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I think from what I understand, you would go to climate in the object window and can make a custom weather pattern with the probability of each weather event, so you would just give it 100% chance. I have only done it for my own custom lands. I have no idea if you can have different climates in the same world space. Just be sure to select your custom climate in your custom worldspace options (world menu in toolbar). Hope that helps.
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Vampire Teeth / Vampire Fangs
muckfinger replied to phillipswilliam92's topic in Fallout 4's Mod Ideas
I have started some, but it was pushed back as I'm trying to finish my larger mod. Its just the male ones at the moment. Vamp teeth -
No problem :)
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I'm not one hundred percent sure, so don't quote me on this :laugh: I think you just have to set the ai package topic value to hello and make sure force greet is ticked in the scene options
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Papryus Fragment wont compile
muckfinger replied to muckfinger's topic in Fallout 4's Creation Kit and Modders
Thank you so much MareloRyan you are a saviour :smile: With your instructions it was a few minutes fix. I had been going crazy trying to work out what could have changed over night. I did reinstall nmm last night to use a couple of mods I had from ages ago, but I cant be sure if it was one of them or me editing something somehow -
Papryus Fragment wont compile
muckfinger replied to muckfinger's topic in Fallout 4's Creation Kit and Modders
Thank you for the reply, I dont think I have f4se installed. Would you recommend I get it? I am wondering if there may be something wrong with that particular miscobj script. I opened it up to have a look, but I have no idea about scripts. Hopefully someone can chime in to say if there is any difference to theirs. All it says is: Scriptname MiscObject extends Form Native HiddenObjectReference Property itemstuff Auto Const No matter which quest it is, I keep getting the same error message about the itemstuff -
Hi all, I was wondering if anyone could help me. I am currently working on my mod and am up to the quest and dialogue creation. As of yesterday all my script fragments attached to quest stages were working and compiling fine. Today I fired up the CK and now none will compile. I tested out a couple of ones I had already done and the quests in game are working but I keep getting compiling errors in the CK with all of them. Unfortunately any new quest wont compile. The fragments are all simple, either being setobjectivedisplayed() or setobjectivecompleted() The compiler keep throwing up basically the same error but with each individual quest: I apologise if this has been answered anywhere else and would be grateful for any help
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Anyone know why this happens?
muckfinger replied to theepicgamer500's topic in Fallout 4's Creation Kit and Modders
Im not sure it is related, but I had a similar issue with the void thing as well. Mine turned out to be the room marker or portal marker (I think thy are called?). I think I just deleted them from the cell. It has been a really long time since I encountered it so I am not 100% sure -
Hi all, I have been on and off working on my mod for fallout 4 and run into a problem I just cant seem to work out. I was hoping someone more experienced might be able to point me in the right direction. I am using a glowing one who casts a custom spell to resurrect a custom npc. The problem is: I tried to use a custom resurrect spell similar to the original one but with my custom keywords and the such. The custom spell works fine on ghouls with the original keywords and conditions but wont work on my npc when I change it. The glowing one casts his spell and the npc gets back up (after they had been killed), but they either fall ball back to the ground in a weird angle or are stuck upright in a t-pose dead but conscious. I can take their items but they are like ghost where my weapon wont hit them. I dont know if there is a keyword missing, or it requires an animation or what, but I am hoping someone may be able to shed some light on it.
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@TheSpaceShuttleChallenger Thank you for your comments :) The mod is indeed still in early stages and incomplete. In regards to the name, I also saw the name arkham asylum in an old evil dead/re animator crossover comic so I used it.
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Thank you femshepping :)
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@gunslinger @wastelandassassin Thank you for the kind words :) At the moment I am still filling out the island and working on interiors. I have a few new creatures ready to go, but I want to refine them a bit more. I have a couple of new clothes/armors and weapons but plans of more. Unfortunately I don't have the time to work on them as much I would like. The core story is still being fleshed out at present, I'm still not set on anything yet. As I progress I shall put up more pictures and hopefully a more concrete story.
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This mod incorporates Lovecraft and supernatural themes, so it is not lore friendly. It adds a new land mass, interiors, quests, items etc. The player will need to solve puzzles and quests to progress. I started work on this mod for personal use as I believed Fallout 4 had potential to be more horror like. It began with creating a few new creatures, then the idea for the mod started forming. That's when I decided I would give a larger mod a go. Previously I had only done a few new creatures and items in Skyrim, so this will have the potential to be quite challenging, but one I am looking forward to. Please take a look at progress so far and let me know what you think. https://muckfinger.wixsite.com/f4asylum
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I always thought the same about how good it would be to take cover and pop out like the npc raiders and such. I saw this mod get mentioned somewhere that I cant remember, I have not tried it yet as I have been quite busy, but I hopefully its what your looking for: http://www.nexusmods.com/fallout4/mods/10875/?
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Half of my mods are "invisible" in game
muckfinger replied to divineroyalty3's topic in Fallout 4's Discussion
It may or may not be the problem but you should try this as it was a similar problem I had previously: Look at your fallout ini file in your documents folder. Make sure there is a line under [archive]: sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\, VIDEO\