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Everything posted by Halliphax2
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Hi guys, Trying to make a bugfix mod but can't find what I need in the creation kit. I need to stop Dragons Tongue Overlook (dragon lair near Riften) from respawning/resetting - normally I could find an Encounter Zone and just hit the "Never Resets" flag but in this case there doesn't seem to be one. It's part of the greater "RiftZone" cell, so not sure how to do it. Any ideas on how I can stop that one area respawning?
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Hi guys, Would anyone know where to change the way the player can take loot? For example, at the moment; if you loot a corpse or a chest for ammo, no matter how much of that ammo type there is (1, 2, 5, 10, 100 etc) it will all be taken at once - rather than the dialogue menu to let you chose how much of that item you wish to take. I'm basically looking to bring that back, I want to enable that dialogue menu but in the transfer window only, not in the "quick-loot" menu that shows when you hover over a container. (Would make sense to keep it fast in the "quick-loot" menu but have more options in the transfer window) Main reason being for Survival Mode, I've noticed that stashing ammunition is a lot more compulsory now and it's a pain having to take ALL the ammo from the containers then put it all back again with the exception of how much you actually want to carry.
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Changing Map Marker Names
Halliphax2 replied to Halliphax2's topic in Fallout 4's Creation Kit and Modders
Any idea where they would be found in order to edit them? I can't see anything in FO4Edit... MapMarkers are statics that are placed manually in the worldspace cells. Ah, got you! Interesting....never thought it would be done like that. Thanks for the help! -
Changing Map Marker Names
Halliphax2 replied to Halliphax2's topic in Fallout 4's Creation Kit and Modders
Any idea where they would be found in order to edit them? I can't see anything in FO4Edit... Yeah good point my bad! Could a mod move this if they get the chance? -
Hi guys, Would you happen to know how to change the text string that shows up on the map markers in the world map? For example, if I wanted to change Sanctuary Hills to Autumn Hills, where would I go? I have a feeling it's in "Worldspace" but nothing seems to be named correctly, it's all just the FORMIDs, so no idea how to find anything in there
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I was kind of shocked and saddened that Bethesda didn't do the same as they did with Skyrim; Providing a means of fast travel that fits in with the game. For example, Skyrim had horse drawn carts, you'd pay for them to take you places, but only if that place was a major or minor settlement. I was hoping this would return in Fallout 4, but no. Probably because there are only two settlements (of reputable size) and both of which are in close proximity to one another. I've thought about this, and the technical challenge of building it, I can mod, but anything regarding world-item placement is beyond me. With about 8 (or so) fast travel "locations" I think it's do-able, could even use pre-existing settlements, or places caravans visit. Like Sanctuary, Bunker Hill, The Slog, Diamond City etc. Thought an idea could be that you pay a trader caps in order to travel with them (the money is for the protection their caravan guard would provide, and also would pay for them)
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More a question for modders and folk who delve into the records for FO4 At the moment, I'm at a point in the story where I'm allied with all the main factions (up to the Mass Fusion quest) Because I'm friendly with the Institute, Synths in the Commonwealth wont attack me, unless I attack first. My question; is there a way to revert this so I can still be enemies with the Synth's you find in ruins and around the wasteland? I know I could vilify myself with the Institute, but that involves losing access to that particular area, which I want to avoid. I had a look at some faction records, and tried removing myself from some (removed myself from the main Institute faction, and "DN136 Synths and Attacking Faction" - but no luck. Any ideas?
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Hi guys, Would anyone happen to know how to change the height at which the PC looks down the sights of a weapon? The scenario is; I've changed the mesh size of some weapons, but when looking down the iron sights (or reflex) half of the view is blocked by the changed mesh. Is there a way to change this in nifskope?
