Jump to content

lizardsoul

Members
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About lizardsoul

lizardsoul's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Yeah, I would like that too, considering it has a barrel as container. Not simply to make it more convenient, but also more consistent with the size of the barrel used as container in the model.
  2. Hi guys, As per title, I am trying to make a mod that allow some upgrades, like scopes and extra pockets upgrades, to be usable between different types of weapons and armors, in the limits of practical sense. The most glaring example being pipe weapons (gun, action bolt, revolver and syringer type), as they all share the same 3D model of 3 stock types (rifle's, marksman's and recoil compensating one). For simplicity in this post I'll focus on the marksman stock upgrade. I would prefer to achieve my goal without having to edit any weapon,or add too many (if nay) keywords, so to keep it light and compatible with other mods, but no luck yet. The closest "success" resulted from replacing the "loose mod" misc item in the "object mod" of the related weapon types, into a universal "Pipe Weapon Marksman Stock" item. This trick made it so that when for example I replace the marksman stock installed on a pipe revolver, for a different type, the universal stock misc item is correctly added to my inventory rather than the specific "pipe revolver" counterpart. I can then modify a pipe gun and (with no other loose weapon mod in my inventory or workshop's) add a marksman stock to it without being asked the materials and using instead the universal mod extracted form the pipe revolver. The problem is, it doesn't seem to work when I try to use the universal mod on other pipe weapon types, which instead keep asking the materials to craft the marksman stock, even if I still have a universal one in my inventory. Any idea what is causing this issue, or why it only works with the pipe gun type? P.s. I included the esp file, in case it could help.
  3. Hi guys, I am aware an extra point of comfort is not really that big of a deal, especially if linked to a POI that is not even generated in every map, and hard to find to begin with, but if anyone has the time and skill to edit the comfort bonus effect range of the Maypole, it would made it a bit more worth it to be found. At the moment the Maypole seems to have the same range of campfires, if not a bit shorter, which would force the player to build their house, or at the very least their bedroom, right next to it, ruining in a way it's beauty, as it clearly meant to be a center piece of villages, with a wide circle of fence around it. The range of its comfort bonus should, in my opinion, cover at least the size of the entire village that usually spawns around it. That should mean a radius around 2 or 3 times that of a workbench, so between 40 or 60 meters. Let me know if it is feasible.
  4. Not really that early, as sausages still need thistle, and it's not really a walk in the park to explore dark forest, let alone marshes, early on, nor is thistle a common resource, maintaining sausages as a food one would use only for dangerous situations like dungeons cleaning, bosses etc. I have see no mod changing the loot drops though, so I am starting to wonder if it is even possible with the current tools available.
  5. Hi guys, If I had more time I would be giving a proper try to make this mod myself, but no such luck unfortunately. The mod I have in mind consist in adding entrails to boars and deer loot, while removing it from Draugrs. The main reason being how disgusting is the idea of making sausages out of rotten corpses intestines, and also because we do use herbivores entrails to make sausages IRL (adding a extra bit of immersion). Also, the game description doesn't even need to be edited, as it is a conveniently generic line, "A slimy length of something's insides." hence fit to be dropped by multiple mobs. In regard to Draugrs, the entrails would instead be replaced with Scrap iron or, if possible, to make the material dropped, depend on the armor they wear (Deer hide from those wearing Leather helmet, Bronze from those with a Bronze helmet, and Scrap iron from those with a Iron helmet). Naturally this change would have to follow the same game mechanic of increasing in number depending on the number of stars they have. Considering how sausages still need Thistle (a somewhat rare resource, and spawning in a biome dangerous in early game), and how annoying/dangerous are Draugrs to kill, I see no risk of game unbalance, but I am interested in discussing any argument against it. That said, I hope some more user friendly modding tools are released for this game, and I thank you for your time. Cheers
  6. Thanks Hollaajith, I already knew about "adul's leggings", but gave a try to the "Open Helm Pack" as soon as I read your message. Nice one, I'll sure keep it on my least, but it's not really what I am looking for. About removing the "beast race trait" instead, I am not sure if it is completely safe..asides from allowing to wear even impractical equipment (like shoes and small closed helmets) it could also leads to problem with any script or quest check that keep track of that condition. But thanks for the answer :thumbsup: .
