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Qrsr

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Everything posted by Qrsr

  1. Hello, when im releasing a mod i make sure to list a number of mods people should avoid using with a note that these are great mods but might cause issues or else. Besides its a great way to highlight and present other mods and authors this way. It also shows the variety of how people mod a certain issue in a certain game, since i feel there are always many routes to solve certain tasks, issues, flaws, ... I really like the option to add "required files" along the mod page which directly search for the mods on nexus and else. Currently one can use these to add certain mods along with a note but it is confusing to people since all is stored in "required". Seeing a feature where an additional tab is available IF mods from author X are not recommended or recommended would be godsent and really help to net and connect certain types of mods at least if the author keeps track of these. I can also see this being an optional flag tool to allow users to add certain mods and let the author decided if they want to release the noted "redundant" mods or not based on user research similar to the mod tab function. To better show what i have in mind watch the image below:
  2. Irc, the armor rack (for workshop) should be a perfect template
  3. Im doing it all the time like i said to you ... good luck.
  4. This was explained in my post. Make a quick .esp with the overrides of the records of interest Copy the record with the script to the new .esp Copy the record which should use the script Drag/drob from one to the other Optional: Create the script from scratch manually
  5. Yes this works like a charm and im using it awhile back already, but its tricky to setup destruction spells ... for now CraftItem as Story Manager Event does not seem to work but my experience is minimal on this and i need to do more research.
  6. Thank you so much! This cannot be possible without additional scripting? By using the default Story Manager Events plus condtions in any way?
  7. I started to create a quest which adds a certain item when started... The quest was set to "Start Quest Enabled". Now, i would like to have it fired once player char uses a certain furniture. By conditions, therefore i removed the Quest flags. Im unsure how to proceed ... this is what i did: Tie the quest to a Story Manager Quest/Event Node - e.g. Crafting CraftItem [SMEN:] Create Enter quest (which is fired once player uses furniture) Create Exit quest (which is fired once player exits furniture) Added enter and exit quest to QuestNode [SMQN:] Set Enter quest to add them item Set Exit quest to remove the item Set Enter/Exit based on condition so these dont work against each other For some reason it does not work ... My knowledge is minimal to this. Any help ? Thanks in advance!
  8. Is the 10mm pistol using object modification which also call for SetProjectileOverride ?
  9. Thank you all this helped me alot on my own little mod!!!
  10. You need the .pex .psc files from the BA2 archive or else, if it is not a vanilla (default) script. Make a quick .esp with the overrides of the records of interest Copy the record with the script to the new .esp Copy the record which should use the script Drag/drob from one to the other Optional: Create the script from scratch manually Done.
  11. The problem is that SCOLs which collect many meshes into one, will cause alot of material data to load it real time, its probably the cause of CTDs
  12. I remember you can also create a LoadScreen scol its slighty different and might better work for the workshop
  13. Btw is there a keyword which allows to place objects almost everywhere? Inside objects, into ground, etc.
  14. THere are many such vanilla objects which break the NavMesh, also PlaceEverywhere will increase the likelihood to destroy and break the NavMesh of a cell.
  15. Use MO2 for such kind of testing or no mod organizer at all, use the default. Then, start FO4, and type in the game menu, coc SanctuaryExt or something you will be teleportated directly into a new game without having to deal with Vault 111. Then test. I will have it on my list, if i find some time i will help you.
  16. Man this is smart. I would be interested to see this in action. So to get this right, you can technically use the same workbench and force the UI to be different based on a keyword. The keyword for arm would force the arm animation and workbench UI to appear and vice versa for Legs the UI and animation would change too, correct?
  17. Interesting. Well i think i will add invisible power armor parts to the player char which in turn force the power armor station to load the crafting UI, then i can add whatever "ma" keyword or "ap" keyword i would like and allow for crafting armor pieces. I couldnt find any other workaround yet though. The only thing is that im stuck at is how to add a working WorkshopShaderOutline for the "fake" armor piece for no piece at all as base piece. For the specific power armor model i would simply use the model itself. The base piece however should outline the power armor frame part instead. Besides i noticed opening and closing the game multiple time will cause the outline to sometimes disappear, and sometimes to appear only as said without the entire shader on the armor part.
  18. I recommend to play and read about Fo1 and Fo2 its a total different game compared to what you know from BGS. In fact it was far ahead of its time. Today Fo made by some true fanatics would probably include such Exoskeletons. In BGS you can at least harvest Hubflowers.
  19. Yeah 12,7 would probably pierce too. No matter the fact fixing all of that s#*! is not pretty difficult once research is done.
  20. Without any power armor pieces/parts BUT with a power armor frame the power armor station UI is blank. How can i force the game to call for the UI menu? Im experimenting with the power armor frames present in the ARMO object class but so far i could not get it to work. If its possible we can use the station to craft power armor pieces without the need of creating new crafting furniture.
  21. I think the best armor concerning this is a vanilla armor called Raider Power Armor ... see for yourself:
  22. Its technically an umbrella term: But yeah, its weird. Considering the fact the PostWar less almost no Oil was present, how you create a the backup layer without using Plastics? Since its no a carbon fiber what else would be used then? Metal wasnt used for the X02, so it must be plastic, which does not make sense at least without an Oil Rig ... but its hard to get serious fallout lore based knowledge about the creation of X02 or else. Which would be much appreciated for Fo4 and else. .. Reference: https://en.wikipedia.org/wiki/Ceramic_armor
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