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MadTod

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Everything posted by MadTod

  1. @XxUNAFFILIATEDxX, @dikr If you don't upload the required assets, and just upload an .esp file using them then there is nothing Bethesda can do. You wouldn't need to upload them anyway, everybody has them.
  2. I think it would be perfectly legal, since Tale of Two Wastelands does the exact same thing using Fallout 3 assets. I personaly will make mods for myself (I'm not uploading them though) with assets on MY PC if I like them. I may have over 1TB of free space on my Hard Drive but if they keep adding more content (and more assets), I too will run out of space eventually. And hey, if you want Black Power Armour, before you buy check out mine: Spec Ops Paint Job Shameless plug I know, but it's free.
  3. Is it possible to change the radius of auto-load doors? By that I mean change the size of the area where you stand to "use" the door (scaling the object doesn't work). I'm creating a portal for a mod I'm doing using the FXNocturnalEntrance.nif as an auto-load door but the radius is too big, I want you to have to walk into it to use the door not stand 10ft away. If that isn't possible I'm fine with using it as a normal door, however the object/door cannot be interacted with (can't click on the door to use it) so I would need to know how to do that. Any help would be greatly appreciated, thanks.
  4. I found a solution, add the items to a LeveldList so I can have different amounts of various items, then add the LeveldList to the FormList, simple. Thanks for all the help, I really apreciate it.
  5. Is it possible to do this with a LeveledList instead of a FormList? The chest contains some items with fewer counts that others. Using a FormList, the number of items is defined within the script so I cannot have less of some items and more of other, whereas in a LeveledList the number is defined within the list itself so I can.
  6. It's not that important, I've had these mods published for over 4 years and I constantly get comments asking if and when the chests will restock (answer: normal game time), so I think the users of my mods won't mind if there's no longer a thank you note in the chest.
  7. I've got the script working fine (attatched to the base object), what I would like to know is if I can omit an object or 2 from resetting (persist in tyhe chest until the player removes it). I also do not wish to make this mod dependant on SKSE as this is for a published mod and I don't like publishing mods that require other mods.
  8. First one didn't work, apparently 'ResetInventory' isn't a script function but the second one worked a treat, thanks. Addition: Any chance I could exclude a few items from this script, for instance: I have a note in the chest that I don't want to respawn but I also don't want it to be removed from the chest until the player takes it; If the player does not take it the first time the chest is opened it will be gone the second time.
  9. I'm in need of a script that respawns the contents of a container, either every time the player enters the cell or after a set number of days. I have a basic understanding of scripts (I can copy and edit script, just not make them from scratch) and think I would need to use Removeitems then AddItems to stop the contents building up unless I could use the ResetInventory function in a script for a container. Basically I need someone with better knowledge than I to write the script for me, preferably using a FormList for the items as I don't want to add 100's of 'AddItem' lines in the script, one for each item (there's quite a few). Any help would be greatly appreciated, thanks.
  10. I'm in need of a script that restocks a container, either every time the player loads into the same cell or after a set number of days. I've had a few container mods published for over 4 years and the most common things people ask my is "does it restock" and "when". I've finally decided to revise my mods for the release of Skyrim SE and would greatly appreciate so help, thanks.
  11. I have basic knowledge of texturing and use G.I.M.P to do so, but would a portal like that requre Dawnguard as I like my mods to stay DLC free if possible? For the last part (well I could just delete it, but for context I'll leave it in), I assume the texturing would be to add a screenshot taken at the points of the portals to use for the adjoining portal to make it look as though you can see the other side. In which case (if assumed correctly) I would then use a flat mash like the BlackPlane as a door and add the texture to that to create a portal, thus eliminating the need for DLC. If I am incorrect just view this as a madman's rambling.
  12. I'm creating a Dwemer themed mod and I'd like to add a portal in which you use to access it, however I can't think of what to use for the portal. I've so far decided that I want to use a large dwemer arch (0.75 scale) for the portal itself but I can't find anything for the 'wooshy' part of the portal. I've looked through the creation kit and nothing I've found seems to fit. I was wondering if anybody had any suggestions on what to use, with either things in the creation kit or maybe modders resource. Any help would be greatly appreciated, thanks.
  13. It works wonderfully thanks, you have no idea how long I've been trying to achieve this (well since the creation kit's release). I'll be sure to credit you for the script in the mod's description. Thanks again.