  7. The concept is simple. Some full, enclosed helmets, could easily fit beast races's heads. Some examples are: - the Telvanni Cephalopod Helm (and the enchanted one as well) ; - the Native Chuzei Bonemold Helm ; - and the Redoran Watchman's Helm . Some others helmets may be considered as well, but for now, the main issue is how to go around the "beast races snout" restriction. I've tried to turning the "body part" used by those pieces of armor from "head" to "hair" (for anyone not familiar with the morrowind construction kit, by "body part" is meant what body segment is going to be replaced by it) , but it has lead to some minor clipping issues (negligible enough to make those piece of armor I mentioned, perfect candidates). Now, the only other "solutions" I have been able to turn up with are: - modifying the 3d model of those helmets (enough to fit an "hairless" argonian\khajiit head) ; - using the morrowind script extender to enable some exceptions to the "no full helmets for beast" rule. I always loved the natural feeling of morrowind, with no forced symmetry (some sets of armor are not completed for example) and the ability to customize your character "wardrobe"(pauldrons, underlying clothes etc) , so I am glad to discuss this idea with anyone. P.s. My apologies in case my english wasn't constantly clear, but it is not my first language :blush: ...
  8. As the title says, this is more of a fix request, than for a mod. The bug I am referring to, is only visible during the cutscene after the alien base assault mission, where Dr. Vahlen show the Hyperwave beacon, and it is the texture at the base of the artifact (see picture below for reference) I know it just a minor thing, but I am sure it bugs me as many other people, everytime that scene plays. I even tried fixing it myself, but 3d modeling softwares aren't really my thing. The file needed should be this HyperWaveBeacon.pskx located inside the folder StaticMesh3 of the Anim_ScienceLabs_Hyperwave.upk package. But I can't be sure of this. I hope this helps and that is not too much trouble to fix it. thanks in advance.
  9. Same problem for me, but I've not installed that mod that allow your character to play the "eating\drinking" animation, so I doubt it is the cause. I also removed every mod related to animations from my game, and the glitch still persist. The reason of this bug seems to me like a script which keep updating the npc AI package, like happened on some character in Fallout New Vegas. I hope someone know more about this bug, I'm going to try a fresh install of the game anyway, perhaps it can all be fault of a deleted mod still bugging the save files..
  10. I think that bethesda "fixed" the lack of realism behing the never rotting food by making salt a required ingredient for meat based recipes and putting cooking spots all over the game, making useless cooking to much food on one time, after all there would be no sense on carrying all that weight...and to be honest, food give too little of a bonus to be even considered usefull while playing. Finger crossed for an official "hardcore mode" though, something with need to eat, drink, sleep and repair your stuff from time to time...
  11. Hi to whoever likes the idea to restore the khajiit ability to scare people off like on the previous Elder Scrolls chapters. I don't really understand why bethesda gave this stealth oriented race a bonus on unarmed without giving also a proper animation to make use of their "claws". Besides, having the "werewolfish" ability to scare enemies off with a "tiger roars" can have its appeal to who like playing this race. The sound file should not be difficult to find, I can't stop to think how perfect would be the one which have some elvish units on the game "Warcraft 3" for example, the only think to keep in mind is that the roar has to be appropriate for male and female players. I know it's a fairly simple mod, after all it just need to change and tune the "werewolf fear howl", but I've not enough time lately, so thanks to whoever will make this mod :thumbsup: .
