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Everything posted by Moradinsoulforger
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I am trying to dynamically change fXpModBase for a mod so that fXpModBase changes for each player's current level and times through the unity using a formula something like: nXpLevelFormula = (Player.GetLevel /30)+1+(Player.GetAVInfo PlayerUnityTimesEntered) SetGS fXPModBase nXpLevelFormula Mathematically, this should result in fXpModBase incrementing by 0.03333 for each level up, however I can't seem to come up with a method to do this. I would think between RTFP and CassiopiaPapyrusExtender there ought to be a way...Or maybe something even simpler I totally missed?
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My mod is out of control... Basically I am making all of the vendor trash scrapable, originally only the tools and stuff like that with a one to one return...Then I expanded to ALL the trash...Now I am trying to balance and make things more reasonable, more or less balancing mass in to mass out, you can't make a ten pound rock out of 2 pounds rcok related material. So all this is actually working out, but it gets unwieldy. There are 53 cards, counting the box, each a unique menu entry to make fiber. Can I add the alias "FiberObject" or some such to each card Item and then use the alias in the COBJ file? If this is possible, how do I do it in CK or even in SFEdit? I can't seem to find a method with either tool and haven't found any tutorial that covers this.
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There can be so many items that scrolling gets out of hand, even when using WFF. In addition, if you want to swap from Components to MISC (ETC), You must Exit the workbench and reopen it, then select once more. Adding a BACK button that goes directly to selection and/or a REFRESH or Page button that jumps to next recipe that is usable. Something like this:
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A man of few words.
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Planets and Solar Systems Brainstorm Megathread
Moradinsoulforger replied to FALCmods4all's topic in Starfield's Mod Ideas
I would love to be able to DISCOVER new planets, out on the edges of the starmap, Mods should drop whole new systems with NO HUMAN footprint whatsoever. Let the player actually play the explorer. Perhaps so other form of Intelligent (or semi)life? -
Script persists on deleted workshop object.
Moradinsoulforger replied to COCayneT's topic in Starfield's Discussion
Please share the solution, you may shed light on an issue I am having. -
Access Full Resource list at Outpost
Moradinsoulforger replied to CainStar's topic in Starfield's Mod Ideas
Perhaps add a new section added to Smart Captain's Planet Resource Database by LarannKiar that tracks based on Player input? -
For me, the character sheet UI has never been worth much, especially after adding mods. I don't know if the Traits Scrolling is just limited or if a good many of the mods just lack the bits of code needed to make the new traits display, but it is a real P.I.A. Trying to see if all of a character traits are behaving as they should when you can't easily find out what they think they are . Can someone build an alt UI, or even just a Script or batch file to display current active traits, maybe date or level they were added to character?
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When you need to sell large lots to a vendor, the limited available credits and the slider can often lead to a good deal of fussing to get through the process. It would be VERY nice once you have actually found that sweet spot of 123 Iron ore, that you could actually just enter that number after waiting for the vendor restock, instead of trying to find 123 on the slider that represents 1,000,002,567 iron ore. And Yes, I have produced that much ore. I doubt if I'm the only one to do so.
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Add another scan from orbit that produces a colored biome map, much like the resource map. This could be tied to perks, only accessible when certain perks or combinations of perks and levels are achieved. I am SO tired of having to keep moving my LZ to 20 spots on the planet trying to find the biome I'm missing by reading it's label and % complete. Obviously, if it can show that tag, the data is there. PLEASE, somebody make it a mappable function
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Long hair and spacesuits don't mix well. all kinds of problems with hair in seals, and clogging filters.
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Give the Frontier back to Constellation
Moradinsoulforger replied to lvlnd's topic in Starfield's Mod Ideas
Yup...the very first thing I did in my first play through was to steal a different ship and never used the Frontier again. It would have been nice to be able to give it back, or get rid of it so it wasn't always something to skip at shipbuilder. -
And I'd like to have a visible icon to let me know when well rested is or no longer is present...If I can have a constant notice the air is unbreathable while completely sealed in a spacesuit, having some reminder of my "bonus" doesn't seem out of line.
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How about being more descriptive with your title? Everything listed here is "Mod Idea". If someone is trying to sort or scan for ideas, yours may be missed.
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My Bat file: IF Player.HasPerk 00227FDA > 0; THEN Print "Player has the Alien DNA Trait."; ELSE Player.AddPerk 00227FDA; ENDIF The result when run from console: Bat TraitsBack > IF Player.HasPerk 00227FDA > 0; THEN Print "Player has the Alien DNA Trait."; Mismatched if/else/endif block starting on line 1. Mismatched if/then/else block. > ELSE Player.AddPerk 00227FDA; Mismatched if/else/endif block starting on line 1. Mismatched if/then/else block. > ENDIF I know I'm close, but just not getting there. Also Print command does not appear to work, is there an alternative or am i just using it incorrectly?
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How do I ....
Moradinsoulforger replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
I'm trying to find or create an auto equip armor script, like the script place on the baton and 10MM pistol on the opening Vault 111 section of the game: Scriptname WeapAutoEquip extends ObjectReference ;Weapon property WeaponToEquip auto const GlobalVariable property WeaponHasAutoEquipped auto constint Property FavoriteSlot = -1 auto const Form WeaponToEquip Event OnInit()WeaponToEquip = self.GetBaseObject()EndEvent ;when the player picks up the weapon, automatically equip the weapon and favorite itEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer);Debug.Trace("**************" + self + "changed container!") if akNewContainer == Game.GetPlayer() if WeaponHasAutoEquipped.GetValue() == 0;set the global so the autoequip only happens the first timeWeaponHasAutoEquipped.SetValue(1) ;autoequippingGame.GetPlayer().EquipItem(WeaponToEquip) ;favoritingGame.GetPlayer().MarkItemAsFavorite(WeaponToEquip, FavoriteSlot) ;wait a second to allow the weapon to assemble in the hand before drawing itUtility.wait(0.5)Game.GetPlayer().DrawWeapon()endifendifEndEvent I have attempted copying the scripts from the 10mm , altering them and applying them to a modified Vault 111 Jumpsuit with slightly improved resistances, but so far, failing. I've only begun working with the creation kit and just feeling my way around. I'm basically only looking to pickup the armor and put it on without to having the Pipboy, or resorting to showinventory, getting the armor id and then player.equipitem <id>. Any advice would be helpful.