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Everything posted by Th3Boar
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Modded Skyrim SE constant CTD's near cities (423 mods +enb)
Th3Boar replied to IcyyBlade's topic in Skyrim's Skyrim SE
Hey there. Can't help you with your actual problem, however, to increase your odds of being helped here I have a few suggestions: 1. Please put your "mod list" section into a spoiler tag for easy viewing. Example: Simply do it like this: *[spoiler] Text Goes Here [/spoiler]* without the * 2. You might need to add more specific information regarding the CTD itself. Is it consistent/re-creatable? When does it usually happen or is it random? Did you potentially rip out mods mid-playthrough and what type, if so? 3. Have you checked the Windows task manager's performance tab (if you use Windows, that is) to see whether your system can handle the 423 mods + enb? Some mods are more load intensive than others so that might cause system strain. 4. Have you read all the mod pages descriptions and checked if all of your mods will play nice together or if additional patching is required? Some frequently used and larger mods might have patches for each other, but smaller and newer mods might not yet. If you really can't find anybody to help you here, try discords from various places. But remember, be polite and don't expect anything. You are asking people to help you sift through your 400 something modlist on their own time so that you can hopefully soon play on a stable game. You aren't owed this so please be respectful and patient. And if you see someone who needs help that you can provide, do so. Also, if push comes to shove, you might have to do the old take all mods out and load in one after the other, though for this extensive modlist I probably would try everything else before doing that. I wish you the best of luck :smile: -
Need help with Automatron Settlment Vendors
Th3Boar replied to Th3Boar's topic in Fallout 4's Creation Kit and Modders
Yeah, my second post is more where my head is at now, but thanks for the warning. -
Scripting/Quest help needed
Th3Boar replied to Th3Boar's topic in Fallout 4's Creation Kit and Modders
Ok, thanks. I'll take a look at the AI packages. -
Scripting/Quest help needed
Th3Boar replied to Th3Boar's topic in Fallout 4's Creation Kit and Modders
Ok so I have thought some more about this and have come up with a concept. I don't really know how to script, so I would like to ask if someone could tell me if this is complete nonsense or if it would be at least a feasable and semi-smart script idea. I have mainly written down the "logic" behind what I want the script to do. To implement this script I would add a new "hidden" quest in the CK to which I would add this script. It should have two events as script triggers. If I'm not completely off base here I think it should look something like this: ;Event to assign robot vendor from vanilla vendorfaction to customrobotvendorfaction if they are assigned to a store when Event "unclearX" ;I'm unsure on which Event to call on to keep it light in use but effective "unclearX" ideas: - OnCellLoad - Objectreference - OnLoad - ObjectReference - when NPC is assigned to a workshopObject <-- this one Conditions for this Event (in order to run it are) - "if assignedActor is in faction DLC01WorkshopRobotFaction" AND - "cell is in a workshop area" AND - "if assignedObject.VendorType > -1" AND - "if assignedActor is in faction from FormList "CustomMadeVendorFactionListY" then this script removes the assignedActor from the previously added "specificVendorFaction" (maybe via formlist?) and instead adds them to a "newspecificVendorFaction24/7" via the workshopparentscripts index maybe? endEvent ;Event to unassign robot vendor from customrobotvendorfaction once they are unassignd from a store when Event "unclearX" ;I'm unsure on which Event to call on, to keep it light in use but effective Conditions for this Event (in order to run it are) - "if assignedActor is in faction DLC01WorkshopRobotFaction" AND - "cell is in a workshop area" AND - "if assignedObject.VendorType > -1" AND - "if assignedActor is in faction from FormList "newVendorFaction24/7" then this script removes the assignedActor from the "newVendorFaction24/7" FormList after it is no longer assigned to a store endEvent So, what do you think? Any help is appreciated. -
How do I access NPC's textures?
