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gob2

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  1. I'm just spitballing here...you might check race records Attack Data, some entries link to spells, like radscorpion tail attacks if I read it right. Also, an actor's stats(?) can have an unarmed value, although I don't know how that interacts with the unarmed weapon.
  2. EDIT: I did a work-around by making an aid item with a variant of the bobby pin box's 'give a bobby pin on-use' effect and script, which adds the Magazine. Then I craft the aid item instead of the Mag, and using the item gives the mag, bingo-bongo. This seems to work fine. If anyone has an idea of why it might be crashing otherwise (see below) I'd love to hear it, as it would cut out a step. Thanks Hello. I made a magazine-based perk to change a few global values. Several magazines can be collected in any order that will lower global values on chance-none LLists, by interactions between the magazines, perk ranks, and quest stages. All this works fine. I can pick up the magazines, or use console to add them to my inventory, perks rank-up accordingly. So far so good. I also made a crafting station, with corresponding Keywords for Workbench and Recipe, along with Constructible Object recipes that use the keywords. The workbench animation plays correctly, and the magazines appear in the correct recipe section. As soon as I craft a magazine, the featured item menu pops up. If I press the "take" command, then in one or two seconds the game crashes. The crash is easily replicated, pressing the "take" command. I'm checking all the keywords and perk signals to the quest. I know I've missed something. Any ideas are welcome.
  3. I'm trying to make a region where the weather changes when you're in the region and changes back when you leave. I know how to force weather when you enter a region, but when leaving the region its weather lingers, even if the weather is not a part of the "new" climate the pc is returning to. I hope I'm being clear. When leaving the glowing sea, the weather returns to normal and I'm trying to mimic that sort of thing in my custom region. I know you can force weather with console commands, I'm not looking for that. Thanks for reading.
  4. Idle thoughts. I know the bodies of the molerats at Red Rocket have a habit of sticking around. If an npc spawns outside the build zone but dies inside it, do they (in the vanilla game) never despawn? I should remember this. Thanks.
  5. In Region-Weather fields I'm seeing a chance field which I can select, and a global which I assume is an integer. I can't seem to alter the global value, or assign one at all. I'd like to use global changes in quest stages to swap weathers around in region overrides. Has anybody messed around with this? Any help is appreciated.
  6. Have you set the yeti race to use SM armors, or set the skin to use your yeti race? EDIT: Also, I don't think SM have unarmed attacks by default. I could be wrong.
  7. I made a new weapon, works okay, shoots things fine. I'm trying to set it up to give a custom component on scrap. If I drop it and scrap it in the settlement menu it works fine and gives the component, but the weapon won't show up - at all - in the weapons workbench menu. Thank you.
  8. Prudence dictates it's something I did :) I'll keep looking.
  9. That's the one. I do use a mod so I went looking there first, but yeah I think it's vanilla (could be wrong). Thank you for looking into it.
  10. I'm trying to disable the message in the upper left corner "Critical Strike on ____", I know the string sCrit... is in game settings, but that won't do it. Normally I could alter a message, but I can't find one. I've looked in scripts and can't find one either. It's not a big deal, just a nit pick.
  11. Nah that didn't do it. Thank you, though. Also tried removing default script, no-go. Oh well. I'll think of something else.
  12. Hi guys. Keyword 'blockplayeractivation' works great on most furniture but Power Armor frames' default script seems to bypass that. Could remove script from frames but that seems...unwise. How to block frame activation for player?
  13. Jumping in for a question....how about navmesh? If I add something that doesn't break precombines in a cell and then change the navmesh around it?
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