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Everything posted by ghowriter
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Mount Rushmore of Tamriel could become a Mod one day
ghowriter replied to Transwarp10's topic in Skyrim's Skyrim SE
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racemenu sculpt challenge for any interested
ghowriter replied to ghowriter's topic in Skyrim's Skyrim SE
Just a not to any who read these forums, this CTD was not caused by SKSE, since i dont use it and the problem persists, it cannot be that. It has to be the modpocalypses and, like someone said, a .tri file mismatch which seems the most likely cause. I wouldnt personally know, though since i havent been able to play in a year (since about when this post was created) nothing i do fixes the CTD and i'd lost interest in fixing it i really want to play Skyrim but i dont want to have to fix it everything i want to play. THanks and kudos to all who tried to help. I never said that and should have. I am humbly shamed. -
mine was size related, the prefab started showing up in the downtown areas when i adjusted length and width, but i am still a noob myself concerning this part... i have no idea how to make a specific prefab be selected and another not and a third prefab which was an underground bunker is always placed witht he bottom of the bunker at ground level despide my specifically putting ground level higher in the editor... i'f given up and deleted most of my POIs, though, due to the serious lack of community for this game (the people are out there, but they're not sharing what they know and learn); all i can do is shrug and shake my head to that
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I still need help here with progression.xml and my armor... i've reread the entries in the original file and i have a better understanding of what's being done there, but still have no idea how to add my own armor to unlock each tier when a specific set of circumstances are met... specifically, i want my armor tiers to unlock based on character level, not book skill level, but i cannot ascertain how to accomplish this in progression.xml since it's entirely based on the reading of books to gauge what's crafteable and what isnt ANY help would be appreciated... as for the custom xui i requested, i've dropped that part of the mod, due to the lack of community here, i've given that up as impossible due to the 'programmatic' nature of this feature and my lack of understanding of that aspect of 7DtD...
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for the persons expert at doing models in the game, i have a request: center the following walls: shapeLogsWall01 shapeLogsWall02 shapeLogsHalfCorner i would be indebted to whomever posts such a mod
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More loot abundance options (menu)
ghowriter replied to KopovKrieger's topic in 7 Days To Die's Discussion
i can't answer directly, but there is a mod with more options that does work, that mod's files may answer it for you? i believe it was this one: Extended Game Options at 7 Days to Die Nexus - Mods and community -
please delete this, i solved it, my changed to entity damage didnt account for the fact that there were three entries (base and 2 % increases) same with range my mod changed all of them to the value so it added 43% to entity damage twice
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I edited the lever action tomake it .44 here's my XML: <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/property[@class='Action0']/property[@name='Magazine_items']" name="value">ammo44MagnumBulletBall,ammo44MagnumBulletHP,ammo44MagnumBulletAP</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/property[@class='Action0']/property[@name='Reload_time']" name="value">3.0</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='MagazineSize']" name="value">9</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='EntityDamage']" name="value">43</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='MaxRange']" name="value">125</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='DamageFalloffRange']" name="value">85</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesVerticalMin']" name="value">2.0</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesVerticalMax']" name="value">3.5</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesHorizontalMin']" name="value">-.3</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='KickDegreesHorizontalMax']" name="value">.3</setattribute> <setattribute xpath="/items/item[@name='gunRifleT2LeverActionRifle']/effect_group[@name='gunRifleT2LeverActionRifle']/passive_effect[@name='DamageModifier']" name="value">150</setattribute> <!-- End --> in the pic is the weapon (took three days to find one, but the damage is WAY above what it should be. I mean, 4972 is a bit excessive, shoild be 49.72 i think... also, the range is also incorrect... an effective range of 7310 is bigger than most maps please help?
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I have two items i need help with for my mod: (1) i have a custom armor set which is essentially a modified version of two pieces of the assassins and 2 of the rogues, i need to add them to progression.xml and, to be honest, that's one XML I dont understand in the slightest. Anyone want to create that using a generic term for each armor piece (helm, outfit, gloves, and boots), i can sub in my gear names and run with it... i do want my tier's altered, but that's not required at this time (2) i need a customized XUI, i think it's called so when my 'collector' is filling up it doesnt open and show 'dew collector' with slots for those tools; i was not able to discern how XUI works any help would be appreciated and, i am still hoping to find a way to make a specific workbench
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I've created a mod that enhanced gatering wood... when chopping the trees, the game drops logs instead of resourceWood, the # of logs depends on the height of the tree... the player can place the log in the world and harvest it for resourceWood and i've created a recipe for the workbench to also handle it, but ideally i would request a new 'log splitter' workbench that can process the volume of logs they will get this bench would have to give the player a premade 'bundle' to open so i can give them resourceWood and sawdust or my new resourceFirewood als with sawdust (the sawdust is included for the crafting of firelogs, those fancy long burning artificial logs) anyone want to tackle making the model for this workbench?
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I have been searching for a few days, trying to find a way to add base materials to smelting but thus far either no one had done it or it cannot be done... any thoughts?
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I still cannot get it to work (yet) i did get the prefab to be selected by only by making it a wilderness one and, of course, it shows up in game in the wilderness which kind of defeats the purpose of the prefab (it's a small community garden plot with no quest, but six sleepers could spawn)
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As someone who procrastinates large projects, this seems like something i would definately procrastinate and never do. That said, in this instance, i would backup biomes.xml to biomes.xml.bak, then edit the file drectly and call it good rather than make such a large project a mod... i did something similar to blocks.xml, to remove upgrading blocks and their harvest outputs...
