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Everything posted by eschaeon
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Undo the "Blind Betrayal" quest effects
eschaeon replied to Gatortribe's topic in Fallout 4's Mod Ideas
Hey finally found a "fix" for this. You can download here: http://www.nexusmods...ut4/mods/2043/? I used Skyrim's creation kit to compile a blank pex file to overwrite the script: DansePostQuestBoSHostilityScript. Since the script is only used to make you hostile to BoS when Danse is your companion it shouldn't effect anything else. -
Need help modifying or disabling a script
eschaeon replied to Gatortribe's topic in Fallout 4's Discussion
Hey finally found a "fix" for this. You can download here: http://www.nexusmods.com/fallout4/mods/2043/? I used Skyrim's creation kit to compile a blank pex file to overwrite the script: DansePostQuestBoSHostilityScript. Since the script is only used to make you hostile to BoS when Danse is your companion it shouldn't effect anything else. -
I am adding an optional quest completion to an NPC but having a problem with how dialogue flows. For example, the standard quest flows like this. Talk to NPC > Complete quest option > NPC response > Straight to a Greeting topic entry to next quest. My optional turn in is doing this. Talk to NPC > Complete quest option > NPC response > Back to topic selections. He will not act like the quest is completed correctly until you leave and talk to him again. It technically works, but this weird interaction is bugging me. Everything looks in order that I can tell. The correct conditions and quest completion scripts, etc. What I appear to be missing is how it is determining to move from the quest turn in straight to the Greeting topic. Anyone have any advice on how to fix this or have run into this problem?
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If you need a large amount of items, for whatever reason, you can add them via console command. For example, "player.additem 000151a3 100". For purified water, where 100 is the quantity. I wouldn't see the point of adding the items to a vendor unless if you need it for a more specific reason. If so please be less vague.
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Weapon Conditions Lower But Don't Break
eschaeon replied to GoldenFenrir's topic in Fallout New Vegas's Mod Ideas
Then this basically comes down to creating a sub menu that allows you to repair your currently equipped weapon while at a workbench, etc, which sounds like a pain. It honestly sounds like a hassle anyway to have to find a specific spot in order to repair weapons. That and it makes gun loot useless if you cannot repair them at the spot in order to reduce carry weight while also increasing the price it will sell for. I like the idea of making it more work to do something, but it just feels like this will be a balance issue. "Repairing" (cleaning) weapons at a workbench and not requiring an item makes the Repair skill overall less useful to pick up, since really keeping weapons to top condition and jury rigging them is the best reason for the skill, a lot more than armor repair. Dropped weapons that you do not immediately need become useless. Also weapons really do not degrade that quickly already. That 9mm Maria can fire over 900 rounds which is quite a lot. I've never had problems keeping weapons repaired except in cases at the beginning of the game. Pick up repair and jury rigging and you won't even need to find 9mm pistols. At this point the least I would probably do is make a weapon cleaning kit recipe, that reduces weapon degradation slightly while in your inventory (or perhaps consumed on use to reduce degradation on currently equipped weapon). -
Protectron Companion Request.
eschaeon replied to Mariofan15's topic in Fallout New Vegas's Mod Ideas
I am considering it. Make it a Fisto mk2 or something, so there is no interference with the quest. I have a few things that I want to finish before I look at this though, so it will probably be a little while before I get to it. If someone else would rather do it now, then let me know. -
Weapon Conditions Lower But Don't Break
eschaeon replied to GoldenFenrir's topic in Fallout New Vegas's Mod Ideas
I've started work on this, with the gun cleaning mod in mind since they go hand-in-hand. Currently I have it set so that weapons will no longer take condition damage past a low %, meaning they cannot break. I've increased poor condition penalties, such as fire rate, fire and reload jamming to compensate. Your pistol may not be able to break but at lower than 10% condition it will be very unreliable and jam often. Right now I haven't seen a way to make a weapon cleaning kit require an object nearby to use, such as the campfire/workbench. I have not looked into doing a new context activation menu at them yet. My idea at the moment is you will now be able to break down any and all weapons at a work bench into a new object called "Spare Weapon parts". These parts will be used to craft a weapon maintenance kit (which will req other ingredients too), which will in return repair your weapons. You will no longer be able to repair weapons without that kit. (Optionally I only remove the ability to repair weapons with other weapons, and don't bother with breaking down junk weapons). Also I don't see a way so far to make the kit have charges or a % of use before it disappears. Currently it will have to be consumed on use, meaning you have to carry multiple kits at a time (Unless if I figure out the context menu on workbenches). I can of course increase the weight to compensate (a modded HC playthrough should have very limited carrying capacity, which will balance out the weapon kit). So far I am leaving armor as is, so you will still need armor to repair other armor (For now, anyway). The Repair skill will also still effect the quality of the weapon maintenance kit, as well as recipes and armor repairing. Let me know what you think so far. -
Whenever I allow this option for a Race, the model will fail to load in preview or in game. Anyone know of a fix, or workaround?
