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yerude

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  1. I dont know why, but my Geck doesnt work properly anymore. I cannot edit scripts anymore. I can edit the properties, but i cannot neither edit the source nor open in external editor. I checked the preferences (havent changed them, i dont know the default settings but it worked before) At the moment the Source path is E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\ In the Import order field below there is also E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\ i added also E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\ manualy because it didnt work and most scripts are located in there. This didnt fix anything. In my ini files the papyrus settings are the following CreationKitPrefs.ini -> [Papyrus]sCompileMode=DebugbCopyScriptToSourceOnExternalEditor=1bCopyScriptToSource=1sMRUNamespace5=sMRUNamespace4=sMRUNamespace3=sMRUNamespace2=sMRUNamespace1=sAliasAutoFillPrefixes=alias_sAutoFillPrefixes=PsDefaultNewPropertyPrefix=PsDefaultNamespace= CreationKit.ini ->[Papyrus]sScriptSourceFolder = ".\Data\Scripts\Source\User"sAdditionalImports = "$(source);.\Data\Scripts\Source" //added it myself but didnt change anythingsAdditionalImports = "$(source);.\Data\Scripts\Source\Base"sAutoFillNamespaceDefault1 = "MyMod01"sAutoFillNamespaceDefault2 = "MyMod02"sAutoFillNamespaceDefault3 = "MyMod03"sAutoFillNamespaceDefault4 = "MyMod04"sAutoFillNamespaceDefault5 = "MyMod05" Does Anyone knows how to fix it?Also i am new in editing scripts, it is a little bit uncomfortable to edit in notepad.Is there any editing program for papyrus scripts which is able to autocomplete methods and functions?I am used to use netbeans for java, papyrus syntax is a little bit strange but okayish. Just researching any method is a little bit annoying. An IDE working with it would be nice, or maybe a plugin for some IDE i could work with. But first i have to fix my problem :/ I have no clue why it got wrecked.
  2. Thank you, both tipps are very helpful. With FormID i was able to find even the unknown namend entrys =)
  3. Hello, i have an issue with editing existing .esp mods. If i want to change only some parts of a mod i cant find all the entrys made by the author without checking the .esp in fo4edit. e.g. there is a misc item the author created and i have no clue how he named it (sometimes editors just randomly name their stuff) so i have to check the file via fo4edit for the records. Even worse, sometimes i am looking for entrys i cannot check with fo4edit like scripts, functions etc Since i have no clue how the programers called their functions and where they get called , how am i supposed to find them???? Is there no way to filter some how all files in the .esp? Marking them in colors like in fo4edit with apply filter? My Fallout4.esm will always automatically completely loaded aswell, so i always have to check it completely. It is like finding a needle in hay. I googled around and checked youtube, but i wasnt able to find out on my own.
  4. I neither used the nexus mod manager with it because i installed it manualy and there wasnt creation club or official mod support available yet.
  5. Thanks alot worked perfectly well :)
  6. I had a mod in the past where shooting drained AP depending on used weapon. It was realy fun but i cannot find it anymore, maybe it isnt supported anymore. The time i used it there was no geck, i had no F4SE and it was just an esp mod. Does anyone know it or know a way how to do it ourselves?
  7. Hi im using several settlement mods and first i was sure "Build and scrap beyond workshp boundarys" bugged my carry weight to 20000. Once i deinstalled the mod, i actually realy got back my original carry weight. But now i again have 20000 carry weight, without this mod enabled. I dont like to disable my sim settlement mod because i am afraid to ruin my towns. Else i dont believe i have certain mods who ever had announced a carry weight. Maybe some of the bagpack mods is bugged but even with no backpacks in use i have it. Inside settlements i dont care about but outside settlements i dont want to have a 20000 carry weight because it is cheating and ruin the fun. Does anyone know how to quickfix it maybe even without a mod? Did anyone also had this bug and knows where it comes from?
  8. I know there is a mod which changes walking, crouching and weapon holding animations to make third person with skyrim more enjoyable. Somehow the author was able to change the animation. I need to check it myself. I think it is possible but you could be right, will be pain i guess ^^
  9. With geck custom animations are possible. Shouldnt it be possible to use fo4 models and animations in skyrim? Ok there is no reload of magazines etc. Holding animations, models, effects and a spellsystem for shooting , leveld lists are mandatory. More difficult questions are like, what needs to be done with the ai to make npcs use these custom weapons? Whats with ammunition? But skyrim has bows, it should be possible. I dont know how the spell system works. Is it possible to have a custom spell with custom animation and a weapon model instead of an effects particle system? Consuming 0 mana but ammo. This would be some trick doing, but maybe there are code fragments already included for weapons like guns. How customaziable is the geck of skyrim? how is it called anyway?
  10. Hi there, i created some mods for fallout 4 and used both fo4edit and geck for it. What i would like to know, as it is the same engine as skyrim in general, did anybody ever tried to import the weapons of fallout 4 into skyrim? I love fallout4 and i would enjoy a funmod for skyrim to replay skyrim again, with all npcs using magic and fallout4 guns instead of swords and bows etc. I mean, how much fun would it be? Because i never modded skyrim, i would like to know if it is possible and ask if there is an interrest about. If there are some skyrim modders who like the idea, we could make a little shortcut for some differences in skyrim and fallout modding and do some stuff together if you like.
  11. God damnit it, my merge patch was hours of work. To do all the work again and again sounds horrible. I realy need to learn how to script the items into the game :confused:
  12. Some of the weapons i use dont have script implementation and use Leveld Lists. This is why i made the merge patch. What if i delete items and do not delete the entrys in the leveled lists? Does the game ignore the items which cannot be found or does it crash? Dont have time to test it at the moment but i will do soon. Thx for the advice.
  13. Hi i created a merged patch for my weapon mods and unfortunately i set master dependencies. Well because it worked, i didnt care. But now i want to delete some weapon mods and do some changes, create others etc and my merge patch doesnt work anymore. How do i disable the master dependencies in the .esp file? It must be possible some how.
  14. In FO4Edit i can view only the data which is edited. if i open an .esp with Geck, i will always see the vanilla data aswell. Is there a way to only see and edit the data inside the .esp file? I want to view some mods in detail to learn how they use scripts and want to inspire me what people did so far. With Fo4Edit i cannot do everything i want.
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