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About SweetDaggerfall

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This is the site feedback/questions section
SweetDaggerfall replied to Dark0ne's topic in Site Support
Horrible to use currently. Maybe it is fine when casually browsing on your i-phone (the 'curse' of all windows 8/10 GUI design), but everything feels 'off' under normal use on a desktop/laptop. The detail is gone (being able to easily fine tune searches etc), the pictures obscure the information etc. Just nasty GUI redesign. Thank god I don't have any mods to upload, i can't imagine how that must now be! 5/10 for the new site look (it can change and get better perhaps? Windows 10 'undid' a bunch of the terrible Windows 8 GUI). -
How to make joining a guild cost an upfront sum?
SweetDaggerfall replied to SweetDaggerfall's topic in Oblivion's Mod Ideas
Well in TES4Edit i can see that under Oblivion.esm>Quest, FormID (00024298) is the 'Join the Fighters Guild' Quest. And this has a number of stages. 10 is when you first hear that the Fighters Guild is looking for new recruits (triggers from NPC dialogue you have or overhear), and that gives you the first entry in your journal. 20, 22 and 25 are entries when you first talk to the 3 Fighters Guild heads that can allow you to join (Vilena Donton in Chorrol, Azzam in Anvil and Burz gro-Khash in Cheydinhal). 100 is for 'Quest Complete' and you have agreed to join the guild. Those are the only quest entries.I would edit the dialogues of the NPC's above so the text would show it costs x to join (like 50-100 Gold perhaps), the spoken dialogue would have to remain as default.I would edit the player chars dialogue with those NPC's to also include that info, e.g. 'Pay 50 Gold and Join the Fighters Guild'. The log entry for stage 20,22 and 25 would have to have an amount added e.g. 'I have spoken to Azzan. He has told me I must not be a wanted criminal or have a long history of lawlessness, and i need to pay a membership fee of 50 gold in order to join the Fighters Guild.' So that covers the basic dialogue options. The tricky bit is the actual gold calculation. I had a look at the Inn functions for hiring a bed, and the way that handles a cost and deducts that from your gold so you can then sleep in an Inn, and i guess that kind of thing would need to be added to the Quest Stage above, probably in the stage 100 part? The code from the Inn looks like this (if set at 50 Gold): Result Script:SCTX - Result script source: player.removeitem Gold001 50References:SCRO - Global Reference: Player [00000014]SCRO - Global Reference: Gold001 "Gold" [MISC:0000000F]But there is also some preceeding bits that will probably be important. Anyway in TES4Edit it looks like it would be messy to try to do, unless you really know exactly what your doing. So maybe i'd be better trying it in the CS, although i have never used that yet, so expect a learning curve! In short i think i have the dialogue options all worked out, which NPC dialogue to change etc, it is just the actual gold calculation and deduction from the player, via the needed script i have no real idea on how to do properly. -
I like the idea of having to pay a one time entry/membership fee for joining the guilds. So i've been looking for a mod to do this in Oblivion, and so far i've not been able to find any. I think there was one for Morrowind. I'm pretty good with TES4Edit, but was wondering if i'd need to use the Construction Set to make this kind of mod? Any help, pointers or tips on how to proceed gratefully received :)
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I can't really follow what you are saying, but for me the way crafting works is that (for example) when in either my ship or suit menu if i go on a spare slot with the cursor it gives the following options: Install technolgy (using left mouse button) 'E' Craft product (by pressing the 'E' key) 'X' transfer items (by pressing 'X' key) I play on PC so this will be different if on PS4, But the way it works is under the first two categories (Install or Craft) any tech you know (from blueprints etc) will show up as an icon under those headings, IF you have all the things required to either Install or Craft those items that icon will be bright and you click on that to Install or Craft the item. If the icon is dull it means you do not have all the required ingredients for that item, so will need to find them. It's pretty straight forward once you are used to it.
