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SkebMick

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  1. While most objects in Fallout 4 use material files, some don't and instead the texture is specified in the object's nif like with Skyrim. That's probably the case here.
  2. Weapons and armor pieces are randomly assigned mods via object templates. They are tricky to explain in text but are fairly easy to implement. Open up a weapon or armor piece in the Creation Kit, and there should be a button saying Object Template. Click on that, and take a look at how it's all done. If you set up the object template for your weapon or armor piece the same way, any time an NPC spawns with it equipped or in their inventory, it will have a random assortment of mods. As far as I can tell this is what you're trying to achieve? Correct me if I'm wrong.
  3. If there are any errors in either the info.xml or moduleconfig.xml, nothing will happen when you press the install button. So if that happens you'll need to sift through them both and make sure there aren't any brackets out of place, etc.
  4. When you compile and save the script in the Creation Kit, it gets converted from PSC to PEX. PSC is the readable/understandable code that you see when typing out a script. PEX is basically gibberish that only the game engine can understand.
  5. Create a spell and under the "Type" dropdown, select "Ability". Under casting, select "Constant Effect". In the Spell Effects section, add the magic effect that will change the actor value, such as "abFortifyAgility". The magnitude will be the increase/decrease of that actor value (for example, having it as 2 will increase Agility by 2). In the perk you created, create a new Perk Entry, select "Ability", and choose your spell from the dropdown.
  6. You need to put the info.xml and moduleconfig.xml into a folder called fomod, and then place that fomod folder into a .rar or .7z archive along with the mod's resources. When the archive is added to NMM and activated, NMM will detect the fomod folder and boot up the installer you created. You don't change the file extension to .fomod :smile:
  7. I have a bit of a problem with a mod I am currently making. Basically, it adds the Silence spell from Morrowind and Oblivion, which prevents the target from spellcasting. It is part of the Illusion school, and therefore I want it to be affected by the Master of the Mind perk. I have the spell set up EXACTLY like how the Fear spell is set up. 2 magic effects with different conditions - one is applied if the target isn't an undead, daedra or Dwemer, and the other is applied if the player has the Master of the Mind perk and the target is an undead, daedra or Dwemer. The problem lies in a damn debug notification. If I don't have the Master of the Mind perk and cast Silence on a skeleton, they will successfully resist the spell. But if I do have the Master of the Mind perk and cast Silence on a skeleton, the magic effect that requires the perk will successfully apply, but "Skeleton resisted Silence" will still appear on the top left because the non-perk magic effect isn't being dispelled or overridden. What's really annoying me is that this doesn't happen with the Fear spell and I have copied it exactly. The only thing I can think of is making a script that basically does this: "If X debug notification tries to appear, hide it" But there doesn't seem to be any function or syntax to allow that. I'm stuck. Any ideas? EDIT : Fixed. Turns out it was to do with the ordering of the spell's magic effect list. The spell has 4 magic effects in total and the perk magic effect was the last one on the list. Making it the 2nd somehow fixed the issue. Strange.
  8. I was playing Skyrim earlier and it got me thinking - would it be possible to create a mod where horses, over time, gain more stamina and get faster? A horse would start off slow with a decent amount of stamina for sprinting like the vanilla game, but as the player uses the horse more and more, it develops. It could also become more robust in appearance; the stats could be measured over the distance travelled. Overall it would be like Gopher's Pumping Iron mod. Any thoughts?
  9. In all honesty that probably would be the simplest and best way. I could give it low HP so it gets killed in one hit from anything.
  10. Recently I have made a summonable horse spell in the Creation Kit and I plan to include it in the next update for my More Summonable Creatures mod. Everything works great in terms of being able to mount the horse, its speed etc. However, despite putting "DefaultStayAtCurrentLocation" and "PlayerHorseStayPut" in the AI package box, the thing follows me as if it's any normal conjured creature. I know what's causing it - the game is treating it like any normal conjured creature, and it seems to be ignoring or cancelling out the AI package box. The only thing I can think of is to add a script to the Actor and/or Magic Effect, whether it be to make the horse stay where it is or de-summon it when it is unmounted somehow. But the problem is, I have no experience with papyrus scripting whatsoever. If someone could run me through some way of scripting the horse to stay put or de-summoning it when it is unmounted, please do. Sorry if this is in the wrong section by the way, I was unsure whether to put the thread under Troubleshooting or not. Thanks in advance.
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