Th3Boar replied to Wygaella's topic in Fallout 4's Creation Kit and Modders
I think what would be important to know, is what type of texture do you want/need to access? The actual texture file (.dds) so you can change those (I'd suggest copying the vanilla ones, edit the copies and then manually adding them to your mod.) or how they are then implemented in-game via the Creation Kit (CK)? And are you looking for the actual actor textures or their armor? If you want the body texture files, as far as I can tell via the BAE, they are in "Fallout4 - Textures1.ba2" through "Fallout4 - Textures5.ba2" under [Textures -> Actors -> Character]. To see what the raiders/gunners use, maybe check the CK to see which ones are used by the actual actors/actor templates? Those would be found in the CK's ObjectWindow under [Actors -> Actor -> then filter for "raider/gunner"? I found a raider template under the ID "EncRaider01Template"]. If looking for their armor textures, what I have found in BAE is that all the armor texture files are also in "Fallout4 - Textures1.ba2" through "Fallout4 - Textures5.ba2" under [Textures -> Armor -> "raider" or "gunner"]. The ones specifically labled raider and gunner are in the .ba2 archives: - "Fallout4 - Textures1.ba2" - "Fallout4 - Textures2.ba2" - "Fallout4 - Textures5.ba2" I'm not really someone that fiddles with NPC textures etc. so that is as far as I can help, but I hope it did help at least a little. I have no experience with using BodyTalk v2 nor CBBE so I won't be able to help with those either. Depending on what you want to do, perhaps personal message some of the mod authors of mods that might be similar to what you want to do? I found that they usually are willing to help to an extent, but sometimes they just don't answer so if that happens just try looking somewhere else for help and don't spam them. Other than that I wish you the best of luck with your project. The_Boar -
Hey there gals and guys, I've recently asked for help on a problem I am having making the Automatron DLC craftable robots into functional settlement vendors. One of the features I want to add is that their services are available 24/7 (since they're robots) the problem is, that the creation kit's "vendor factions" all use an active time frame from 7am to 8pm. Now I want to avoid changing base game files as much as possible so it can be as compatible as possible. From what I can tell by reverse engineering a mod called "Robot Vendors and Doctors Dialogue Fix" created and uploaded by JigglesJosh, you don't have to add certain factions to an actor in order for that actor to be placed into a faction. One can apparently even call upon that actor being in that faction via conditions in a "dialogue quest". Now, my idea was to make a recurring quest with a script, that checks any player-built robot in a settlement for being in one of the specific vendor factions (for example WorkshopVendorFactionArmor 0, WorkshopVendorFactionMisc 0 etc.) and then subsequently also add that actor (an Automatron Robot) into a different vendor faction that is almost identical to the vanilla one, with the only change being the working hours. I think that is how it has to be done because the robots tag of bwork24hours in the companion script is active (meaning they should not have resting phases) yet they follow the working hours of the faction they are assigned to. Now I don't know how the creation kits factions work together, so I don't know if there is a way that one faction can simply overrule another of the same type or if it would be simpler, that once the robot actor is detected to be in one of the CK's vendor factions (placed there by one of the store objects) that the script would remove the robot actor from that faction again but add it to the new 24/7 one. Then I'd also probably need a custom reset script that on an event where the player removes a robot actor from a workshop store, that it's checked that it then is also removed from both the vanilla and the 24/7 vendor faction. So to boil it down, would it be sensical/doable to make a dummy quest that is loaded on the condition of a robot being assigned/removed to/from a settlement store and then change their faction from the vanilla vendorfaction to a custom made vendor faction? Could one then add anoter script that on the event that a robotic actor is being removed from that store, that both factions are set to -1 again? Does this sound reasonable to anyone with some experience in scripting/companion creation? Because otherwise I really wouldn't know how to get robots to work 24/7 at a settlement store. I hope someone is able and willing to help. Thanks for taking the time to read this. Sincerely The_Boar
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So I've recently done this myself by reverse engineering one of the creation club pip boy skins (I got a few while they were free, don't worry). The good thing is, that since the CC has been added, Beth put in some specific Keywords etc. to make the Pip-Boy a "moddable" armor piece. So here is what I did: 1. Take your <customPipBoyfilename>_d.dds/_n.dds/_s.dds (also works with just the _d.dds file) and add them to your Fallout 4 directories "Data"-folder. In there, place it under: textures --> <yourmodnameherefolder> --> AnimObjects --> PipBoy --> <your files here> 2. On the Nexus, check for two programs called the "Bethesda Archive Extractor" and "Material Editor". The BAE allows you to extract specific files from the .ba2 archives that come with the game. 3. Once installed, open it up and head to the Data folder and drag the "Fallout4 - Materials.ba2" into the BAE. Then click select none and navigate to: Fallout4 - Materials.ba2 --> Materials --> AnimObjects --> PipBoy. Depending on how much of the PipBoy you have retextured you can select .bgsm you need. These are the material files that will refere the later added materialswap to the correct textures, your changed ones in this case. You can keep the names or rename them something else. 4. Once installed, open the Material Editor and select the vanilla pipboy.bgsm files you have just extracted. You can also just double click on the extracted .bgsm files and select the Material Editor as the program to open them with. If you know what you're doing, you can also just make a new file an edit it appropriately, but for now, we'll change the existing PipBoy ones. 5. The default selected tab should be called "General", with the other two options being "Material" and "Effect". Click on Material. There should be 3 entries at the very top that are important for us: Diffuse (_d.dds), Normal (_n.dds) and Smooth Spec (_s.dds). 