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While not directly modding related, I created three POIs now and the random map generator refuses to include them when making a map and I cannot figure out why, i have tweaked the properties and tags for them to the point that i am ready to uninstall 7 and forget the entire game. I could place them in the map, of course, but then i would know where they are -- what would be the point? any advice would be much appreciated
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A Dissatisfactory Ending To A Rescue...
ghowriter replied to DirebearCoat's topic in Skyrim's Skyrim SE
just another unfinished, unpolished quest... i loved the 'brute force and slaughtered the Thalmor'... i go in using stealth and backstab everyone (seldom caught), but i can see your method working too... -
This is an idea that's been simmering in the back of my mind. I seek ideas for uses for these items. I'd expect the talons to remain with the skeleton and recoverable. I need some ideas on the community thought on this. I am already considering a 'dragon claw weapon" similar in shape to a kukri, but i would need someone to create the models for it since i am unlikely to be able to. Any other ideas?
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Tell me about your longest or most favorite playthroughs
ghowriter replied to BlutsaugerMedic's topic in Skyrim's Skyrim SE
she's from Toril (Faerun) game world.... i find it hard to play her because I am incapable of making her appear as she should which negates the roleplay... as for the belonging, i'll say this, after killing the dragon by the western tower and returning to balgruf and he made her thane she wanted to scream... he called her a criminal then askes her to get the dragonstone then asks for her protection then makes her thane... this doesnt say much for skyrim if someone they consider a crminial can achieve elevated status... then there is lydia and her "it's a position of honor" crap... i gave her the axe of whiterun and left her in the castle -- let her be thane -
patch Serious deficiencies that are felt
ghowriter replied to IlComico's topic in Skyrim's Skyrim SE
it is what it is... i dont do the marriage in skyrim because not one npc i met in game is worthy of my sioned... -
Tell me about your longest or most favorite playthroughs
ghowriter replied to BlutsaugerMedic's topic in Skyrim's Skyrim SE
Sioned (custom race not specifying), she was transported to skyrim by magic means and dumped uncerimoniously... found by imperials taken to helgen to execution for appearing to ne daedra... she was against the imperials and would have sided with ulfric had he not called her a criminal... she refuses to help either side in the civil war and hopes both bigoted sides destroy each other... she destroyed the dark brotherhood after being abducted and taken to the shak and told to murder one of the three (she killed the assassin instead leaving the resd tied up to die or live if they were smart enough to escape); she hasn't yet confronted alduin but will likey destroy the fiend... she's about to confron the thieves guild and i have not decided which way she will go... -
First time I saw this I thought the game was recording all the NPC I pickpocket gold from. Had the Whiterun captain guy send thugs out to me for the measly 60 gold I nicked from his pocket. How rude. I pickpocketed him again and left his contract with the thugs behind. Be funny if he could react to that, lol.
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I am willing to pay someone to do some texture edits for me as I am unable to do it myself without destroying the look of the character. I want to give my custom race an appearance similar to the attached images and will pay to get it done. I do not want the argonian textures so please dont tell me to just use those. The spots on the argonians may supposed to be scales but look nothing like scales. Shoot me a message if you're interested. The attached images are not copyrighted as they were made by Microsoft's AI copilot. Of the three, I like the last one best (unless this forum changes the order, lol).
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I cannot guess what could cause this but I had a mod doing something odd on me so I loaded my entire LO into SSEEdit and was able to work out which mod was doing the anomalous thing. Maybe something similar can work for you. Mine was giving me a perk and I didnt know which mod was doing it or why. Good luck.
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why then is the GetIsRace on the conditions? and why does my specific custom race always fail this? Just as an example, my custom race has a perk and i had a condition on the perk to make sure the player was actually playing the race and I used GetIsRace MyRace == 1 which then turns pink which indicates an issue already. I am told pink lettering is not good. Now this condition was on the perk itself so the game failed this and didnt apply the perk to MyRace at the beginning even though I had selected MyRace and created the character. This was the reason I was in the console check the player.getrace in the first place. Also, no matter where I place the condition, it always turns pink. Some might tell me to check my spelling of my race but this wouldnt help since the race is selected from a list. My only thought here is that I am missing something needed for race compatibility that remains hidden from my, obviously, limited understanding of modding Skyrim SE. To get around this quirk I now use GetPCIsRace MyRace == 1 which never turns pink and since my race is not available for NPCs it does the job well enough. It's not like anyone would ever want to play the race I converted anyway. While I would like to fix GetIsrace, it is not a priority for me. I have to learn how to make quests which I've been avoiding like a plague but must be done to spread the race's abilities out over leveling. (If there is someone who wouldnt mind creating the quest for me, I would be very, very, VEERRRRRY interested.) EDIT: I just re-read your post Ishara, specifically, the mention of condition functions... i need a cuff on the back of my head for missing that one...
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oh... so it's a compared value... that explains it entirely... and the could not parse this line would be a syntax error in Basic. Silly console should just return missing parameter, would have been self explanatory thank you so very much I have to disagree. I have no mod issues whatsoever; the info you helped with is for my personal custom race mod. As for SKSE, I have no mods that require it so don't need it but this is by design. I check a mod requirements and if I see SKSE i close the page and move on. I tried three times to use SKSE because I wanted to try RaceMenu, SkyUI and MCM helper(?) and could only ever get RaceMenu to show up though no text was in the menu so it was a wasted effort. And I spent too much time making sure it was eliminated from my files so I will not install it again. Personal choice.