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The outsatanding service you provide modders and mod downloaders alike as well as the transparency and informative attitude you adopt eclipses any broken trust that could ever even arise. Keep up the good work
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There is a modifier that changes how much an enemy does, I can't remember the EXACT name but I know a mod "create your own survival" (or something like that) changes the modifier. It's a global thing, so the difficulty of the game changes the damage modifier for ALL enemies (normal is 1, hard is 1.25, very hard 1.50 etc) and this also changes damage that YOU do (normal is 1, hard is 0.75, very hard is 0.50 etc) - probably why you get bullet spongey enemies. I've tried doing the same, and if I'm honest you're best setting your level really high from the beginning so that all the Encounter Zones in the Commonweath have the same level/difficulty of enemies, this means the areas north and south wont be hugely different. Cause if you play the game "normally" then the beginning areas will be super easy and the end areas will always be super hard) It's all very difficult to do just now, but once the Geck is out that will make things easier, for now all you can do (I think, this is what I did) is change the health of "known bullet sponge enemies" (like Super Mutant Warlord) and change the damage modifiers that the game difficulty chanegs. Take the below with a grain of salt, I can do variables but these are a bit sketchy, my experience with them is all I have: health offset - base "reference" for the game to calculate the enemies health depending on other settings (like health scaling) if you set this to a lower value then the health for that enemy should drop as well stamina offset - Same as above calc min level - calculates the minimum level the enemy can be in a certain area. If the enemy is in the South and the Player is level 100, then it will set the enemy to a level close to you calc max level - same as above except the enemy level can't breach this limit
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Hi guys, I've recently started experimenting with the levelling and Encounter Zones in Fallout 4 in an attempt to tune the game world to different tastes. However, in my error I've somehow wiped any inventory for desks, cabinets etc. For example, first aid boxes will be populated with Stimpaks, and any safe seems to have randomly generated loot in it. Although for some reason, generic desks and stuff (file cabinets etc) are all empty, every single one of them, nothing in them at all. Enemy bodies still have loot, just seems to be some static containers. I've changed every single encounter zone to have a minimum level of 1 and a maximum level of 99 and cleared the "Never Resets" flag on non-settlement locations and I'm playing on Survival difficulty. Any ideas guys? Edit: Forgot to mention I set my level to 100 before leaving the vault (testing the enemy scaling and such) - could the fact I'm an insane high level (and the enemies) have an effect on the loot?
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Changed the health value to 5000 in default_levels.xml, that worked. Tried the same with Pistol, Rifle and Shotgun ammo. I changed the values in cheat engine to 99999 (to see if the changes I made to the default_levels.xml file would stick). Sadly, as soon as you enter and exit a safe zone, die or enter a different area it will reset the ammo in the inventory back to the default max (60, 120 and 60). Anyone know of a way around this at all? Haven't found a value for degradation rate on weapons yet EDIT: Go into common_skill.xml and search for "Durability" then change the 0.25 value to 1.0, this will make weapons unbreakable. Still working on weapons, tried changing the maximum stack value to 99999 in inventory.scr but this still didn't work. Interestingly, the inventory value for ammo within memory changes everytime you enter an area/die etc (the memory address also changes). Which is just frustrating
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Hi guys, apologies if this is the wrong place to put this as it isn't a "request" technically. I'm looking for a mod that stops Dragons from disintegrating and giving you a soul when they die. I found a mod called "You are not the dragonborn" but the script included is terribly broken and outdated. Reason for this is I like to roleplay, I've made rings that change my stats (Mage, Warrior, Archer etc) so I can roleplay "on the fly" but I'm always "the special unique snowflake dragonborn" and I prefer to be "Just a mage" or "Just a mercenary" Any idea where I can find such a mod, or how I can create one? Thanks guys! p.s googling keywords to try and find something like this results in "help i cant absorb souls" and stuff, makes it a pain!
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Hi guys, Having an issue with modding and I cant figure out what it is. Okay so I use Nifskope (Blender doesn't work on my PC, and I don't feel I need it) and I used this to combine two meshes, the Daedric armor cuirass and a set of robes. It looks a bit like this: http://i1290.photobucket.com/albums/b533/jimjam214/Untitled_zps2825f6db.png Now I had multiple NifAlphaProperty branches to cover up the skirt and stuff (Transparency done with GIMP 2.0) but I removed the ones I added after I noticed it was breaking the shadows on the Daedric Cuirass. So I'm left with an untouched Cuirass and an untouched robe both merged together, no texture additions or mesh edits, but in the game shadows will NOT draw on the cuirass. For example, if I stand under a tree or building, the shadows will draw on the robe but not the cuirass. So I removed the NifAlphaProperty that came with the cuirass and now shadows seem to be working again, which is strange. Also, the red glow lines that are on the cuirass dissapear as soon as I add a robe to the mesh as well. Any idea whats going on? Thanks guys!