6. Select the ones you need to change depending on what type of texture files you have added in step 1. and change the appropriate path to: <yourmodnameherefolder>/AnimObjects/PipBoy/<yourfile>.dds no need to add texture to the path. 7. Now save them under a new slightly modified name, but in a way that you can match them back with their vanilla counterparts. (For example vanilla is called PipBoy01.bgsm and your custom one can be called CustomPipBoy01.bgsm) 8.Repeat steps 4 through 7 until you have all your texture paths listed in the appropriate .bgsm files (You can use the vanilla .bgsm files as a reference). 9. Now take your .bgsm files and also place them in you fallout 4 data folder. This time under: materials--> <yourmodnameherefolder> --> AnimObjects --> PipBoy --> <your files here> Now I used the CK for this, but I am pretty sure you can do this just using FO4Edit and the game directory. 1. Open the CK and load the masters you want to use (in my case, it was just the Fallout4.esm). After it successfully loaded either click the save-icon (floppydisksymbol) or under the file tab click save. 2. Give your mod a name and save it. Now if it is just a craftable reskin of the PipBoy, you can save it as a .esl since the file size and the mod type SHOULD be ok to do so. If you want to be on the safer side though, simply save it as an .esp and change the header type later to .esl in FO4Edit (there should be some tutorials on how to do this around). 3. I believe for .esp files closing and re-opening the CK is good practice but I found that doing the same for .esl files, the CK won't allow you to load them as active again, since they are a sort of master file, so I just continued working with the current instance of the CK after saving the .esl. At least that was how it worked for me. Now you need to make 4 things. Let's start with a MiscItem. This will be your PipBoy Skin's physical representation in the game, if you ever take it off and drop it. 1. In the Object Window look for MiscItem under the Items category. Select it and filter for miscmod_mod_armor_Combat_Leg_Material_1. 2. Right-click and select duplicate. Rename the duplicate and open it. 3. Here you should change the ID, Name, Value and Weight. The CC ones use Weight 0.1000 and Value 10. 4. Click OK. 5. Next is the Materialswap. it can be found under the Miscellaneous category. Once you have selected it in the list, right click and click new. 6. Give it an ID. 7. Then right click into Material Substitutions window and select new. 8. Navigate to the vanilla PipBoy,bgsm file (let's say the PipBoy01.bgsm) under Materials --> AnimObjects --> PipBoy --> PipBoy01.bgsm. Either Double click the file in the window or click ok once PipBoy01.bgsm is selected. 9. Now navigate to your own .bgsm file of a similar name ("CustomPipBoy01.bgsm" just as an example) under <yourmodnameherefolder> --> AnimObjects --> PipBoy --> CustomPipBoy01.bgsm. Either Double click the file in the window or click ok once CustomPipBoy01.bgsm is selected. 10. Repeat setps 7 through 9 until you have replaced all vanilla .bgsm files with your own. Hit Ok to close it. 11. Next up is the actual Object mod. In the Object Window head to Items and select Object Mod. 12. Right click in the list and select new. Give it a ID. 13. Now give it a name and a description. Under Desc. click Target Type and select Armor. For Loose Mod click and search for your MiscItem you have created eralier in the dropdown list. 14. Right click in the window for Target Object Mod Association Keywords, click Add and search for cc_ma_Pipboy, then hit ok. 15. Below the Filter Keywords window is a small dropdown option called Attach Point. Click it and search for cc_ap_Pipboy_Texture. 16. The last thing we need to do here is to add two things in the Property Modifiers window in the middle. 17. Right click and select new. For Target select ivalue, for Op select ADD and in Min and Max type 4. 18. Right click and select new. For Target select pwMaterialSwap, for Op select ADD and for Form search for the materialswap we created earlier. 19. Hit ok in the object mod window. 20. Lastly we need the recipe to be able to craft the mod. In the Object Window head to Items and select Constructible Object. 21. Right click and select new. Enter a new ID. On the right under Created Object search the drop down list for the Object mod we just finished editing. 22. In the Created Object Count window type 1. 23. Now in the Required Item List in the center of the window you can add the required components that the player hast to spend in order to craft the skin. As a reference the CC skins for Pipboys usually use 1 Count of C_Oil. 24. Hit ok. Now you can go back to your Object Mod and at the bottom center of that window there is a small window called recipes. In there should now be the Constructible Object ID you just created. Now in the CK hit save and that should be it. Now you just need to package the .esl/.esp with the loose files in a .zip/.7z archive and you can install it via a mod manager. If you want to package your loose files into .ba2 archives, there are some tutorials that can help you do that with the CK. It's not too hard to do. Sorry if it was too detailed and you know a bunch of this stuff. Again, if I made a mistake or something, please feel free to correct me, but that is how I got a Pipboy skin to work in my game. I hope it helped.
