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xtcrefugee

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  1. I'm trying to make a mod that alters two vendors in the game, and in xEdit I've modified the leveled list (LVLI) that each of their containers is linked to to swap their vendor credits amount from convenience store (for the first) and general and outfitter (for the second) both to trade authority. The second seems to work fine and still has their expected inventory as well as the new credits amount, but the first now has no items for sale at all, although they can still be sold items. I've tried sleeping until a restock and while their money restocks, the first still never gets any items to sell. As far as I can tell I've changed both LVLI records in the same way, just used the drop down to change both to LL_Vendor_Credits_TradeAuthority [LVLI:0003E58D] from their existing LL_Vendor_Credits_* records. If I check the inventory of the vendor container itself it has all the expected items, it's as if the link between the vendor and the container has been broken somehow. Does anyone know why this could be happening? If I switch the container to use a different leveled list entirely the first vendor gets stock to sell as expected, but this wouldn't be ideal as I don't want them to have the same full stock as a trade authority vendor, and moreover I don't understand why it worked in one case but not the other.
  2. It's nice that people that want this as a mod instead of a console command now have that option. Some acknowledgement would have been nice. In MaverickTheDemonWolf's mod I did mention your approach, and linked to this thread. Oh well. Happy Christmas.
  3. The quest being the quest that sets its value, and the condition being the one we were talking about, the check before the jump to Unity. I don't think it's too much of a mystery, and regardless it's easy to reset. As I mentioned, I did test this. No offence, but I think people are being somewhat blasé with xEdit, the author has been explicit about the risks. Broken saves have been a thing with previous BGS games when the tools weren't ready for primetime. The risks of changing a single global are small in comparison.
  4. Yes, that's what I was saying. I'm personally not comfortable doing that with a pre-CK mod when a console command will work, but the OP is free to use either method.
  5. OK, sorry for the double post but I have a working solution now. It needs to be done in a specific way to work. Scrap your existing armillary (on your ship or outpost) if you have one, and go to the outpost you want your armillary at. You should be at either the "build the armillary on your ship" stage of the main quest, or the "return to the unity when you are ready" stage if you went to Unity and backed out. Open the build menu and build the armillary, but after placing it don't close the build menu yet. Open the console and enter: This sets MQArmillaryCompleteGlobal to 0, which would have been set to 1 by building the armillary either at an outpost or on your ship. Now exit the outpost build menu, and the quest should update if you've yet to go to Unity, it won't change if you backed out before. Now open your map and set a course to another star system and try to jump. If you get an error saying grav jump isn't available, scrap your armillary and repeat what you did before, make sure you open the console as soon as you've built the armillary and before you exit the outpost build menu. This seems to be working for me without issues so far. If/when you want to go to the Unity, just scrap and rebuild the armillary. MQArmillaryCompleteGlobal doesn't seem to get reset between game sessions. MQArmillaryLocation is what gets checked to determine Starborn attacks, so those should work as intended. MQ305_ReadyForUnityJump (000214F4) are the conditions for when you jump to Unity, and the only thing it checks are MQArmillaryCompleteGlobal and whether you have a non-disabled ship. A "real" CK fix for this would probably be to alter this and check MQArmillaryLocation is set to 1 (on a ship) and not 2 (at an outpost).
  6. I'm curious if anyone else has changed the Emissary's identity during a game with the console. The following works, as long as it's entered before you board the Scorpius: ssq 5790 emptyrefalias MQ00_CompanionWhoDies prid 5986 forcerefintoalias MQ00_CompanionWhoDies prid ssq (In the above example, it changes the Emissary to Sarah, even though Sarah is still alive in my game.) If you wait until after you board, with the above you'll get Sarah's voice and the original character's face which was a little unsettling! It might just be on that meeting though. I'm curious what else this affects, I presume MQ00_CompanionWhoDies is referenced by other things too (I haven't got to it yet, but I believe there's a funeral at some point?). I've not yet tried setting MQ_EmissaryRandom (D608C) to 1 to see if that overrides the above. I guess it's no big deal, I can always set this back to Barrett if I hit a problem, I'm just curious if anyone else has tried. (Oh, and please nobody steal this and post it as a "mod" without crediting, thanks) Edit: I'll just add that this doesn't carry over into NG+, the Emissary is randomized if nobody dies.
  7. Thank you! I've been looking everywhere for the oxygen commands, but most gaming sites have just been lazily telling people to use tgm.
  8. Just in case nobody else has reported this yet, the forum search for the "White" theme has been broken here for a while. If you try and use the search bar at the top it sends you to https://forums.nexusmods.com/app=core&module=search&do=search&fromMainBar=1 which is invalid - it looks like the index.php? before app=core is being omitted. The Underground theme search works as expected.
  9. Sure I get that, but I wasn't talking about anything overly complex here. I'm just adding a few objects to existing mods. -edit- For anyone else searching for an answer who finds this, I haven't found a way to add ownership/scale to a pre-existing object directly BUT if there's another object in the same cell with those already, you can hold Ctrl and click both records to compare side-by-side, and then right click to add ownership/scale that way.
  10. So I can add a new placed object (REFR) to a cell directly in xEdit (or copy an existing one as a new record) but I can't see how you're supposed to add scale (XSCL) or ownership (XOWN) to it if those values aren't already there? I can open the esp in the Creation Kit and add those values there of course, but then I risk other CK weirdness such as overwriting face meshes, losing masters etc. so I'd have to back those up first, then (if I just want the scale/ownership and none of the CKs other changes) compare and copy between the modified and original versions of my esp. Surely there must be an easier way than that, all from xEdit? Side note, I'm still very interested in knowing if there's a way to see the position, angle and scale of objects placed with player.placeatme in the FallrimTools resaver or another tool, because boy would that be easier than having to click on every item I've placed in-game, read those values off then enter them manually in xEdit.
  11. I'm not sure about the paint.net extension, but I know that even Nvidia's Photoshop DDS plugin fails to open certain files, you just get a black image. For those, it's worth getting Compressonator, which you can use to convert to uncompressed ARGB8888 instead.
  12. You could go through the spreadsheet of form IDs here: https://www.nexusmods.com/skyrim/mods/2018 Most of the ones you'll be interested in for placing with console commands are in the Static or Furniture sections, you can just use player.placeatme followed by the id. For example, a campfire without a base is 35F49, the wall lean idle marker is 52FF5, a single stone Dwemer bed is 66014, a stone Dibella statue is 8F965, and so on. You can find others by looking at the Static section for a mod or DLC in xEdit.
  13. There used to be an xEdit (TESEdit/SSEEdit) script, by the author of zEdit, for merging. I think this has now been entirely replaced by zEdit/zMerge. However, the last time I tried it, zMerge didn't produce a working merged esp for me, so your mileage may vary. If these are just scriptless armor mods, not anything more exotic, and you aren't expecting any updates, you may as well just merge them manually in xEdit yourself.
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