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Everything posted by Gunshot08
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"Store all Junk" Container
Gunshot08 replied to warsinger's topic in Fallout 4's Creation Kit and Modders
First off, thank you so much for your reply. It's very helpful. So it seems like I'd need to create a separate UI, similar to the CM_WORKBENCH UI, then set up corresponding keywords, buttons and item lists, just adjusting them for whatever items I want. Does that sound correct to you? Might not be too difficult to create a copy of everything for the working workbench and alter what's necessary to change it from junk to something else, then applying it to my own static. I'l have to play with it, but just knowing where to start now really helps a lot. I may try your work around as I don't really have experience with UI. Or at least if I can't figure it out by mucking about with copies of the existing workshop/workbench assets. Thanks again man. -
"Store all Junk" Container
Gunshot08 replied to warsinger's topic in Fallout 4's Creation Kit and Modders
I know this post is long dead and buried, but I'm working on some custom containers and would love for them to have a store all option, so did anyone figure out how to enable a store all function? I understand that a list of the items and a script to pull those items from the player is necessary, but I can't quite figure out how to enable an additional function like store all when transferring with a container. Can anyone help shed some light on this for me? -
[Mod Request] Recruit from prison
Gunshot08 replied to Jamallo85's topic in Mount & Blade II: Bannerlord's Discussion
It's either a bugged feature or not yet implemented, but it's supposed to be in the game. Would be great if someone added it via a mod for now though. :l -
[Mod Request] Recruit from prison
Gunshot08 replied to Jamallo85's topic in Mount & Blade II: Bannerlord's Discussion
That already exists. https://www.nexusmods.com/mountandblade2bannerlord/mods/134 -
I'll do it for you. I've already made a quick flyswatter mesh, I just need to create a nif of it and implement it. I'm going to be gone for the weekend but will finish it next week and message you.
- 1 reply
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- flyswatter
- replace
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Less Than / Use Global bit code
Gunshot08 replied to Gunshot08's topic in Fallout 4's Creation Kit and Modders
Awesome. Thanks you guys. -
So I don't speak binary or anything, and I can't figure out the bit code for Less Than / Use Global. Closest I can get is 10100100 which is Less Than or Equal To / Use Global. Need it for a condition type in FO4Edit. Any help?
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Multiple NMM options for multiple ESPs
Gunshot08 replied to Gunshot08's topic in Fallout 4's Creation Kit and Modders
This has been solved and can be deleted. -
Need Help: Creating multiple options for NMM installation
Gunshot08 replied to Gunshot08's topic in Fallout 4's Discussion
This has been solved and can be deleted. -
So I posted this a few days ago in regular forums and got no help. I've got a mod that ups the flat carry weight bonus for PA and it offers several degrees of magnitude. I had to do this with multiple .esp's though and would love to make the main .7z that has all the options work with NMM. Currently NMM doesn't prompt to pick only one .esp from the .7z file, so I have them each in their own optional file for people that like to use that magic NMM download button. Any way to get NMM to prompt the user to select just one file, or do I need to alter the mod in order to do this? Thanks
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display action point costs of weapons
Gunshot08 replied to bizzarozod's topic in Fallout 4's Mod Ideas
This mod sort of tells you more about the AP cost of weapons, but AFAIK there isn't a mod yet that displays AP cost as integers or anything. would love that though +1 -
[Request] Turn off random vertibird encounters
Gunshot08 replied to qnvtwesoegv's topic in Fallout 4's Mod Ideas
I think you guys are looking for Durable Vertibirds. -
I just put up a simple mod that adds carry weight to power armor. It has multiple options depending on how much carry weight you would like to add. I am having trouble getting NMM to prompt the user to select only one of the .esm files that are in the download. Is there a way to get NMM to prompt the user to select only one of the .esm files found in the download? If so what do I need to do in order to make this happen? If not, what are my options? Thanks.