- 3 replies
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- creation club
- pip boy
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As the title implies, I am working on a mod that allows all robot workbenche "craftable" voicetypes from the Automatron DLC to be used as settlement vendors, doctors, barbers and surgeons (last two are from the Vault-Tec Workshop DLC and I would like to do those extra). I have been banging my head against this for almost 3 straight weeks now and I just can't figure out the best way to go about this. Part of the problem is, that I am not Papyrus (or any script language for that matter) savy. I can understand the logic and figure out script fragments, but once more involved terms come into play I'm sadly out. I'm stuck at the most important part: How to get every "player created robot" to be able to be used as a fully functional vendor? I'd have to create dialogue paths for all voicetypes, that's easy. I'd so it in a separate quest. Now since they are robots I'd want them to be available 24/7. That would either work by making 6 new vendor factions where I just edit the work hours OR (and I'm not sure what gets the priority) I just use the vanilla vendor factions (by adding them to the template robot) and the vanilla "dlc01:workshoprobotscript" on the "DLC01LvlCompWorkbenchBot" robot template has the bWork24Hours value set to TRUE already. Again I don't know if the script overrides the vendor faction set working hours or not. In any case, the last hurdle (as far as I can tell) would be to get my dialogue quest somehow connected to any robot that is assigned to one of the player-built settlement stores or services so that the robots can access the newly created dialogue paths. I have been going through all vendor related entries in the ck and the attached scripts and the closest I've found is this part of the "workshopparentscript": ; utility function for setting/clearing vendor data on an actor function SetVendorData(WorkshopScript workshopRef, WorkshopNPCScript assignedActor, WorkshopObjectScript assignedObject, bool bSetData = true) wsTrace(" SetVendorData actor=" + assignedActor + ", object=" + assignedObject + ", bSetData=" + bSetData) if assignedObject.VendorType > -1 wsTrace(" vendor type " + assignedObject.VendorType) WorkshopVendorType vendorData = WorkshopVendorTypes[assignedObject.VendorType] if vendorData ; -- vendor faction wsTrace(" vendor faction " + vendorData.VendorFaction) if bSetData assignedActor.AddToFaction(vendorData.VendorFaction) if vendorData.keywordToAdd01 assignedActor.AddKeyword(vendorData.keywordToAdd01) endif else assignedActor.RemoveFromFaction(vendorData.VendorFaction) if vendorData.keywordToAdd01 assignedActor.RemoveKeyword(vendorData.keywordToAdd01) endif endif ; -- assign vendor chests ObjectReference[] vendorContainers = workshopRef.GetVendorContainersByType(assignedObject.VendorType) int i = 0 while i <= assignedObject.vendorLevel if bSetData wsTrace(" linking to " + vendorContainers[i] + " with keyword " + VendorContainerKeywords.GetAt(i) as Keyword) assignedActor.SetLinkedRef(vendorContainers[i], VendorContainerKeywords.GetAt(i) as Keyword) else assignedActor.SetLinkedRef(NONE, VendorContainerKeywords.GetAt(i) as Keyword) endif i += 1 endif else ; ERROR endif endif endFunction The problem is that this script is too complex for me to fully grasp and I wouldn't know where to begin in order to change it so to add a condition that if the "assignedActor" is in the "DLC01WorkshopRobotFaction" that they get added to the new VendorFaction that allows for 24/7 working hours. I don't even know if that would be a good way to go about it. I would love to stay as compatible as possible, so changing vanilla things is always my last resort but I just don't see how else to do it. So I guess my biggest issue is ... making this mod >.< Because my question is how do I get any robot that was player-made in the robot workbench to be a voiced vendor/service provider and that works 24/7? How do I connect the robot template with either new vendor factions and a new dialogue quest OR with the vanilla vendor faction and a new dialogue quest? I hope someone can help. In any case, thanks for reading this far. Have a good day. The_Boar
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Too everyone have a great week and good luck :)
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SSE Help with Quest dependent on other Quests
Th3Boar replied to Th3Boar's topic in Skyrim's Creation Kit and Modders
Ok, I am looking into your suggested *best choice*. Just wanted to let you know that and thank you for your continued support. Would it be okay to ask you more topic related questions if they come up? Just asking, no pressure. -
SSE Help with Quest dependent on other Quests
Th3Boar replied to Th3Boar's topic in Skyrim's Creation Kit and Modders
Damn, I was hoping that there is an easy solution to my problem. Ok so, a different but related question then: How bad would it be to simply add a script fragment to the vanilla quests? Because that would be the easiest way for me now, but of course that could perhaps lead to some issues in the future. Would there be a way to make this version as compatible as possible with other mods? I mean technically I wouldn't be removing anything from the vanilla files, just adding a small fragment but in reality, I know this might still cause problems. Even though I am mainly making the mod for myself, I was thinking of releasing it to the public so I want to try to make it "simple"/non-intrusive/compatible as possible. Would the above fall into that category or is it an absolute no-go? The problem I see with the RegisterSingleUpdate Form is that if I start it, say, at MQ stage 10 (start-up stage) on what "update" would it fire (using the OnUpdate callback)? Wouldn't this script be better suited and make it only check ... I don't know, every 10 - 15 minutes? I did read that the regular RegisterForUpdate Form can cause problems on mod uninstallations. And although it is great to know that using a spell effect on the player could also work, I am not sure if I want to have the "inner workings" showing in-game. In any case, I want to thank you for your help, Big :) -
