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About CopperBoltwire

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Artilliery Grenades that dont alert enemies
CopperBoltwire replied to TemmieCelari's topic in Fallout 4's Mod Ideas
I think you can make the Projectile of the grenade set as "silent" - just a an idea, not a proper answer, but it's something consider? I think the grenade it self can be set as silent too, not sure. Pop open CK and take a closer look ^_^ -
A mod that influences the 'Skill Advancement For Class' by only applying a big impact when selecting "Derp+" (Disadvantage) or "Derp-" (Advantage) In the respective menus. In other words, it's to new "dummy" dis/advantages added to the game, nothing more. They only influence (greatly) the 'Skill Advancement For Class' I'm fairly certain making two "empty" dis/advantages will be easy. In a way, i bet it's just copy/paste, then tweak, save, compile, upload. I just have little idea of where to even begin... Not as easy as just firing up the creation kit or some such, hehe. I'll, of course, poke around in the base game files (not the unity game) and see what i learn, but usually i don't get far, and left to post on a forum. Decided to post first, before looking, for once. (might be dumb of me to do...)
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A few minutes ago i learned that my screen resolution of 1600x900 is just way to small for some windows that pops up in. I ran into this problem: https://gyazo.com/26ce7eadc6cb3cc715b605f55752858c I was trying to make a 2 text entry into a Holodisk, but the window "Terminal" is WAY WAY WAY to huge... So i request someone to make a Terminal entry with 2 'Display text' I can then edit that via FO4Edit and write the text how i want it to appear. I would be very very happy if someone would do this for me. Could just make that, zip the .esp, and pop it to either google drive or dropbox or something similar. A mod like that would be less then a mb for sure.
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I have been messing with code for many years, don't know how to write it, i find it WAY to abstract, but from what i remember of all the code i have been working with, the classic "If, Then, Else" is often used, but for the most part, i got that from the blck building game called "Blockland" where you had the wrench where you could then "program" things into doing various things. I always found it ratehr limited, but was still fun mocking around in. But yeah, i got it from all the coding i have done in my day, i USED to know how to do Binary and Batch, but as DOS became less and less of a thing, i have forgotten most if not all of it... I still, from time to time mess with DOSBox and FreeDOS on my Raspberry Pi3... but it's more dabbling then anything...
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I got the script working after some look-see in some other mods scripts: It works almost exactly as planned. I mean, the perks takes effect only after you close your inventory, but that is a TINY price to pay... It could be pretty cool if i could display the notification like "Perk <PerkName> Added" But that just frosting on the cake if i could make it say that... The fact that it at least say "Perk Added" or "Perk Removed" is awesome! The fact it does NOT remove the book like how spell tomes work is a blessing! I got some Crafting perks i rather don't want active at all times... just like with my amulets... i like to keep my weapons do less then 800 points in damage, as it makes the game behave odd XD With 5000% to Weapon blacksmithing, you can make some SERIOSLY OP weapons... 4k+... kind of gets boring fast. Thanks NexusComa! Your help was, is, are and will be greatly appreciated! Now i just need to convert my pesky necklaces into actual perks, link perks and books together and voilá! Monotenous work, but huge payof! No more a chance for an enemy to have/use my cheat items against myself! Freaking dynamic mods :P
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As I said; I got it to work fine, once I close book and inventory, the perk is not just added but takes effect just fine. As for the Debug.Notification thing, I'll try it out and see how it goes... Would the following script work??? : If that works, then my script is done and ready for (ab)use :wink:
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Okay so I got the following script to FINALLY work on my book: With some help googling and asking around and some trial and error it finally worked! At least the book ADDS the perk... However, I would love to go 2 steps further: * Removing the perk upon reading, IF the perk was already added. * Announcing that it added/removed the perk upon reading so the player using the book is actually informed. As is, no "feedback" weather the perk is added or not - would result in clear confusion. My scripting skills are practically non-existent. Anyone willing to jump in and be a hero?
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LE Book to give a perk / Enchantment effect
CopperBoltwire replied to CopperBoltwire's topic in Skyrim's Mod Ideas
Already got Ordinator installed. But not a single one of heir perks actually alters HEalth, Magicka or Stamina directly. Guess i'll just leave the idea as just that, an idea... Skyrim's system feels way to limited in this respect unless one starts to do mad amounts of scripting. It's a shame really. *sigh* Well, thanks anyways... -
LE Book to give a perk / Enchantment effect
CopperBoltwire replied to CopperBoltwire's topic in Skyrim's Mod Ideas
IF i want to level fast or the like, all i gotta do is use this mod: http://www.nexusmods.com/skyrim/mods/14152/? Leveler's Tower. I want to be able to add perks (permanent bonuses independent of clothing with enchantments) when reading a book. I just need a way to add them to the character, and books seems to be the easiest way. If there is easier ways to do this, i'm all ears... or eyes as it where. Currently looking at the button scripts that the leveler's Tower has in the Laboratory. As a temp solution. - But WAY to cheaty. I played around a bi last night and learned about how Leveled lists works in the form of distributing these. So they will be given to the player at random instead of just buttons. The only perk i got right now is one that increases enchantments by another 4 slots. Cheaty, i know, but it's just a start and a test to see how to do this. Not sure how to make perks give health bonus or health Regen bonus... Maybe i should just use/make a custom standing stone? *shrugs* (IF i can figure that out) -
LE Sword of the Torturer - 3D model already made.
CopperBoltwire replied to GethinPetrelli's topic in Skyrim's Mod Ideas
HOLY f*#@ that looks amazing. I'd wish to add this to my weapon collection too. How's the progress on this? -
I don't like Ramsey, but this needs to be a thing. IF anything, it'll be super funny. Soundboards should be relatively easy, plenty of youtube vids that could be ripped from. So it's just a matter of making an AI package that makes the follower interact with NPCs who are close to Cooking pots and other such areas/items and then spurt out his insults. And this post made me want to learn and get more into making followers... Don't think i remotely have the skill to pull this of, but at least i got a rough idea of this would be done. But i'm fairly certain it can be done. Specially because SKSE is so advance as it is these days. Gonna follow this thread to be informed of any changes.
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This is possibly the first time I'm really stumped. But I have seen a few mods that adds books that adds perks to the player when read, but forgot which mods they were, so now I'm left with starting from scratch. My google searches have lead to the need of scripting, but i don't know how to script. My search lead me here: -Steam Community Forum- But I can't figure out where or how to apply this in a practical use for a book. Anyone with the know how, willing to tell me how this is done? Or if you got a short amount of time, willing to make a simple .esp with just the book that adds a random existent perk so I can look it over and learn how it works? (easier for me obviously :P ) -Don
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Actually i found out why the Helmet mods were not working. If you check the image in this link: https://gyazo.com/c410b424c332b9e15649fd4bd241235d You will see in the Attach Parent Slots, that it actually has no Mod slots added what so ever, and thus the mods won't show up, regardless of how many mods i make. But you a right, i should just go about making a whole new Set of armor by duplicating the armor. But i'm not gonna! *makes wide eyes*.... Okay i am :P But seriously, that little section is easy to miss if you don't understand what the heck it's about. But i learned about it while making a mod for some weapon-mods that makes the Pipe Gun overpowered. (I like "power fantasies" as it were) So maybe when someone else comes across this issue, then this is why, you also need to add the mod-keyword to the Attach Parent Slot section. IF in doubt check other current existing armors, should give a good idea of what i mean. Anyways, i'm off to mod the living hell out of the Vault Tec Secruity Armor, yay!