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Junked

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Everything posted by Junked

  1. thanks for the info, i'll check it out and see what i find.
  2. i was trying to make it so the survivors from prestons group could be moved to different settlements and take up caravans. i've only made a few mods and those were pretty simple things done with FO4E. after looking inside the CK i thought this would be simple to change but i can't seem to figure it out. all of the npcs i'm talking about have a workshop script association inside the CK which shows a false value under the ability to do these two things. Changing this to true makes it so that the original ref (the ones already in my game) show no change, however if i create a new ref (through console commands player.placeatme RefID) then the changes work correctly and i can move them to different settlements. whats going on with this? is there a way to update the existing ref somehow to take on the changes without deleting the old refs and replacing them. the issue with doing that is that they don't act the same, e.g. original jun ref is upset that MM overdosed, but the new ref doesn't know it happened. also deleting preston and replacing the ref works the same way, i can then move and assign without him being a follower, but he will no longer give quests or allow the conversation to progress. while this is actually kind of ideal, i'm trying to not bug out the game. i just want to make the original ref's movable. anyone have any ideas how to get it to work correctly?
  3. i've got a file i uploaded to the nexus and i've updated it a few times now. i've currently got a choice between two different main files. the one i want to be the main file for the nmm manager is version 1.10 but on the page it's saying that the latest version is 1.00. i've tried to set the v.1.10 to the main nmm file with the star icon under files but that doesn't seem to do anything. can someone tell me how to fix this?
  4. Nevermind it was working anyway. the issue is the game allows a maximum of 5 attempts as far as i can tell. so now i have to figure out if i can change that...
  5. i understand what your saying, but im sure that's not the case. it is entirely possible to create a new perk and give it to the player via a magic effect. i do understand that no one has been able to modify the scripts but there is already one in place for the perk to work. i just need to figure out how to associate it in the correct way which was much easier with other perks because i found the necessary entries. Let me be clear here. looking at magic effects you can clearly see that some of them are associated to perks. i've already created a new version of the barter perk that i put onto a magic effect then linked that to a object effect and then that to a ring via an enchantment. it works in game, i have tested it. So yes you can create a new perk and link it to an item. it isn't a snap process but you can do it. I'm unsure currently if you can create a new one from specific perks that don't have a linking magic effect already there. that is what i'm trying to do now. it might be impossible right now, i don't know. the getequipped condition might actually help me get it done. i'll try and use it in a different way and see what happens.
  6. Looking to see if anyone can help me with an issue. i'm trying to make a perk into a magic effect to then add it to an object effect and finally add that to an object... some perks are linked to a magic effect that follows the pattern but i can't figure out how to make a new one. Basically what i'm trying to do is take the perk that gives you an extra chance when hacking and turn it into a magic effect that can be applied to an object. if anyone has any idea how to do this please help me out.
  7. I recently started trying to alter some of the textures for a couple of weapons in the game and i think they've turned out pretty well. i wanted to add the correct image for the inventory so i took a screenshot cropped it out and stuck it in the others place, however scaling the image down that far i ended up without any clarity and you can barely tell what it is. i tried increasing the size of the icon image to retain image quality but the game scales it down with similar results. Already having downloaded some mods from the nexus i've seen that many people have pulled this off and they look very good. i was hoping someone could give me a better, more effective way to do it while retaining most of the clarity you see in the rest of the inventory.
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