SSE Help with Quest dependent on other Quests
Th3Boar posted a topic in Skyrim's Creation Kit and Modders
Hi there, I am a relatively new modder and have only a light understanding of papyrus (I kinda make it work) and could use some help figuring out how to properly make one quest dependant on another. The short version is that I am making a mod that uses a MainQuest (MQ) to kind of track 3 separate SubQuests (SQ) that the player can start in any order but only if the MQ is active. Now I have sorted my SQ by number (i.e.: SQ01; SQ02 and SQ03). SQ02 I want to start when the player starts the RiftenFreeForm Quest 10 (Stoking the Fire -> Riften blacksmith fire salt quest) and I don't really know how to do that. A similar situation arises with SQ03, which I want to start once SQ01 & 02 have been started (which I think I have figured out how to do that) and then track the progress of the Dawnguard DLC quest "Lost to the Ages -> Aetherium forge quest). So my question is, what would be the best and "lightest/least-intrusive" way to implement my mod quest dependencies on vanilla quests? Any and all help is highly appreciated. Have a good one. -
Hello everyone, I have a question for a mod I am making. Is it possible to have the player, when using soul trap on an enemy, say The Red Eagle or Potema, to have the soul gem reflect the name of that specific soul? It wouldn't have to be for every creature in-game, just for some specific bosses. Because for my mod I want to have the player collect a soul of a "hero of old" or just "an old powerful being" and make them have to collect that specific soul without just being high level and using a shade or something to "trick the system". So first off I remember Morrowind actually having the creature you have trapped displayed next to the filled soul gem, which I kind of miss, but that is off topic. One of my ideas would be to have a specific script or script fragments that would give the player a previously created pre-named soul gem displaying the name of the captured "boss". This would be a little harder for me to do. The problem is that I don't really know how the filling of soul gems works in Skyrim on a technical level, so any tips, explanations or tutorials would be appreciated. Any and all help, suggestions, and tutorials are highly welcome and appreciated. Just FYI, I am still a bit of a newbie modder and not fluent in any scripting, but am willing to check tutorials and learn by doing :) Have a good one The Boar
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Hello everyone, let me preface this by saying that this might be a long post and that I have nearly no knowledge of mod creation/no knowledge on scripting. So I was trying to make a modification for the player house Honeyside in Riften (more containers and an interchangeable Alchemy lab and smeltery). I finished the actual object placing then continued on to the quest modification/script bit. I had a couple of tries and used a tutorial to follow (https://www.youtube.com/watch?v=NBTvEdL-B_0) and finally after deconstructing some script fragments and properties thought that I understood what I had to change/add to make it work. So I started with the two NEW options that I wanted to add, made all the changes as in the original dialogue topics (with the proper references etc.) and connected them in the "dialogue views"-tab like the other options. My first problem is, that I don't know how to actually put my new mod in my load order because I have a feeling that that might the reason it didn't work when trying to test it. Tried to add it via NMM and manually via the plugins.txt. I am not sure if that worked. Do I need to do something before I can properly use the mod I made like exporting it somehow? And my biggest problem now is, that after I saved my .esp file and shut down my computer restarting it later again, I went into the CK as usual and opened my .esp file with its masters like normally and tried continuing on the dialogue problem and when I clicked on "DecorateRiftenView" in the "Dialogue View"-tab in the "Quest:HousePurchase" my CK ctd. Every time since then. So I first tried loading it with earlier "versions" of my .esp I made just in case - still ctd's. Then I tried loading it without any plugin just the master files - same thing. Then I un-/reinstalled my Skyrim Special Edition in the hopes that that might fix a problem with files I have probably inadvertently caused - still ctd's. I am stumped. I don't know what causes the problem nor where to look for an error log or something along those lines. I never changed anything outside of the .esp file I made (so no changes to the master files), I did work in the dialogue view tab to add my own options in DecorateRiftenView but don't know where I broke something so that I can no longer enter it. Btw. the DecorateRiftenView is the only one I can't access. Every other not modified option in that list I can open and see the topics. If more information is needed I am more than willing to convey it if I know how to do it. I hope someone can help me with this and my other problems mentioned. Every and all help is highly appreciated and I thank you for your time even reading this. P.S.: As an aside, I am wondering, does anybody know how to get a structured overview in the "Dialogue View"-tab for the different HousePurchase quest options because they are always just all on top of one another. Does that mean that the devs just used the "PlayerDialogue"-tab to make topics and link them to one another? Or is there a way to display the options in a structured way? (If what I just wrote even makes sense)