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Black haze enchantment of the Ebony Mail
eschaeon replied to Proximitus's topic in Skyrim's Skyrim LE
Easy to do. Just create an "empty" magic effect with the hit shader of that black haze. -
You can check stats by going into the console, clicking on the npc and type "getav health" "getav damageresist" or "getav actorvalue". You can also find his health and such stats in the Actor window for him in the CK. Make sure his health, stamina, etc are in the correct range. You can also set him as essential so he cannot die. Also go into the CK and check the actor windows for his class type.
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Did you try to add an ai package for singing? Not sure if all the bards use one, but theres probably one already made in the CK. You will probably have to edit the location for it though.
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Check the Data's texture folder to make sure the textures for those two mods are in there.
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Check to make sure that NPC has the correct voicetype with the necessary dialogue.
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You could do something with a hidden perk (Or tie it into an existing one), since you can modify spell magnitude based on an actor value through that. Its a bit of a runaround, but better than making 81 versions of a spell. Scripting would be much simpler if you can do that.
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Unfortunately I guess the Magic School skill usage is inherently defined. Like Destruction skill usage is based on damage dealt with a destruction spell. Absorb health probably doesn't fall under that effect. I imagine theres a solution to this problem and I can take a look at it tomorrow, if you want.
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To clarify, is this "VampireDrain01" spell? The one with the magic effect "PlayerVampireAbsorbHealthConcAimed"? If so, try putting the Minimum skill level to 1 or higher. That's the only thing I can figure that is not letting you skill.
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I still sorely wish Skyrim had similar combat to FONV. Punch things in the face and making their heads explode was a favorite pasttime of mine. Other than the fact I like gratuitous violence, it'd give combat in Skyrim a much needed revamp.
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Skyrim Healing class and esp question.
eschaeon replied to ShockaBoom1221's topic in Skyrim's Skyrim LE
I've played around with the packages once before. I know you can make "Override" packages that will override combat if conditions are met. Unfortunately I could never get it to work. -
LE May I Request a Flying Hawk Mod Please?
eschaeon replied to Deleted4240918User's topic in Skyrim's Mod Ideas
Probably hasn't been done because the Birds aren't actually a race; they're a movable static. Not saying it can't be done but you think it'd be easier just to do a tiny dragon instead. -
If you want it to remain as a "Voice" equip type shout, but able to skill off of it? You have to change ALL of the Magic Effects for "Voice.." stuff in the CK. Double click on one of them, change "Magic Skill" to the school of your choice and then change the "Skill Usage Mult" to 1 or above. I suggest making it higher than 1 since you won't be able to use it very often.
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What is Currently the Easiest Way to Pack a .bsa?
eschaeon replied to David Brasher's topic in Skyrim's Skyrim LE
Pardon me of I'm wrong, but doesn't the standalone Archive.exe do all of that for you? The program floating around in the main 'skyrim' folder. -
Yeah but now this makes it dependent on race though. What if I'm playing a Khajit but prefer orcish armor? It'd be a better idea to make it a series of perks. You can then pick up multiple perks to basically make each armor set the same or only allow you to pick up one. Although making any armor "twice as better" as daedric is a bit much.
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Make one spell and add multiple spell effects for each summon.
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Could you be a bit more specific? What are you trying to do? You can also adjust the sneak multiplier through the use of a Perk (Like make the first perk in sneak tree).
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How do you change the color of a spell in your hand?
eschaeon replied to hellfirez123's topic in Skyrim's Skyrim LE
Some of the texture gradients are such are tied to the meshes. Look up what the mesh is for that spell (projectile/beam), open mesh in Nifskope and you can find the names/replace textures there.