Jump to content

LucasQRS

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by LucasQRS

  1. Ok being the most brief here i have made custom personal use mods for a while now with FO4Edit and they work mostly fine in the latest case i wanted to try modifying the Game+DLCs+Perkmod that i had (in this case StrongerPerks) so i made this s*** by making an overwrite copy like always, having only modified the Perks stats, not adding or deleting any (if i remember correctly), and adding Duplicate "spells" changing only the values and effects, no new IDs (except for the spells of course) and when i activate the mod, well... the Perks i modified do the, whited out, max rank showing, not selectable, thing i have no clue what is causing the issue since the overwrites are, well, almost identical in the obvious exception of the modifications by my readings, and when i deactivate the mod it revers back flawlessly if anyone happens to see the problem i'd be glad to know it [left said custom mod in for anyone that wants to try finding the issue]
  2. i know this topic is over and all but since was looking for a fix to my mod problems and stumbled upon this, so . . . in the place off putting Rank 1: 0.900000 Rank 2: 0.888889 Rank 3: 0.875000 Rank 4: 0.857514 Rank 5: 0.833334 as Rrezz said. the solution i use (and is the one the original perks seem to use) is to make the mod buff have a condition where they don't take effect when you have the next rank of the mod so basicaly; Rank 1: 0.9 Rank 2: 0.9 0.8 Rank 3: 0.9 0.8 0.7 Rank 4: 0.9 0.8 0.7 0.6 Rank 5: 0.9 0.8 0.7 0.6 0.5
  3. i don't know if this is what you meant but i was able to (using CreationKit) Duplicate a Modlist, in this case Receivers... Auto, and by changing the target of the duplicate modlist to weapon, add the AmmoCapacity property modifier and then finally adding in the 4x multiplier ( MUL+ADD , 3 )
  4. yeah, that's what i'm doing right now as a temporary "fix" for my problem, but just letting things half assed like this isn't good, actually it's frustrating not being able to solve something so simple looking. but i am just testing anyway, i have no intention of uploading any of this since by the amount of people who would be interested in such a complicating useless mod is probably very low. if there's really no easy way (possible through FO4Edit, CreationKit, Pex which are the ones i have used) then i'm not taking this any further :\
  5. so I've been using fo4edit for a while to modify some mod weapons, and stumbled upon a problem regarding use of multiple parts to modify a single value in this case i made the "Bullpup Bozar" ( https://www.nexusmods.com/fallout4/mods/28478?tab=description ) have built-in ammo conversion, in this case .308 for semi-auto and 5.56mm for auto receivers. then to make them viable and "more realistic" i tried making the AmmoCapacity change according to receiver, so Semi would be like 6, 10, 20 .308 bullets and Auto 24, 40, 80 5.56mm bullets (Basicaly 4x) but i can make the receivers change the amount of ammo individually. i tried making all Auto receivers have 4x ammo first, didn't work, and then all Semi receivers have 1/4, also didn't work, and don't know what else i could do for this to work i don't even know if this is possible but i'm going with the assumption that if, lets say, both a barrel and a stock can increase accuracy by 10% each of 100 base to 120 which means both 10% applied, them ammo should do the same. if that's not how that works and there's no way to do so then well... i tried i guess
×
×
  • Create New...