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GenericGeorge

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Posts posted by GenericGeorge

  1. I'm trying to create a simple mod that uses console commands, but I can't seem to change globals myself.

     

    I used the ShowGlobalVars command to test changing settings, and found that it listed some and the rest went to a log file somewhere (No idea where) but of the few it did fit in the console I tried to edit a few of them I'm using SetGS then I tried GetGlobalValue but both of them state "gamesetting not found" or "item not found for global variable"

     

    Is there a difference between globals and game settings, if so how do I change globals and how do I list all available game settings to find the ones I want to change.

     

    Sorry, I was being so dumb, globals and game settings are completely different brainfart.

     

    For anyone else, my solution was to download the experimental starfield xedit from their discord and browse the starfield esm for game settings.

  2. Starfield in my opinion should have included a favourites menu for power bar distribution. I'm too slow during fights to distribute reactor power from system to system.

     

    I think a mod that stores a few favourite presets that can be hotkeyed to the numbers like the weapons can on ground fights.

     

    For example I'm using a preset which has my engines at full power in exchange for my shield being powered and an enemy ship approaches. I can press 2 to switch to another preset where the shield is fully powered and distributed across weapon systems.

  3. I had this wonderful idea for a mod but due to my own lack of modding skills (mainly the modelling) I am unable to create it. The mod is lore friendly and immersive, adding something unique to your playthrough.

     

    Here's my dossier I wrote down when I was planning the mod, I ran into some bumps as I'm not so good at 3d modelling I hope this dossier helps anyone that wants to jump onto making this mod a reality.

     

    Brief Description
    Vending Machines of Skyrim, otherwise known as Dwemer Vending Machines of Skyrim or VMOS is a mod created for Skyrim Special Edition which adds Dwemer Style Vending Machines across the map of Skyrim and DLCs. These vending machines are added in a way which keeps the immersion whilst adding a unique feature that makes a playthrough better.
    Long Description
    Vending Machines of Skyrim is a mod which adds dwemer style vending machines around skyrim that sell many different things. Some rare, others not. It acts like a normal shop merchant with one big difference, it's fully automated and animated to look like other dwemer constructs. This mod adds automated shopping services in a lore friendly immersive way. To unlock vending machine shopping you must first talk to the NPC who invented these machines, a dwemer expert who repurposed the machines into a way of making money. After visiting the expert, he'll ask for your help in tracking down the last part he needs to start building vending machines around skyrim.
    In true vending machine fashion, you'll select your product by pressing buttons on the machine, and then your item will drop from the bottom into the compartment. This mod will have a couple of perk upgrades which can be earned by using these machines, these perks include the opportunity to invest in the experts invention and earn revenue from sales by visiting machines out in the world and collecting your cut. Another perk includes being able to buy more exotic items from the machines and opening up a full merchant interface.
    The lore friendly way these machines can exist is that the expert has knowledge on dwemer machinery and knows how to make the machines, he makes the machines work by using soul gems just like dwemer automatons to power the creations. The vending machines are powered by souls captured in soul gems. The gears and cogs can be seen and heard moving and working when using the machine.
    You can also help the business and earn a bigger cut by crafting a special wrench tool and performing maintenance on the machines as you come across them.
    Inner Workings
    The dwemer expert will be named soon, he is a high elf specialist of dwemer constructs. He will be located trying to get funding for his invention from the high queen or some rich people who deny him for being crazy. The player will talk to the specialist and have the opportunity to give him the funds, or convince the rich investors to change their mind, either by intimidation, or by helping them out with something they need.
    After helping the expert, he'll tell you he needs one item to be able to be able to finish his invention. You will be tasked to fetch it, a special machine part. When you return it he'll be happy that you've helped him achieve his goal. You have the option to invest more into his business and become a business partner where you will earn money and be able to collect your share from the machines. Over a few days to a week the vending machines will appear around skyrim. You can interact with these machines and when you do, you'll be awarded xp towards a skill point specially for the vending machines inside the mcm menu. These perks will decrease the cost of items, increase your share of money, unlock rarer item stock. If you're a business partner you'll have the option to chip in to repair and maintain these machine to earn even more xp. You'll only be able to repair the machines if you have the special repair tool/wrench.

    I will create the vending machine model with animated gears and sounds, the buttons will be scripted in the creation kit. A UI mod will possibly be used to display what is currently selected if the activation text cannot be edited on demand. A trigger dropper will be added where the purchased item will spawn it will be just above the drop tray so it looks like the machine grabbed it and dropped it. Instead of it just being added to your inventory, it will drop like a vending machine would this makes the mod experience better and immersion is increased.

     

     

  4. I had this wonderful idea for a mod but due to my own lack of modding skills (mainly the modelling) I am unable to create it. The mod is lore friendly and immersive, adding something unique to your playthrough.

