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iwonderif

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  1. I wanted to include the car at greygarden in my scrap mod, but the car is part of a dialogue quest. If you talk to Supervisor Green and tell him that he sounds like a gameshow host, he goes to the car and tells you, you won it as a prize. So i thought that's not a problem, i just make a new Condition in the Constructable Object: -Type Equal to -Comparison Value - Float 1.000 -Function GetStageDone -Quest 3F23F -Quest Stage 008 -Run On Subject -Unused 0 -Parameter -1 But you can scrap it before i talk to him. I've checked with the console and the Quest and QuestStage are correct. GetStageDone 3f23f 8 gives you 0.00 before you talk to him and 1.00 after he arrives at the car. Did i do something wrong or is this just a bug in game or FO4edit.
  2. I checked that but it only lists thing from the 'Permission notes' field, and not what you selected in the drop-down menu. Edit: Nevermind, it's because i and other mod authors left 'I would like to specify my own permissions in the "Permission instructions" text box below and not use the drop-down menus' selected. Thanks
  3. If you upload a new mod you have a bunch of stuff to click like 'Users can upload my files to other sites' or 'Users can use assets contained in my files in their own files'. Yet if i click 'Permissions' in the 'Action' tab under the endorsements, i only see 'This author has not provided any additional notes regarding file permissions' and that nobody was credited. Where can i actually see if I'm allowed to use assets etc.? If i have to ask people personally, what is the point of those options? Sorry if this is a stupid question. I tried to google it but didn't find anything.
  4. So, i wanted to make a Recharger rifle, like in New Vegas, but there is currently no "Recharge Rate" in the DNAM Data in FO4Edit. So i compared the companion Weapons with the normal ones and figured out it had to be in the bunch of hex values above 'Magazine Size' (I assume they are binary flags?). The normal 10mm has: '00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00' and Pipers 10mm has '00 00 00 00 00 00 00 00 00 00 00 00 00 01 12 00', so it has to be either '10 00' or '02 00' in the last byte. And as i thought, '10 00' gives the weapon unlimited ammo, but it also removes it from the Pip-Boy (i can still equip it with 'equipitem'). Has someone figured out what those flags do and what i have to do to make it equipable again.
  5. Thank you, but that really doesn't explain to me how the game even knows that i used "Never Ending" as a template. There is no reference to "Never Ending" left. I can only assume that it is stored somewhere, but FO4Edit doesn't display it.
  6. I wanted to make a simple mod with FO4Edit only to try it out. I tried to change the "Irradiated" legendary mod and add an additional effect. The "Irradiated" mod has only 4 properties and since i found no way to add a property, i copied the "Never Ending" mod (with 5 properties) as a new record into my .esp and edited everything to be identical to the old "Irradiated" mod except description and my 5th property. I checked it multiple times, everything is identical, if i hide no conflict rows, i only see the ones i want to see. Yet, when i start the game and cheat myself an irradiated weapon, it is called "Never Ending", the description hasn't changed the and effect is the "Irradiated" one. Have i done something horribly wrong, or is this because FO4Edit is in Alpha and things like this just don't work yet?
  7. Only problem is, it would be overpowered. Maybe double the cranks you need?
  8. I'm using laser weapons, why am i carrying 5 bullets around glued to my belt? It's only a small thing, but it annoys me. Would be great if someone could remove those. I don't know how to do it myself.
  9. Hi, just wondering if it is possible to change or disable controls via script (normal or SKSE). For excample dismount no longer on E or mouse klick is no longer attack on certain conditions. I'd like to do somethink like: Event OnKeyDown(Int KeyCode) If (condition && KeyCode == Input.GetMappedKey("something")) disable(something) do my stuff instead EndIf EndEvent
  10. Without animations? Did you misspeak or are you actually looking for a static pack brahmin? I meant no lying down or traveling animations. No actual traveling, just talk to the brahmin and tell it where to go and it fasttravels you. Do i have to change the default brahmin animations if i want to add a new mesh? There are alread packbrahmin, waterbrahmin and lincolnbrahmin and i basically want to make a travois brahmin.
  11. Hi, I'm working on a mod, that lets me let's me travel like this: https://www.youtube.com/watch?v=qxdq-_ZVHR4 instead of fasttravel. Without animations, just like the carriages in skyrim. I tried to make a new nif mesh for the packbrahmin with blender, but i never made a 3D model before and i failed to get it working and even in blender, it looks horrible. Can somebody make a mesh for me, or give me tips how to make it properly? Thanks guys.(I hope this is not off topic in Mod Requests)
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