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nhackett

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    Armored Core 6, Elden Ring

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  1. I would download Summoning of Ship and use the script(s) as inspiration. Look at Function Land() in
  2. I need this. A .nif that snaps to cockpit modules and let's us edit a .dds for our custom nose pinup art.
  3. I stumbled on your post after releasing https://www.nexusmods.com/starfield/mods/6335?tab=description I would like to read that tutorial I keep seeing mentioned or pick your brain on how to incorporate your findings with my own mod. Especially since I plan to do fuel and cargo next, now that I figured out the engines.
  4. You can go into xedit and find all the M class parts and delete any keywords referring to M class. Dunno if that will work. It may be hardcoded into the game, and the keywords serve some other purpose.
  5. I made a mod for something like that https://www.nexusmods.com/starfield/mods/6335?tab=description I made copies of all the engines and turned them into structural elements. They don't have any engine stats or use up any power. So put whatever stat engines on your ship and then decorate your ship with whatever engines you like. It's pretty easy to override ship engines stats with xEdit. I could do it or explain how to do it if you want. It's very easy to replace one engine model with another, but not create a brand new model from scratch as far as I know. Also, very easy to change the thrust and maneuverability of the engines.
  6. The book isn't public domain. They wouldn't spend the money to license 2 paragraphs of it for when you pick it up. Dickens, however, free to use. It'll get modded in eventually. Regardless of one's opinion of Hawking, a fictional child wants to read his book. It makes her more interesting.
  7. I think starfield became a game FOR modders in its development. If the random POI are set up like radiant quests from skyrim, it'll be easy to add a whole bunch of custom 'dungeons.' Not to mention, every pixel of every planet or moon you can land on is a potential static point of interest for modders to add custom cities, homes, factions, etc. There is gonna be so much content added in after CK2 drops... I'm just curious how MSoft is gonna commercialize it.
  8. it should be a picture of the proportional editing tool. the menu looks kinda like an O and a ^ next to each other in box. you can turn it on in the menu or just hit alt + O to turn it on and off. when i load the page the picture loads, but i might have it saved as some goofy format ill take a look at it later
  9. the least time consuming way to test location change events is to make a tiny cell with a loading door to a simple 1 room 'dungeon' with a boss and a boss chest. Random encounter quests are tied to global variables keeping track of probability and time passed since the last event. Player level is one of many other checks that can be made for an encounter to happen. The WETriggerScript is a great example of what the OP, I believe, is looking for.
  10. Debugging is annoying, but I know it is necessary. That is my complaint. I only brought up Break of Dawn because I don't know of any mods that use a quest of that style to introduce custom quests or add unique weapons, armors, etc. I think it would be a worthwhile tutorial to have around. Introducing new items in game without polluting crafting lists or dirtying vanilla world space all the while having compatibility with any mods that add new dungeons and/or world spaces that have been set up appropriately for the story manager. Edit: And avoiding leveled list conflicts for folks that don't make bashed patches.
  11. Check out Tundra Defense http://www.nexusmods.com/skyrim/mods/22330/? You get to build your own little town, add guards with whatever gear you want them to have, and can spawn raids by bandits, draugr, vampires, or even dragons. The raids can also be set to happen randomly. A good empty space to build up your town is just east of the cave that leads to the dawnguard fort. If you don't have dawnguard it is north east of the vigilant's outpost found east of riften.
  12. @Matthiaswagg, look I really respect everything you do for the community. I've read the tutorials on your personal website, and I don't want to argue with you. Breaking Dawn is based on an On Location Change, it is tied to a global variable in the SM event node for random probability. Even at 100% probability a coc to the dungeon won't trigger an On Location Change event. It was a giant pain in my ass rewriting and testing that quest to suit my needs. There is a much simpler solution using a different SM Event Node.
  13. Bad tutorials, conflicting information on linking into the Radaint system, and an inability to discern veteran modders from veteran trolls. Do any quest mods start from finding an item or note in a random boss chest or on a random boss? Break of Dawn is a perfect example of how to create such a quest. I've had a lot of trouble trying to implement something similar. Testing is difficult because a CoC to a boss or chest won't trigger the Radiant system, and I do not know who to trust about compatibility and conflicts with other Radiant quest mods. Those are only the problems I've encountered personally. Have you looked at the CK Wiki? This tutorial is LITERALLY the exact thing you're looking for, just change Boss as reftype to BossContainer. This is what we mean - people who don't search that much. The CK wiki (ESP. This set of tutorials) is quite accurate. To test, just do sqv yorQuestID in the console and it will show if aliases are filled. If yes - it probably worked. http://www.creationkit.com/Bethesda_Tutorial_Radiant_Quests its not that simple. the reference aliases for Break of Dawn are for moving quest objective arrows around. the tutorial has the quest beginning with an npc, not beginning with finding an item in a random container. the solution i've found doesn't use any aliases, but conditions on a new node in the SM event node. Now that it is working I must recreate the entire thing in another mod to test if changes in the SM node are compatible between mods, because reading the forums says it is and it isn't.
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