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Everything posted by JagMaker
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really weird.. i'l fix it, it's 5 minutes of work, but got no my pc under hand about 'companion loot ammo' if u'l check 'race' - 'human' at some tab there is 'can pickup items' checkbox., so if it disabled they are don't pickup anything, if enabled - they pickup, but not all, just weapons., this way there somewhere 'databox' with weapons they can pickup (so if to add ammo there it will be pickuped too), or there some keywords at weapons that allow to human to take it need to check it) have start to make weapon degradation btw :tongue: hate fallout 4 )
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How to merge ESP files into one in FNVEdit?
JagMaker replied to vault75's topic in Fallout New Vegas's Mod Troubleshooting
sure it will) if u want 1 file without master - copy all data u need and untie it from master -
How to merge ESP files into one in FNVEdit?
JagMaker replied to vault75's topic in Fallout New Vegas's Mod Troubleshooting
load Creation kit, click ur 'PepperCompanion2.esp' but don't load it. in right-up corner find 'PepperCompanion.esm'., click on it, press ctrl-del -
Hi) i can't advice how to make it with scripts (because i hate them), but you can add perk to player, and add conditions to perk ('GetItemCount' 'YourPiece1' >= 1 'and' ... 'YourPiece5' >= 1) so when hero will get 5 items - perk will be gained. also if u want it perk as reward for quest u can add same conditions to final stage of quest ) about those pieces are disappear - they should not. game start always refresh new added items and they are spawn, even in explored locations. also u can try to wait 30 days (world reset) or check same places with another char..
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I had an idea in my head to make different ammo for one gun (tracer, with a shifted center of gravity, etc.) but then i left to do another mod. To change bullets with the help of the receiver a cool idea, but mb better make a ammo switch?
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here
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On the one side, as an example of paid work - this is kickstarter. People see that they want it, they like it, they invest in it the money to get it. If this system worked with mods - 1. people would pay 1,2,5,10 .. $ for what they really want. 2. Modders would receive more than they get now. 3. nexusmods would take 5-10% and become rich) But mod is not a good, it can not be returned and received back money, or blocked as a game in Steam., it's not controllable as good. So while Bethesda does not think up the mod as an information product belonging to a modmaker - all this will remain as it is now. other side - All that is connected with payments is based on marketing. If we saw under every mod advertising in the style of "help develop your favorite game!" Or "every cent gives us the opportunity to make the game more interesting!" Or "help us make you happier!" - this would also work. This is the engine of trade. But, unfortunately, the only thing I found was a small, inconspicuous button to "donate." Donations, respectively, as much. The third party is modmakers themselves. Their 50% who would like to receive money for mod, and 50% who just want to create (enthusiasts). If the first and second offered money for their work - both sides would agree to this. So while these "just creative" guys do not understand themselves and will continue to simply create - the mod will simply be given a freebie.
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go tes5edit, load all .esp of these mods, select them in left window, r-click - create merged patch and what with these cities, they don't work together?)
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try to setup dof (play with bokeh for example) also to encrease fps u can try to change textures set (lower resolution, or some textures with dxt3 conversion) also u can try to change ugridstoload=4 and uexteriorcellbuffer=25 or ugridstoload=3 and uexteriorcellbuffer=16 in fallout4.ini it will reduce number of loaded cells around character (with any objects, meshes, markers etc.) hope it help :)
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by batching in fo4edit open there MyMergedWeapons.esp, find tab 'weapon', open - click some gun - press Ctrl-a (to select all) find 'keywords' in right screen, r-click - edit - add ur keyword - press ok, then r-click at keyword u added, and push 'copy to selected items' note that it will add keyword to any weapon mod touch (make backup before)
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enchantment in 2 conditions
JagMaker replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
don't like scripts, some weird language in which one i can not be sure but ty anyway) u push my brain to understand how to safe couple conditions and make several dynamic enchantments to one gun ) -
Crafting objects with actual parts, does this mod exists?
JagMaker replied to LordTonyZ's topic in Fallout 4's Discussion
and what about drug recipes?;) -
Anyone creating Classic Weapon pack for Fallout 4?