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Hi guys, First of, this is my first armour mod attempt, so be gentle. I've recently created an armour mod but I'm having an issue. Whenever i'm near a light source or in the open sunlight, the robe part of this armour brightens up (probably because it's white) but the bone does not (im assuming this has something to do with the material) Is there anyway to stop the robes from changing brightness? Thanks for any help! Kudos to this mod for the dragonplate retex which I used: http://www.nexusmods.com/skyrim/mods/3226/? http://i1290.photobucket.com/albums/b533/jimjam214/ALL_zps8378facf.jpg
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LE Looking for a particular armor mod
Halliphax2 replied to Halliphax2's topic in Skyrim's Mod Ideas
Had a go at creating it myself. A LOT of transparency was involved, still, for my first ever armour attempt I'm proud. Just need to figure out how to make the robe and bone react the same in sunny weather (the robe brightens up for some reason, think it's because of the material being cloth) http://i1290.photobucket.com/albums/b533/jimjam214/MyArmor_zpsf7d1d009.jpg Kudos to AeonVita for his awesome Dragonplate retex: http://www.nexusmods.com/skyrim/mods/3226/? -
LE Looking for a particular armor mod
Halliphax2 replied to Halliphax2's topic in Skyrim's Mod Ideas
Yeah someone would have to make a custom armor, oh well. Yeah dude, finish the quest line, it actually gets pretty good in my opinion, lots of pretty areas and cool scripted events! -
Anyone know if a mod of this armor has been created it? It's Auri-El's armor (Dawngaurd DLC) Thanks guys! http://img3.wikia.nocookie.net/__cb20121013161518/elderscrolls/images/c/c6/Statue_of_auriel_skyrim.png
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Hi guys! Are there any mods that make the effects of spells look more pretty? Specifically lightning spells, it looks cool already but, I feel it needs a bit more "punch" I'm aware of "Fire effects HD" but cant find anything like that for lightning effects. Thanks guys!
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Need help with modifying 1st person objects.
Halliphax2 replied to Halliphax2's topic in Skyrim's Skyrim LE
Nevermind I figured out how to do it finally. For anyone wondering: Open the 1st person mesh (should be called something like 1stpersondragonstaff or something) in Nifskope Click on the staff and right click it then hover over "transform" then hit "edit" in the menu that appears. You have a selection of coordinates to play around with, for now change the "Y" coordinate to whatever you want (Negative values brings the 1st person model closer) Then hit "Apply" this bit is not always necessary but only works when I do specifically say "Apply" Save as a NEW FILE Go to the CK and use it as a first person mesh, tada. -
Hi guys, I was wondering how to change the position of an object such as a sword or a staff in 1st person? I wanted to change the Conjuration staff so that it's lower down (so that the player can see the crystals). Like when it's being charged. Does anyone know how to do this? If thers a way to do it without Blender that would be good, I've tried to get it working on my PC countless times to no avail. I'm good with the CK and Nifskope though. Cheers guys!