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- ck 64bit ctd
- ctd in dialogueview
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Ok, thank you for the reply Aragorn58. On a similar note, another question has arisen: How can I make two rooms that have two different decoration themes but occupying the same space interchangeable via an NPC upgrades option menu? So, as an example, like the way, Hearthfire's additional kid's bedroom can be switched for the enchanting room, for gold of course? Any help is much appreciated.
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- ck
- creation kit
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Oh, that is a lot easier than I originally envisioned it (which is great). That should help me out, for now. Thank you, thumbincubation :) If anyone can confirm this to be the best way of going about this or knows a better way, that isn't too difficult to achieve, I would appreciate it :)
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- ck
- creation kit
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Hey, guys and gals I am a noob when it comes to making mods/scripting. So, I am working on a mod for the Riften player house Honeyside, in which I basically plan to add some more storage containers to some rooms wanting to add those to the original options and modifying the pricing and create an extra option as an alternative for the alchemy room upgrade (just like the enchanting room <-> Hearthfire kids room upgrade). I have been following a tutorial from 2013 for the normal Skyrim and looked at one for Fallout 4, seeing as the CK does function sort of similarly from what I could tell from that video ( the major exception being the dialogue system ^^). But looking at the normal vanilla X Markers and checking out another mod called "Simply Honeyside" I noticed that unlike the tutorials they only use one X Marker per upgrade, linking the before-upgrade-objects to the same X Marker as the after-upgrade-objects. I am guessing that this requires more scripting than just using two X Markers called "old" and "new" and referencing them in a later script fragment? So my questions are which version is easier to do for a noob, which is cleaner (performance wise) and is there a tutorial that I could use that may be more up to date than one from 2013 or a different game? Thanks for considering helping.
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- ck
- creation kit
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Hello mod makers, I am a complete noob at making a mod, in the sense that I have only made like 2 house modifications (and only basic ones at that). So just yesterday I posted a mod idea in the "mod request" section here on Nexus, that I would like to see realized for my next playthrough. Here the idea: "I had the idea to have two favorited 1h-weapons (in my case swords), that are not being dual-wielded, to both appear on the left side of my character at the same time (sort of like the "All geared up"-mod does it). So it is supposed to be mainly a visual representation, because as cool as two swords on the back look, as impractical it is to transport/quickly defend oneself with it (if adhering to a bit of realism). The way I envision this mod to look like is sort of like the witcher [reference picture: https://gamecrastina...-YouTube11.jpeg] carries his swords on his back (even with the same proximity of the scabbards maybe) and just slap it on the left (or right) side on the "belt" of the Dragonborn. So again, like the "All geared up"-mod or the .ini tweaks but with them actually being two 1h-swords, that are not being dual-wielded and appear on either side (maybe configurable via MCM?) of the player. That would be amazing for a "semi-realistic" vigilant/witcher type character [as realistic as it can get in a magical world full of dragons and other monsters :happy: ]." Now, seeing as I didn't get a reply yet (don't get me wrong, not complaining; I have read the pinned "Why is no one making my mod"-post and completely agree with it), I am not sure if this can even be done or not, which is why I am posting this here. Now I do this reluctantly because I know little to basically nothing of making a mod like this and lots of other posts here are from experienced mod makers. So what I am basically looking for is two things: 1. A reply would be great on whether or not this type of mod would actually be possible to create & 2. If it would be possible it would be so helpful to get some pointers in the right direction in terms of tutorials and the like for this particular thing, maybe even some tips or something. Kindest regards,