  12. Sorry, I should have been more clear, I did use the AddPerk PerkRef command, but it didn't work, I had to change it to Player.AddPerk PerkRef to make the script apply the stealth field perk I created to the player in game, otherwise it didn't do anything. But perhpas I'm doing something wrong, you should try yourself to see if it works. About the timer effect, I am not very familiar with the GetSecondsPassed command yet, so I don't really know all its capability, I'll just trust you if you say it can't be used in this case ;) . The "negative count cells" instead, are they really necessary? After all should be sufficient a condition which check if any "standard cell" is on the actor inventory, and shut down the Stealth Boy if there isn't one left, but perhaps I just didn't undersdtand what were you saying, in this case I hope you can repeat in a more simple way, sorry :sweat: ... Another thing I thought is to add only 120 "cells" for every stealth boy used, despise the player having or not the StelthGirl perk, instead we can change the rate they are consumed\removed to 1 per second, to 2 per second when the StealthGirl perk is active...assuming is possible to create this "removing item per second effect", because it seems to me the only real problem in this mod... About others Npcs using the stealth boy, i didn't ever saw one doing so, not without being scripted at least, like the nightkins for example, so not very sure if implement this option or not...and not even sure if other players would care about it too... In the meanwhile however, I'm still trying to make that "removing cell every 1\2 seconds" , I hope you'll figure out how to make it, because I'm still in "deep waters" :blush: ...
  13. I really thank you for the quick reply, and now on I will spend more time on that "getsecondspassed" function ;) ... About making the Stealth Boy an equippable item, I already tried some time ago to make it so, but I don't know yet how to avoid getting it damaged during combat, not without giving it an innaturally high "durability" at least. Besides, I'd like to keeping it an "ingestible" to allow to stack its duration using more the one at time, like on vanilla, avoiding to remaining uncloacked during the time to equip a new one. Another problem I have, is how make a similar StealthBoy work for any npc ( supposing AI is able to use them ) , because the " addperk" function work only with an existing reference, so I made the script "player only" to work. However, your "timer effect" is very good and clear, if you could post me another script, but just able to remove 1 item (stealth boy cell) every second, I would be very grateful :rolleyes: ...I'm already thinking how to make one, but repeating the same command 120\240 times doesn't seems to me the smartest way :sweat: , so I hope you can help me again.. P.s.I already intend to give you credit for this mod, if will ever see "light" ;) ...
  14. Hi people, english isn't my first language, so I'll try to be clear and fast. I want to modify the Stealth Boy so to allow the player to turn it On\Off at will, but still with a limited charge. To do so, I just need a script ( no NVSE) to keep tranck of how many seconds the Stealth Boy has been active, so to make it stop after the 120 seconds, or 240 if you have the Stealth Girl perk given by Lily. To make it simple for the player and not too much "immersion breaking", I tought to make the Stealth Boy work like the NCR Radio, so to give the player a message where to choose if turn On or Off the stealth field, or even check how much charge remain ( but still thinking about that) , but also keeping it a "consumable" item, which could possibly give a "Depleted Stealth Boy" after being used, but this last part is an easy one even for me. My idea to keep track of how much time the device has been used, was an effect which add a 120\240 "Stealth Boy Charges" every time a new Stealth Boy is used and an hidden Quest wich consume one of those "charges" for each second the stealth field has been active. But still, I've not been able to figure out a way to make a script able to do so...and I repeat, I DON'T want to use the NVSE. I hope someone out there has the ability to make all this "real" :P , and I'm ready to accept any better idea, advice or just question..thx for the time... P.s.I've in mind to use "Depleted Stealth Boys" on a recipe, to recycle them, into a working one. After all, reading the fallout wiki, seems that those devices remain damaged by the same field they project other than consume their energy charge, so I think 5 or 3 of them, a scrap electronic and some energy cells or a fission battery should be enough to assemble a working Stealth Boy.
  15. Morrowind style Argonians and Khajiit!!! No more simple toad and cat faced humans ,they look just ugly and silly. I can understand the difficultis with the walking animations for digitigrade legs, but they are not so impossible to make, even the morrowind ones animation doesn't look so wrong after all...i hope they'll don't repeat the oblivion lazyness on the customization of those 2 races...
×
×
  • Create New...