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Interior Rendering Issues
Halliphax2 replied to Halliphax2's topic in Fallout 3's Mod Troubleshooting
Ah sorry, not asked for help in a while I'm a bit rusty! My rig is powerful enough to run it, I get 60+ FPS everywhere apart from the strip (roughly 30 FPS for some reason). AMD Phenom II x6 core 8 GB DDR3 RAM AMD HD Raedon 7850 Currently I have new vegas script extender on the go, along with the stutter remover plugin. If you need more information let me know, thanks! Here is a list of my current mods: (Yes, I'm using requiem for a capital wasteland because it's more accessible than tale of two wastelands) falloutnv.esmFalloutNV.esmFallout3.esmAnchorage.esmBrokenSteel.esmPointLookout.esmThePitt.esmZeta.esmHonestHearts.esmCaravanPack.esmClassicPack.esmDeadMoney.esmMercenaryPack.esmTribalPack.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmAWorldOfPain(Preview).esmNVInteriors_Core.esmNVInteriors_ComboEdition_AWOP.esmDCInteriors_ComboEdition.esmrePopulated Wasteland.esmnorepairneededv2.esmCFWNV.esmoHUD.esmRFCW_PackageFix.esmRFCW_PackageFix_Anchorage.esmRFCW_PackageFix_BrokenSteel.esmRFCW_PackageFix_PointLookout.esmRFCW_PackageFix_ThePitt.esmRFCW_PackageFix_Zeta.esm1day interior resets.esplessviewdistance.espOldWorldRadio.espBetter Game Performance.espPurge Cell Buffers.espNVEC Reduce CTD.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espAWOPDeadMoney.espAWOPDeadMoneyVendorPatch.espRespawnerImprovedEx.espRespawn24Hours.espNights are Darker 50%.espFactionIDCards.espnothugs.espMegaton Walkway.espFreesideStudio.espNo Limb Damage.espBrotherhood and House Alliance.espRD_ElderLyonsRobe.espGoW_NV.espAG Supplementary Uniques-GRA.espE-88 Plasma Rifle.espK-39RailRifle.espCFW-DLC.espSolar's Goodsprings Home.espGlove_be_gone.espCasino Anti Anti Cheat.espNoDegradation.espFalloutNVCheatTerminal.espCentered 3rd Person Camera - Unraised.espPersonalTerminal.espArcenal.espHalo 3 ODST Weapons.espPB-AR1.espradioextender.espOldWorldBluesLEARandTESLAmod.espRun Speed Perk - off S.espHalo 3 Weapons.espTeslaGunModAG.espAAR-525NV-.espRailwayRifle.espLFox Sneaky Casino Patron.espRustyhwys.espEndgame_Complete.espThe Mod Configuration Menu.espDMNoFactionElijahRobes.espoldrace.espSuperMutantHealth.espOblivionJackHarper.espTFH HD Gauss Rifle.espAG Supplementary Uniques-AllInOne.espHalo Reach Weapons.espPlastekTeslaRiflev1.espBlasterEquipmentPackagev1_2.espRFCW_Main_HonestHearts.espRFCW_Main_DeadMoney.espRFCW_Main_OldWorldBlues.espRFCW_Main_LonesomeRoad.espRFCW_Main_GunRunnersArsenal.espRFCW_Main.espRFCW_Anchorage_Main.espRFCW_BrokenSteel_Main.espRFCW_PointLookout_Main.espRFCW_ThePitt_Main.espRFCW_Zeta_Main.espRFCW_MagicSewerTravelPoint.espVarious Fixes 1.04.espDLC Weapon Integration.espDustydistanceNV.esp -
Hi guys, I was playing Fallout 3 and noticed a huge (for me anyway) game breaking issue. When inside (Capital building, some Metro tunnels) I noticed that the cell renders in "parts" for instance, I'll look through a doorway and it'll just be a wall of cyan, but I can see NPCs walking around (No walls, floors or anything has loaded or rendered). I've deleted the .ini files and used default ones but that didn't work, nor did disabling mods. I would take a screenshot but my PrtScr button gave up a while ago. Any help would be appreciated!
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Adding NPC to player inventory
Halliphax2 replied to Halliphax2's topic in Fallout New Vegas's Mod Troubleshooting
Just tried clicking on an NPC and hitting "gbo" to get the base ID which didn't work, using IDs provided by the wikia proved useless as well. Any help? -
Hi guys, I was wondering how you add an NPC to the player inventory? I've tried the usual "Player.additem <FORM ID> <AMOUNT> but that returns a script error I've seen gamesaves with NPCs already in the player inventory, and you can drop them and they'll stand there until provoked, to which they will then attack. Was hoping to add some Brotherhood of Steel Knights to my player so I can drop them during combat, sort of a quick squad backup thing. I know there are mods for squad backup but I'm using tale of two wastelands and one designed for new vegas or fallout 3 will not work for the other it seems. Thanks for the help guys! (If it helps I have G.E.C.K experience so if thats the solution I should be able to follow a brief tutorial)