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Hello Nexus Forum, I had the idea to have two favorited 1h-weapons (in my case swords), that are not being dual-wielded, to both appear on the left side of my character at the same time (sort of like the "All geared up"-mod does it). So it is supposed to be mainly a visual representation, because as cool as two swords on the back look, as impractical it is to transport/quickly defend oneself with it (if adhering to a bit of realism). The way I envision this mod to look like is sort of like the witcher [reference picture: https://gamecrastinate.com/wp-content/uploads/2014/06/The-Witcher-3-Wild-Hunt-E3-2014-Trailer-The-Sword-Of-Destiny-YouTube11.jpeg] carries his swords on his back (even with the same proximity of the scabbards maybe) and just slap it on the left (or right) side on the "belt" of the Dragonborn. So again, like the "All geared up"-mod or the .ini tweaks but with them actually being two 1h-swords, that are not being dual-wielded and appear on either side (maybe configurable via MCM?) of the player. That would be amazing for a "semi-realistic" vigilant/witcher type character [as realistic as it can get in a magical world full of dragons and other monsters :happy: ]. I am not sure, if this is possible and if not, a quick comment saying so would be greatly appreciated. However, if it is possible, I would like to ask whether or not a modder would be willing to create this (maybe as an add-on to another mod of the same nature) OR, if the process is to time consuming/ uninteresting etc., if someone could point me in the right direction of creating this myself? Because I don't have the slightest clue on where to start (I am not a mod-maker). Any feedback/ help is greatly acknowledged/ appreciated on my part. Thank you, for your time and consideration.
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Vertibird Signal Overhaul *"minor" Spoilers*
Th3Boar replied to Th3Boar's topic in Fallout 4's Mod Ideas
Ah ok, I didn't do the BoS questline, (plus I didn't really pay attention, cause he was "such a nice guy" :P). Ok, well then I guess the Signal flares would at least make sense, but its still a pain. And yes, there actually are locations (especially in the city) where you get a message saying, that the vertibird was unable to reach your location or something among those lines. That is so infuriating, even more so, because when you travel to such a location from somewhere else the vertibird may end up landing in one of those "inaccessible" places to drop you off, clipping through lots of things -.-' Overall I hope once the creation kit comes out, some of these things will be fixed. I will have to see, if it is really as simple as a re-tex.- 2 replies
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- vertibird
- signal grenades
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Hey Forum, So I have played fallout 4 extensively and I enjoyed the game so much. Sure, mods have made it even better, "even" just the ones that were made this early, but in general I like it. I have finished the games main plot and am sort of just now starting with the settlement thing and need to travel a lot, however I am not the biggest fan of fast traveling. Incomes the Vertibird! I LOVE this mechanic SO MUCH! I am so excited to see modders take the potential for this "new" vehicle type and just go crazy with it. Right now though, we, the players, are limited by the signal grenades to call for one. I have a problem with this for two reasons: 1. How on earth is a faction supposed to see the smoke from anywhere on the map and be able to send a Vertibird your way to pick you up? I don't see look-out posts everywhere! So that bugs the hell out of me. 2. The other thing, and maybe even the more compelling reason of the two, is ... well ... these grenades are just simply hard to come by, if you use them extensively for traveling. Only one vendor in the whole commonwealth sells them to you. And the worst part, not every grenade gets you a Vertibird, if for example one throws it somewhere looking rather spacious and the game saying "Well, sorry. This space wouldn't fit a Vertibird, better luck next time." It's infuriating. So not only am I limited by how many I own, but I need to also hope that the place I throw it (making it even harder to exactly pin-point the LZ (landing zone) ) is large enough to actually fit the damn thing. So based on these problems and playing the game through, I had an idea. The brotherhood has these cool looking "distress signal"-packs that a group takes, when they go out on a mission, so in case things go south, they can set it up and receive help. So I thought to myself, why not have a re purposed BoS distress signal handed to the player that, when set on the ground (via something similar looking to the settlement placing system? Just a thought), would act as a signal grenade, just without actually loosing the item. Ok, here is my Idea: Have a "distress signal" renamed to a Vertibird-signal transmitter (or something like that) that has the same functionality of the signal grenade. Maybe you can get it from a NPC of the faction you joined or you could just buy it from a vendor in that faction? To make it "lore-friendlier"? It can be placed on the ground (via settlement system, just with no limitations? or maybe when in the inventory and selecting it a menu poping up asking if you want to place it?) and activates after placing. Then the usual text from the signal grenade appears telling you, if the Vertibird can get to you or not. If it can't, you can just pick it up again, walk somewhere else and then just redo the steps above. If it can, you wait for it to land, pick up the placed transmitter, jump in the Vertibird and travel. It would make more sense from a "realistic" perspective imo, because radio waves are a thing and can be sent further than the smoke of a signal grenade^and it wouldn't be such a pain having to "loose" a paid item every time it doesn't work or just simply running out and having to walk somewhere over encumbered! So I hope some of you feel the same way and I can interest a modder to make this. I lack the required skill and don't have the time to aquire it. Thank you for your time.