  14. Thanks, I'll give it a try then report my findings. Findings: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright © ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "WorkshopSupplies_ComponentSCRIPT"... C:\User\Me\AppData\Local\Temp\PapyrusTemp\WorkshopSupplies_CompontensSCRIPT.psc(3,19): const scripts may only contain const auto properties. Property FLWorkshopSupplies_Components cannot be defined C:\User\Me\AppData\Local\Temp\PapyrusTemp\WorkshopSupplies_ComponentsSCRIPT.psc(3,19): const script may not contain data, script variable ::FLWorkshopSupplies_Components_var cannot be difined No output generated for WorkshopSupplies_ComponentsSCRIPT, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on WorkshopSupplies_ComponentsSCRIPT I changed the "YourFormList" to "FLWorkshopSupplies_Components" and added the value ",1000" to "Self.AddItem(FLWorkshopSupplies_Components.GetAt(I),1000) I assume the "YourFormList" is for a Form List not a LeveledItem List or can it be either.
  15. I need a script that will add the contents of a levelled list to a container once it has been placed (created) from the settlement workshop menu. The workshop does not allow items to spawn in containers that are created even if the is in fact items within, so I need a script for it. I would like the script to do 2 things, 1: add the items to the container upon creation, and 2: refill the container whenever you load into the cell, regardless of whether or not anything has actually been taken. I tried a slightly edited version of the RefillInventoryOnLoadScript which is used by the vault supply containers from the Vault Workshop DLC but that script is insufficient for my needs. As my scripting knowledge is fairly basic (limited to copying and simple edits) I would greatly appreciate any help that can be provided, thanks.
  16. I'm trying to set up some dart traps (or flamethrower traps) in my dwemer ruin however, I can't seem to get them to work. I'm using the TrapPressurePlateDwe01 as the activate perant but neither the dart trap nor flamethrower activate in-game when I stand on the pressure plate. Any help would be greatly appreciated, thanks.
  17. Thanks, I'll have a read though when I've got the time. Nuka World has my full attention at the moment.
  18. I'd just like to add that you can indeed make a worldspace without light, Blackreach for instance. I'm not 100% sure as I've not looked but I think it's achievable without scripts, it could just be a ticky box or dropdown menu, have a look at Blackreach's data to be sure.
  19. I'm familiar with basic navmeshing however, after looking at some similar worldspaces and dungoens to the ones I'm creating, I've notices a few things that I can't seem to figure out how to do. 1. On ledges there are purple blocks that I presume are there to allow NPCs to jump down. 2. In large worldspaces there is a green grid that - as far as I can tell - connects areas of NavMesh together without them actually being linked. Any help in creating these for my NavMesh would be greatly appreciated, thanks.
  20. I've made my own power armour paint job that increases agility with all pieces painted (like a lot of standard paint jobs), however, though it worked fine for a while it has since ceased to function at all. The paint job still applies to the power armour but agility does not increase, I've looked in the creation kit and I can't seem to find why it won't work with my paint job since it still works for standard paint. I copies the effect from the Flames paint job, adding the PA_Agility enchantment as well as adding the PA_Agility_AV set to 1.000 so for the effect to trigger the value needs to reach 6. Any help would be greatly appreciated, thanks.
  21. I need help fixing an issue with my mod Spec Ops Paint Job: http://www.nexusmods.com/fallout4/mods/14156/? I've added an effect on the paint job that increases Agility and Luck +2 with all pieces painted (similar to other paint jobs), however the effect doesn't seem to apply to the power armour. I've looked at the other paint jobs and copied the conditions, actor values, enchantments, property modifiers and keywords (with my own versions) but mine doesn't work when they do. I would appreciate someone having a look (unless they already know how to fix it) at my mod and telling me how to fix it as I don't have the time at the moment to look into it any further. I won't accept anyone uploading a fix themselves but anyone that helps will get credited in the description for helping. Any help would be greatly appreciated, thanks.
  22. I was wondering the same thing, I'm currently working on the ultimate, awesome, perfect, everything-I-want-in-a-player-house, player house for myself. I started the project almost 2 years ago, I really don't want to start over. I'm sure there will be more information at a later date, though.
  23. I'm making a mod that edits Home Plate because I don't like the ruined floor or the horrible upstairs, however I've run into a problem. For some reason when I tested the mod in-game, anything I try to place on the ground (in Workshop mode) just goes trough it (red outline) and isn't able to be placed (green outline). Now as this happens to the whole of Home Plate and not just the floors I've replaced (it happens to the concrete to even though I haven't touched that) I figured it isn't just something to do with the floors themselves but I don't know what it is. P.S. The only objects that can be placed are those with the keyword anythingisground, however I'm not going to add that to every Workshop Objects just so I can place them. Any help would be greatly appreciated, thanks.
  24. I'm making a mod that edits Home Plate because I don't like the ruined floor or the horrible looking upstairs, however I've run into a problem. For some reason when I tested the mod in-game anything I try to place (in Workshop mode) on the ground just goes through it (red outline) and isn't able to place (green outline). Now as this happens to the whole of Home Plate and not just the wooden floors I've replaced I figured it was a NavMesh issue but I don't know how to fix it. Any help would be greatly appreciated, thanks.
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