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Looking at some popular ammo and crafting mods already, here is a list of components currently added in by other mods. Ammo Components: Lead Shavings Steel Shavings Gunpowder Fertilizer Shell Casing (.308) Shell Casing (.38) Shell Casing (.44) Shell Casing (.45) Shell Casing (.50) Shell Casing (10mm) Shell Casing (12 Ga. Shotgun) Shell Casing (5.56) Shell Casing (5mm) Shell Casing (20 Ga. Shotgun) 'Box of Casings' for each of the above Primer (Low Caliber) Primer (High Caliber) Primer (Shotgun) Box of Primers (Pistol) Box of Primers (Rifle) Box of Primers (Shotgun) Drained 2mm EM Cartridge Drained Alien Power Cell Drained Cryo Cell Drained Fusion Core Drained Gamma Cell Drained Microfusion Cell Drained Plasma Cartridge Drained Small Energy Cell Armor Components: Rubber Weave Leather Weave Fiberglass Weave Crafting Components: Seems like a lot of mods just use the default 5 or 6 components for everything i.e. steel, wood and cloth, etc. Other Components not Currently Used in Mods: Magnet Thread Solder
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I think this is a fantastic idea and would love to see an essentially FO4 version of Caliber. I am up for collaborating or starting development independently (if you are too busy). I definitely wouldn't mind making some new models when the GECK is released, but I suppose records for the components can already be made in FO4Edit.
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I also just whipped up an online spreadsheet with the aim of creating a central place for fallout 4 modders to hire and look for work without trawling through pages and pages of forum posts. Format is open to suggestions but I think it's a good start. Nexus Fallout 4 Modders List
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- modding help
- collaboration
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Howdy all! I would love to collaborate on a few mods. I can model, texture, rig, animate, write some decently advanced scripts, have working knowledge of c++, and love to do environmental and level design. After playing the game for a good bit and after keeping up with the mod requests forums from the start, I've got a bunch of ideas ranging from simple and basic ports of popular old Skyrim mods, to more advanced and overhauls of current mechanics (see settlements). Software wise I've got the full Adobe CS 5.5 suite and Maya 2015 for asset creation. I use Notepad++ for scripting.
- 16 replies
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- modding help
- collaboration
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I would be down to collaborate on enhancing the workshop experience. I think the ability to repair existing walls, floors, containers, shelves, etc. is a fantastic idea. Having junk fences snap together like wire fences would make things a lot easier too. My areas of expertise are modeling, animation, and level design - pm me if you want to put a group together to collaborate on this or any other mod.
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Thank you both very much. I guess I'll get my Notepad++ ready to work with psc and pex, and when I'm done I'll most likely export some code into separate scripts and just call them in the original. (Personally I like to have it all in one place before divvying it up haha). Thanks again!
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I actually know that's what I should do, but in this instance I'm not certain how, and I'm not even sure it's necessary. My script is currently only 1039 lines long (33,700 characters), and although it's not finished, there's probably about 150 lines of annotation for personal use while I continue writing the script. If I do need to break up my script, can I execute a script from inside another script? Right now I have a workbench which is the activator, which opens up a menu upon activation. The menu houses multiple sub-menus, the script for which contains code to check for items and remove items when a choice is selected (i.e. 10 iron to make a cow, etc). I have build options for both exterior and interior items, so I can always break the script in half between interior and exterior if need be. Any suggestions?
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Howdy all! I was working on a very extensive script for a customizable house and apparently I ran out of characters to use. Is this an issue with the in-program CK editor that can be avoided by writing and compiling the script in another editor, or does Skyrim limit the length of a single script to a certain size? Is there any way around this limit if the latter is the case? I can always break the script into several smaller ones but I'd rather have it all in one to save time and design of my in game space. Please let me know what the deal is and if anyone else has run into this problem. Thanks!
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Just an update. After working on some other scripts including setting up my house to be a BYOH style home with customizable options via a menu, I finally came back to this script and completed it quite easily. The missing element I needed to make this work was global variables. I added a global variable to maintain the amount of gold deposited/withdrawn, functions in the script for each withdraw and deposit amount which update the global variable, and an update function called in each deposit/withdraw function which enables/disables models in game according to the value stored in the global variable, and... voila! It works nicely now. Just thought I would post again in case anyone was looking to do something similar and could gain from this thread. On that note if anyone wants script examples just let me know!
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Howdy all. I'm working on my first menu script in Creation Kit, but I need a bit of help. My goal is to have a system of menus and sub-menus that essentially acts like a bank, allowing the player to "deposit" and "withdraw" gold. I fully understand how to create messages and menu functions, and I have knowledge of C++. The problem I am running into is how to maintain a "count" of the gold stored so that the amount of gold stored can be manipulated by deposits and withdrawals. I'm still figuring Papyrus out and I would also like to know how to call on and print (create a debug.message) for the "count" of gold stored. Below is my .psc text. The lines beginning with ; are either notes to myself, or code that I was playing with in an attempt to achieve the desired results I just mentioned.
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That is great news! I'll be sure to keep checking NifTools for the uploads, and I will definitely be posting all feedback on the Maya forums to help out in any future developments.