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- vertibird
- signal grenades
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LE Stolen Items Separated From Legit Items of the Same Type
Th3Boar replied to Lycanthrokeith's topic in Skyrim's Mod Ideas
Indeed. I would enjoy that type of mod aswell. -
LE skyrim mod idea for performance, Fog Of Skyrim
Th3Boar replied to thelawfull's topic in Skyrim's Mod Ideas
So a little bit like in miecraft, where you can turn down the render sitance and the lower it is set to be, the closer a "fog" surrounds the player? -
LE [REQUEST] Green Pact Alchemy book
Th3Boar replied to CapnStankBeard's topic in Skyrim's Mod Ideas
@Oga27 I mean basically a Bosmer could have fled Valenwood, due to the Thalmor banning the Green Pact. He fled to Skyrim, to get as far away as possible from the Thalmor rule and as there is a civil war going on in Skyrim that creates chaos, it is the best place? And not only can the Green Pact be a way of staying semi-atuned with his homeland, but he sees it as a sort ofrebellion against the Thalmor. Or maybe he was prosecuted by a Thalmor Patrol in Valenwood and his family died (which could be used as a motiv for the Bosmer to hate the Thalmor and actually oppose them (although the Thalmor considering the Green Pact as heresy could be enough as motiv. Maybe create a seprate journal and place it in the same location as the "hanfbook" that explains this. Just some Ideas. -
Hello Nexus-Forum, I am once again here to ask for your help. So to make a quick summary, I started a playthrough and felt like the "prowlers profit" power would be nice to have "rather" early on. But as there is nothing really helping you find the stones I thought to myself, "Man, I would like a mod that hints at locations or something among those lines". I feel like there is only one type of mod out there for this quest, map markers to the exact location and I find that very boring. Instead I wanted to make a mod, that lets the player "hunt down" the stones with clues in a sort of scavenger hunt. A courier delivers a book and a letter to the player, after he/she talked to Vex (in the thief's guild), about the stones of Barenziah. The Book gives the first clues and the next clues can befound at the locations pointed out by the book. Additonally, after reaching a certain amount of stones (ten and twentytwo) a courier delivers a Letter with a clue for the last two locations not mentioned so far. Now to give an overview of the planned quest: Pre-Quest: The player found a stone and has never talked to Vex about it. Stage 1: The player has found a stone and has talked to vex about it; The "stone-counter" is now activated. After the player activated the dialouge about the unusual gems with Vex, a courier delivers a Letter and a Book to the player containing the first locations. Stage 2: The player has found ten stones. A courier delivers a note concerning the location of another stone. Stage 3: The player has found twentytwo stones. A courier delivers a note concerning the location of another stone. The problem is, I have no modding experience. But I sat down and wrote down the contents of the book as well as the notes I planned on placing next to some of the stones. I think this should not be a too complicated mod to do for an experienced modder. I attempted on doing it, but I really have no clue what I am doing and how to either make a quest to use the vanilla courier to deliver the note, book and two other notes at later stages, nor did I manage to actually get the objects, that I created in CK, in-game (via console-commands) to see if they work. That's it. In my head it is supposed to work alongside the vanilla questline with a "silent-ending" of this quest after stage 3, so that the normal "no stone unturned"-quest can finish off the quest. It is just supposed to be a scavenger hunt-like mod. I would also be more than happy to try making this mod myself, but I got stuck as I mentioned befor AND have no modding experience. So a helping hand in either direction would be appreciated. I know, this idea is rather late, seeing, as the game is pretty old, but I just noticed, that there is no real way of finding the stones except from sheer luck or by studying the locations and memorizing them (or by the aformentioned "questmarker-solution"). If you have read this far, thank you for your time. It is greatly appreciated. For further information (or the actual text) please feel free to comment. I would pass on my "progress" via dropbox-link. Sincerly, The_Boar
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- no stone unturned
- immersive
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