JagMaker replied to skullangel's topic in Fallout 4's Discussion
cool set), all favourite guns in one picture) So many memories, fn-fal, theft of bozar, YK guns., please, link if there will be this mod :) -
a lot of mods using loose meshes and textures files (for example hair, and it's color), u can find them in same folders in fallout4/data but in vanilla these folders are disabled, so to enable them u need sResourceDataDirsFinal=STRINGS\, meshes\, textures\ also there can be scripts\, interface\, sounds\, etc.
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interior designing issue pls help
JagMaker replied to tw1st3dhell's topic in Fallout 4's Creation Kit and Modders
look for 'iTexMipMapSkip' in fallout4.ini or in fallout4prefs.ini and change it to iTexMipMapSkip=-1 -
Poison Gas effect with Non-DLC?
JagMaker replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
trap is projectile and it have it's explosion look at explosion of ur trap, in right-down there will be 'placed object', for example radiation marker so u need to copy: trap, explosion, radiation marker., change radiation marker's effect to 'absorb health' or 'generate health - hostile', and then merge all those parts together ) also u can insert there mesh of frenzy grenade, n' explosion will be aka poisoned green smoke ) -
Changing an ObjectReference's PowerRequired
JagMaker replied to pra's topic in Fallout 4's Creation Kit and Modders
add 'PowerGenerated' '0.1' keyword to ur object this way object will become power generator, and will generate power for itself edit: 0.1 it's a generated power (if u set it 1 or more - it will be visible at workshop menu ;) -
enchantment in 2 conditions
JagMaker replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
i have spell that work with same formula: "slow time" - - if my char have <10% hp effect gone if there more then 10% hp, - condition stop working but it the spell., enchantments are permanent as i remember -
hello, modders) i have another strange question: i have a weapon with 200 damage, enchanted with 2 effects, also with conditions 1 enchantment add to weapon 50 damage - - if my char = 50% hp 2 enchantment add to weapon 100 damage - - if my char = 30% hp with 1 enchantment damage will be 250 with 2 - 300 so, what damage will be if char will get 50% hp, and then 30%?) i mean will it be 200+50+100 or 200+50, then -50 (because enchantment changes to another) then +100?
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would be cool to make NOT infinite ammo, even for default companion weapon., no ammo - get some board and fight melee.. also i think if companion will loot ammo - it will be same as unlimited ammo, boring.. It would be very cool if the weapons were broken. Then the companion would have to pick up a new one, use a different one, and the loot of ammo would be very usefull
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have make it without scripts, but anyway interesting what i need to type in mighty papyrus to make simple "if-then" operation?)
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another hello from scripting noob )) I have a dialogue. I want if i choose some answer the interlocutor died. also i triggered dial scene as quest stage, but what script i need to type for it?) ck wiki sais: Function Kill(Actor akKiller = None) native akKiller: The Actor who is the guilty party in killing this one. Default: None it's really hell for my brain to understand it)
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- try to fight with enemies like special forces soldier, no matter they missing 9/10, imagine they hitting u hard ) - try to make advanced economy with shops in settlements, no matter u'l get thousands caps without it, just throw in some river ) - try to build much rocket turrets in all ur settlements as u can, no matter there no attacks and ur settlers are immortal. stay near turrets and protect ) - try to make a lot of better mods to ur weapon armor, no matter u can fights naked and kill everyone with finger. fallout 4 guns are cool for screenshots ) - try to build considered perk-tree to ur hero. no matter can play without it, but there are perks, so, they are effective ) - also make a lot of youtubes of ur gameplay, to help others to play this hard game ) fallout 4 is a game, yes?)
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Using Bubble Turrets in a custom location?
JagMaker replied to Guerlot's topic in Fallout 4's Creation Kit and Modders
Familiarly) u can try to 'awake' it: make copy of some little projectile (any bullet), change it speed to 1 make (or find) 'fake explosion' - it's invisible explosion, copy it, add there 0.1 damage, 5-10k distance, and 1 force then add this explosion to ur projectile with 3-5 seconds timer and add bullet inside room with turrets) to add some enemy faction to turret is valid, but working not every time -
npcs not spawning properly in custom cell
JagMaker replied to omegas123's topic in Fallout 4's Creation Kit and Modders
there is little secret - most npc do not spawn in the places where you place them., they spawn somewhere in this cell and going to their marker (to stay near wall, sit on a chair, and even people in vault 111 appear near refrigerators and then get inside them ... :D )