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Just got NMS a few days ago, so have been trying all the best mods for it (thankfully there are quite a few - thanks modders). This meant i was going through the choices of which of the space changing mods i should use (Deep Space, Immersive Space, Darker Space etc) and doing so made we notice something that is now hard to un-notice! Noise on the horizon, as in a fine particle band around the times of sunrise and sunset and through the night. The only mod that gets rid of that is the excellent Deep Space v2.0 by Emmett Brown, but the problem is that mod also gets rid of things i kind of like having, those helmet lines at the top of the screen and the light HUD effect when using the binoculars (F key) and zoom functions. So this is a request for a standalone Noise Remover as demonstrated in Deep Space v2.0 Emmett disables comments on his mod, otherwise i'd bring it up there, but it would be really cool if he could release a standalone mod (as he has already done this, so knows what to do :wink: ), or perhaps other clever mod makers can figure it out? EDIT: Ok so i found a space changing mod that does this, without adding the noise. It is Dark Skies but you can only get it on the other mod site. It would still be nice to have a noise cancelling mod or if the modders for Immersive Space and Darker Space could remove the noise from their versions? Thanks for any consideration.
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With the falling player numbers are Modders going to carry on making mods? - the correct title! It really has been something, the NMS story. I followed the development closely, sticking with the sources (Sean and Hello Games info releases) rather than following what people were saying on Kotaku etc. So in general i was not as outraged as much of the wider internet has been. However seeing the reported massive drop in active players (something like 90% of Steam gamers etc), it got me a little concerned. Do modders focus on that kind of thing or is modding all about expanding the potential of a game? I'm still a few weeks away from getting the game, but go in eyes wide open and know that mods will be the life blood of this game going forward (unless Helllo Games somehow can dig out that version of the PC game we all saw getting developed from the husk we ended up with), but will modders still be interested in a game that may very well generate small downloads of their work by then? I plan to make some mods myself, it just feels like a perfect game for that, but i wonder if the professional mod makers will be moving onto other more high profile and popular games?
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Issue is moot point now. :smile: VGMods have improved their servers, so it functions now. Good to have two places for NMS mods. Edit: for Ethreon http://acronyms.thefreedictionary.com/ATTN http://www.businessdictionary.com/definition/attn.html That's the common usage i am familiar with.
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The modders (most of them) use both sites. I'm a member here so i can post a question here. I rarely can access the VGMods site, and am not signed up to it, so can not post a question there. If a mod author sees this post and wants to bring it up over at the VGMods forums, please do :) It would be nice to have a main functional mod site for NMS.
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It seems most mod creators for No Man's Sky are using the VGMods site: http://nomansskymods.com/ Which has lots of connection issues (really since launch), it is still super slow to browse, when you can connect! This makes it hard to get all the latest mods for NMS, especially if they are not being uploaded to Nexus. I have no affiliation with either site, but maybe the mod creators for NMS could move to posting stuff on Nexus first, as a site that works well, and then the VGmods site, at least until they really sort out their problems? Is this a good idea?
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[solved] Thanks to your pointers about the 'menu' i got it working. It requires the script changes as i posted above. Then i used the GECK to load in the data files i wanted to work with (in my case due to my Patch Plugin that is active, i made sure to also check the Blackened FWE+MMM.esp, then those loaded up all their required Master files etc. I had to find 'Messages' and look for the entry 'RIHCookMeatMsg' then replace the Wannamingo entries with Boar Meat. When i exited the GECK it gave an error message then saved it to my active plugin (Patch Plugin that loads last). I loaded this up in FO3Edit and it gave me some error messages about some cells, i looked in my Patch Plugin and above the File Header were two new entries contained cells, the GECK had added these and they were not part of my fix. So i deleted them and exited FO3Edit (saving those changes to my Patch Plugin). I reloaded FO3Edit, this time no error messages. I checked the 'Message' section and saw the relevant RIHCookMeatMsg entry. GECK had changed the ITXT - Button Text to Boar Meat, but not the Inventory object (which was still showing WannamingoMeat) so i edited that to the correct zMMMzBoarMeat "Boar Meat" [ALCH:0C110137] entry and exited FO3Edit, saving the change to my Patch Plugin as promted. In game my Boar Meat is now shown after the Meat selection menu option, and it cooks perfectly :) So really i just need to know that the 'menu' stuff was hidden in the 'Messages' section of the Blackened FWE+MMM.esp and make the changes there as i had in the RICookingScript. And next time i will keep to FO3Edit for this kind of thing as it is much easier to use and does not create errors! Easy when you know how.
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yeah i had wondered about the 'menu' for the RobCo FG-2070 Field Grill. I assumed it just pulled the names from the zMMMzBoarMeat strings (as that Ingestible reference also has plain english included 'Boar meat') but had looked around for any associated 'menu' to the Field Grill that FWE added (it came from the standalone RI Primary Needs mod i think) and not been able to isolate that info. So i should also look for an xml file associated with the Field Grill? Ok.
