This might help? This makes the NPC need to be very close to your character for it to start it's dialog. You might find something in the mod that helps your goal. Thanks, I'll look at that
  5. I'm trying to make a mod related to the automatron dlc, the purpose of the mod is the issue of created automatrons in settlements ambushing you when you go near them and locking you into dialogue about assigning them as your companion even if you already have a companion. I want to make a mod that will not initiate such dialogue until the player will go up to the robot and activate the dialogue. I've been poking around in the CK but I'm not sure of which file to modify. Can anyone help me with this?
  6. I'd like to see this too if possible. At least have a few characters like Yennefer, Triss, Lambert & Ciri, and move Keira into the castle from the spot outside the castle where she stands around (if sent to the castle earlier)
  7. I am trying to have a deathclaw follower in addition to my automatron follower. What I did is spawn a deathclaw and immediately toggled off combat ai. Then I used the command setconsolescopequest 289e4 and then selected the deathclaw and typed forcerefintoalias dogmeatcompanion, and then selected the automatron and typed forcerefintoalias companion. Then I selected the deathclaw and typed setplayerteammate 1. Now I have two characters following me, but the deathclaw will not fight. Is there anything I can do, any commands to get this deathclaw to engage enemies?
  8. I am new to using the creation kit so this may seem like a dumb question, but I want to change the spell effect of summong karstaag from the dragonborn dlc so I can summon it unlimited times. The spell effect summonkarstaag3left has a counter script which has a "next spell" summonkarstaag2left, whicn turn has a counter script making "next spell" summonkarstaag1left, whose counter script has a "next spell" value of none. I am assuming that I can open up summonkarstaag1left, click on the counter script and manually change the value of "next spell" to summonkarstaag3left. I don't know of any more efficient way to acheive what I am looking for, so before I start tinkering around, can someone tell me if the method described above can work without causing problems in the game?
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