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Tom2681

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  1. Launch Notepad, then drag your scr file into the Notepad window to open it. *.scr file format is probably set to be opened by something else on your machine.
  2. Firearms are located in inventory_gen.scr. I bet the ShotTime() line is what you're looking for (fire rate). Clip size is probably AmmoCount().
  3. Could be located in data\scripts\inventory\weaponprobpresets.scr Add 1, 0, 25 at the end of every line and any type of weapon can spawn during any chapter (I assume).
  4. I think durability is weapon-specific. Probably the Condition() line, as well as AllowedRepairs() in inventory_gen.scr. Lower numbers = reduced durability. If there's a way of making one hit count as two hits or more, I'm not yet aware of it.
  5. Look for a mod called "Time Scale" on the Nexus. Alternatively you can edit data\scripts\dw_weather_def.scr That's where the timescale parameters are set.
  6. 2. Medpack health is located in data\skills\buffs.xml. Change the <AddHealth value="100"/> line under MedkitStrong.
  7. Hello all, Doesn't it strike you as odd that the best mercenaries in Tamriel are willing to follow you for all eternity for a mere 500 gold? And that some of them will even do it for free? Anyway... For years I have been looking for a mod that makes hiring followers a bit more realistic, and I have come up empty. Mercenary Company has a weekly wage system, but it only applies to its own custom NPCs. USURE Followers Multiples et Payes edits all the recruiting scripts and wreaks havoc with UFO and other follower overhaul mods. Mixed Unit Tactics is great, but doesn't seem to recognize modded followers. What I'm looking for is devastatingly simple. Something along those lines, perhaps: A script that executes once a week, runs some kind of GetFollowerCount function, and removes a certain amount of gold from your inventory (100 * number of followers, maybe?). You have enough gold: a message shows up. "Your followers have been paid." Don't have enough gold: a message shows up. "Follower Pay will execute again tomorrow at the same time. Make sure you have enough gold or all your followers will be dismissed." Or anything to change from the vanilla "initial payment" system to a "wage/salary" system. Any modder interested?
  8. Yup, it's just one of those unsolvable vanilla bugs. There's a mod that completely changes the perk as a workaround. "Dragonslayer perk", I think it's called.
  9. Simplest way for you is via console. Open console: Type "setgs fjumpheightmin ##" Where ## is how high you can jump. Vanilla is 76. Lower the value and see what works for you.
  10. Hello fellow modders and players, When you go above 5 grids, you're asking for trouble. I know that. :blush: But ever since the new memory patches came out, I've been playing with a uGrids setting of 11 with little to no stability issues. I have however encountered 2 bugs. One minor, the other game-breaking. 1. NPC's lips don't move when I'm not in dialogue with them. As soon as I press "Talk", their lips move as they should (sort of, we all know Skyrim 1.9 screws the lip-synching). But when I'm moving around and they're talking between themselves, their lips are always sealed shut. Going back down to 5 or 7 grids fixes this issue. 2. Most hostile NPCs don't aggro. At all. Scripted bandits just remain standing there looking like zombies waiting for you to punch them first. Wild predators just walk around and don't even know I'm there. It's like the AI is disabled or something. Again, no such problem with 5 or 7 grids. So... does anyone know anything about this? Or better yet, know a fix? Or even better: if you don't have those issues with your grids at 11, what are your settings and SKSE memory plugins? I'm thinking it's some kind of "budget" issue. Too many moving lips to handle, too much AI to deal with, not enough allocated memory. I've been messing with the more obscure settings in skyrim.ini, but to no avail. Thanks in advance for any info.
  11. Outdated graphics card driver, possibly? That would be my first guess. Try to update it if your card is still supported. Maybe outdaded DirectX version? Maybe corrupted skyrim.ini or skyrimprefs.ini file?
  12. I don't get how this works. All enemies are tied to your level. So if you're level 1 with the stats of a level 20 character, doesn't that make you ridiculously overpowered? After a few hours, the game should feel hopelessly boring and easy. No? Or are you using some form of Scaling Stopper on top of that?
  13. Go to the campfire, open the console, click on the campfire to get its formID. Open all your mods in TES5Edit, do a search for the formID. You'll immediately find where the campfire comes from. Disable or delete it, save mod, job done.
  14. I've never hired mercenaries in any of my playthroughs, mainly because they're so poorly implemented. 500 gold and a seasoned warrior will follow and protect your level 1 peasant till the end of time? Yeah... right. I know you can increase the hirelinggold global value, but it still doesn't solve the problem. Mercenaries need a weekly/monthly salary. This has already been done in a mod called "Mercenary Company", but it doesn't change vanilla mercenary mechanics. I'm a complete noob when it comes to quest scripting, but Ideally I'd like to see this: 1. Variable hireling cost based on the NPC's skill and level. You talk to a vanilla mercenary and select a new modded dialogue branch: "I'm interested in recruiting you". A new script executes, calculates the cost (something like "cost = (Hireling level * 10) + Sum of all hireling skills"), updates the hirelinggold global variable (or a new global variable specific to this NPC). Now the "consider yourself hired" dialogue appears and you can hire the mercenary and pay him his unique price. 2. A weekly wage. 7 in-game days after you've hired your mercenary, he initiates dialogue with you. You could probably get away with using vanilla voiced dialogue for this, no need for silent files. Hireling - Pardon me... Player - Let me guess, you want your pay. Hireling - Yes. Player: Option 1: I don't have your money, give me 24 hours. Option 2: Here's your weekly wage (remove hirelinggold). Option 3: Here are your wages for a month (remove hirelinggold *4). Hireling - Thank you. This updates a global variable that tells the hireling when he needs to come back and ask for money next. From my limited knowledge in modding Skyrim, I think this is achievable. Does this concept appeal to any talented modder out there?
  15. This is something that has been bugging me since... forever. In vanilla Skyrim the iron shield works fine. You equip it like any other shield, it blocks well and even adds to your armor rating as it should. But... The Steed Stone doesn't affect it. It's supposed to make every piece of armor weightless. And it works on all armors and all shields. But not on the iron shield. Same deal with the More Realistic Carrying mod. The iron shield doesn't lose weight when worn. Except I can't figure out why. The Steed perk is ridiculously simple. It just multiplies worn armor weight by zero. Which means the iron shield doesn't count as armor. I had a look at the iron shield, and it has all the required keywords and values. I don't see anything out of place. Could an experienced modder take a quick look at this issue and try to find out what's going on? It's not game-breaking by any means, but I've always wanted to know what the hell was wrong with that damn shield. :laugh:
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