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Well i didn't want to post too much info at first (like my load order), especially considering i was putting that script for folks to read. The only change in that script (from the Blackend FWE+MMM patch) is replacing Wannamingo (i'm probably spelling that wrong!) Meat with Boar Meat. All the other changes the Blackened team made to the RICooking script, all the additions of other MMM 'meats' (zMMMzRadscorpianMeat/ zMMMzWannamingoMeat etc) seem to work fine. zMMMzBoarMeat does not. I've looked at each entry for a few of the items the Field Grill cooks and (in FO3Edit) i can see no obvious difference between Boar Meat and Mole Rat Meat for example. One shows in the menu of the Field Grill while the other does not. I will admit this was not a thorough byte or byte comparison, i looked at key headings in the Ingestible tables, but i will go copy/paste all the details down of each item the Grill cooks and compare it to MMM's Boar Meat, you seem to hint there is a difference i should find. Anyway thanks for the advice and i will go do more detailed comparisons of Ingestibles. In relation to Load Order, that is all good, as good as it gets in Fallout 3 at any rate, I used BOSS early on to sort the main ones (like MMM, FWE etc) then used the guide on the FWE site about load orders alongside any advice in the readmes from the mod developers for each mod i was using (yes i do actually read them) , and as i use FOMM and FO3Edit i have a Merged Patch and Patch Plugin (this loads last, and this contains all my mod changes, including the changed RICooking script). Fo3Edit throws no errors on my load order. Modded Fallout 3 has never been a problem for me to run well (off course it does crash every now and then, this is a modded Bethesda game after all!), and i came into on the back of every crpg Bethesda did since Daggerfall (which i also run modded, i've even made a few small mods down the years. But yeah sure i'll post a Load Order at some point, just want to limit the info to not be too intimidating at the start :smile: I've also posted this question on the Blackend Nexus download discussion, for the attention of the mod makers that did get the other MMM meats to function with FWE's field grill. So i have two lines of enquiry to hopefully finally make Boar Meat a useful resource.
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This is the script in question: ScriptName RICookingScript short RIHCookMenu short RIButton short iHasInsect short iHasMirelurk short iHasMeat short ActFlag short Choice short MeatReady short GrillYield float CookTimer ref FG2070ActRef ref FG2070PlacerRef ref SmokeRef ref SoundActRef BEGIN GameMode if (RIHCookMenu == 1) set SoundActRef to FG2070ActRef.PlaceAtMe aaSoundAct 1 0 0 if (MeatReady == 0) set iHasInsect to 0 set iHasMirelurk to 0 set iHasMeat to 0 if (Player.GetItemCount AntMeat > 0 || Player.GetItemCount BloatFlyMeat > 0 || Player.GetItemCount RadroachMeat > 0 || Player.GetItemCount zMMMzRadscorpionMeat > 0) set iHasInsect to 1 endif if (Player.GetItemCount MirelurkMeat > 0 || Player.GetItemCount MirelurkMeatSoftshell > 0 || Player.GetItemCount MirelurkMeatHatchling > 0) set iHasMirelurk to 1 endif if (Player.GetItemCount BrahminSteak > 0 || Player.GetItemCount StrangeMeat > 0 || Player.GetItemCount YaoGuaiMeat > 0 || Player.GetItemCount MoleRatMeat > 0 || Player.GetItemCount DogMeat > 0 || Player.GetItemCount zMMMzGeckoMeat > 0 || Player.GetItemCount zMMMzBoarMeat > 0 || Player.GetItemCount zMMMzFloaterMeat > 0) set iHasMeat to 1 endif if ( (iHasInsect == 1) || (iHasMirelurk == 1) || (iHasMeat == 1) ) if (Player.GetItemCount AmmoSmallEnergyCell > 0) set RIHCookMenu to 100 else set RIHCookMenu to 0 ShowMessage aaFG2070NoEC endif else set RIHCookMenu to 0 ShowMessage aaFG2070NoItem endif elseif (MeatReady == 1) set MeatReady to 0 set RIHCookMenu to 0 if (GrillYield == 200) Player.AddItem RIGrilledMeat 2 elseif (GrillYield == 300) Player.AddItem RIGrilledMirelurk 2 elseif (GrillYield == 400) Player.AddItem RIGrilledInsect 2 endif endif elseif (RIHCookMenu == 100) set RIHCookMenu to 101 ShowMessage RIHCookMainMsg elseif (RIHCookMenu == 101) set RIButton to GetButtonPressed if(RIButton > -1) if(RIButton == 0) ; Meat Set RIHCookMenu to 200 elseif(RIButton == 1) ; Mirelurk Set RIHCookMenu to 300 elseif(RIButton == 2) ; Insect Set RIHCookMenu to 400 elseif(RIButton == 3) Set RIHCookMenu to 0 endif endif elseif(RIHCookMenu == 200) set RIHCookMenu to 201 ShowMessage RIHCookMeatMsg elseif(RIHCookMenu == 201) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 8) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 200 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem BrahminSteak 1 1 elseif (RIButton == 1) Player.RemoveItem StrangeMeat 1 1 elseif (RIButton == 2) Player.RemoveItem YaoGuaiMeat 1 1 elseif (RIButton == 3) Player.RemoveItem MoleRatMeat 1 1 elseif (RIButton == 4) Player.RemoveItem DogMeat 1 1 elseif (RIButton == 5) Player.RemoveItem zMMMzGeckoMeat 1 1 elseif (RIButton == 6) Player.RemoveItem zMMMzBoarMeat 1 1 elseif (RIButton == 7) Player.RemoveItem zMMMzFloaterMeat 1 1 endif endif elseif (RIHCookMenu == 300) set RIHCookMenu to 301 ShowMessage RIHCookMirelurkMsg elseif (RIHCookMenu == 301) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 3) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 300 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem MirelurkMeat 1 1 elseif (RIButton == 1) Player.RemoveItem MirelurkMeatSoftshell 1 1 elseif (RIButton == 2) Player.RemoveItem MirelurkMeatHatchling 1 1 endif endif elseif (RIHCookMenu == 400) set RIHCookMenu to 401 ShowMessage RIHCookInsectMsg elseif (RIHCookMenu == 401) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 4) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 400 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem AntMeat 1 1 elseif (RIButton == 1) Player.RemoveItem BloatflyMeat 1 1 elseif (RIButton == 2) Player.RemoveItem RadroachMeat 1 1 elseif (RIButton == 3) Player.RemoveItem zMMMzRadscorpionMeat 1 1 endif endif elseif (RIHCookMenu == 900) set CookTimer to 10.0 set RIHCookMenu to 901 set SmokeRef to FG2070ActRef.PlaceAtMe aaFG2070Smoke 1 0 0 SoundActRef.PlaySound3D aaFG2070Grilling SoundActRef.PlaySound3D aaFG2070GrillStart elseif (RIHCookMenu == 901) if (CookTimer < 0.0) set CookTimer to 0.0 set MeatReady to 1 set RIHCookMenu to 0 SmokeRef.Disable SmokeRef.MarkForDelete FG2070ActRef.PlaySound3D aaFG2070FoodReady01 else set CookTimer to (CookTimer - GetSecondsPassed) endif endif if(RIHCookMenu == 0) SoundActRef.Disable SoundActRef.MarkForDelete StopQuest RICookingQuest endif End I have also added the zMMMzBoarMeat entry to the bottom of RICooking script entry in FO3Edit under the SCRO - Global Reference section.
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I just can't seem to get this to work. Early attempts broke the RobCo FG-2070 Field Grill, so nothing would cook, but my latest attempt keeps the Grill functional, but it just will not cook Boar Meat. The script in question is RICookingScript. My initial attempt tried to add Boar Meat (zMMMzBoarMeat) to the list already functioning as of the Blackened FWE + MMM.esp - this addition caused the Grill to not function. There might be an 'ingestible' limit in the code of the script perhaps, it is set at 8 and i had to increase that to 9, which might be one too many? My second attempt simply replaced the references to Wannamingo Meat (i never play with the Wannamingo creature in my games) with Boar Meat, and this does not break the grill, but Boar Meat still will not appear in my Meat list when using the Grill (and yes i have the Boar Meat in my inventory). It DOES know i have Meat however as it gives me the option to choose 'Meat' from the cooker menu, but after i select 'Meat' i just get a blank menu with just the 'close' option. Why won't Boar Meat show as an option to cook, where all other meats do? This is very perplexing. Anyway any suggestions gratefully received.
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So, erm the new Fallout 3 forums (Bethsoft)
SweetDaggerfall replied to SweetDaggerfall's topic in Fallout 3's Discussion
Good to know :)