     

    Here's my dossier I wrote down when I was planning the mod, I ran into some bumps as I'm not so good at 3d modelling I hope this dossier helps anyone that wants to jump onto making this mod a reality.

     

    Brief Description
    Vending Machines of Skyrim, otherwise known as Dwemer Vending Machines of Skyrim or VMOS is a mod created for Skyrim Special Edition which adds Dwemer Style Vending Machines across the map of Skyrim and DLCs. These vending machines are added in a way which keeps the immersion whilst adding a unique feature that makes a playthrough better.
    Long Description
    Vending Machines of Skyrim is a mod which adds dwemer style vending machines around skyrim that sell many different things. Some rare, others not. It acts like a normal shop merchant with one big difference, it's fully automated and animated to look like other dwemer constructs. This mod adds automated shopping services in a lore friendly immersive way. To unlock vending machine shopping you must first talk to the NPC who invented these machines, a dwemer expert who repurposed the machines into a way of making money. After visiting the expert, he'll ask for your help in tracking down the last part he needs to start building vending machines around skyrim.
    In true vending machine fashion, you'll select your product by pressing buttons on the machine, and then your item will drop from the bottom into the compartment. This mod will have a couple of perk upgrades which can be earned by using these machines, these perks include the opportunity to invest in the experts invention and earn revenue from sales by visiting machines out in the world and collecting your cut. Another perk includes being able to buy more exotic items from the machines and opening up a full merchant interface.
    The lore friendly way these machines can exist is that the expert has knowledge on dwemer machinery and knows how to make the machines, he makes the machines work by using soul gems just like dwemer automatons to power the creations. The vending machines are powered by souls captured in soul gems. The gears and cogs can be seen and heard moving and working when using the machine.
    You can also help the business and earn a bigger cut by crafting a special wrench tool and performing maintenance on the machines as you come across them.
    Inner Workings
    The dwemer expert will be named soon, he is a high elf specialist of dwemer constructs. He will be located trying to get funding for his invention from the high queen or some rich people who deny him for being crazy. The player will talk to the specialist and have the opportunity to give him the funds, or convince the rich investors to change their mind, either by intimidation, or by helping them out with something they need.
    After helping the expert, he'll tell you he needs one item to be able to be able to finish his invention. You will be tasked to fetch it, a special machine part. When you return it he'll be happy that you've helped him achieve his goal. You have the option to invest more into his business and become a business partner where you will earn money and be able to collect your share from the machines. Over a few days to a week the vending machines will appear around skyrim. You can interact with these machines and when you do, you'll be awarded xp towards a skill point specially for the vending machines inside the mcm menu. These perks will decrease the cost of items, increase your share of money, unlock rarer item stock. If you're a business partner you'll have the option to chip in to repair and maintain these machine to earn even more xp. You'll only be able to repair the machines if you have the special repair tool/wrench.

    I will create the vending machine model with animated gears and sounds, the buttons will be scripted in the creation kit. A UI mod will possibly be used to display what is currently selected if the activation text cannot be edited on demand. A trigger dropper will be added where the purchased item will spawn it will be just above the drop tray so it looks like the machine grabbed it and dropped it. Instead of it just being added to your inventory, it will drop like a vending machine would this makes the mod experience better and immersion is increased.

  5. Hello, I have a some what weird question where it may seem obvious. But it's confusing me, I'm making a mod which adds custom items to multiple NPCs in the game. But I don't know the best way to be adding them to give it the most support with other mods that may edit the same NPC.

     

    Do I inject the item into the actors inventory with a script, if so how would I go about doing this?

     

    Or am I free to just add it by editing the actors inventory screen.

     

     

    Thank you for your help, in advance.

  6. You shouldn't delete vanilla object references, because if there's any other mods referencing those things you've deleted, the game engine may crash. This is what is often referred to as "dirty edits". If you don't want to see those objects appear in game, what you should do is to mark them as "initially disabled" in object reference editor.

     

    Anyway, having no leveled list attached to these dummy markers shouldn't cause issues (I'm not sure why that's the warning you get when you delete the markers, though?). If you disable these markers instead, however, you won't be getting any warnings and won't have to worry about compatibility.

    How do I bring these items back? Would loading the fallout4.esm blankly then copying all of the objects I deleted, loading my mod.esm and pasting work to ensure it wouldn't collide with other mods.

     

    Creating mod conflicts is the last thing I want for my users. Can't release it until I fix this.

     

    Edit: I ran the plugin through the auto cleaner and it undeleted and disabled the dummyobjectsnoedit things and a couple of others. This has fixed the compatibility issue?

  7. Hello GenericGeorge,

     

    The dummy item markers are used to spawn items using leveled lists, in the orientations of these markers. The advantage of doing this is, by using a leveled list, the item being spawned can be varied. To make these work, you need to assign a leveled list to these markers in the object reference editor. The warning message you are seeing is saying you don't have any leveled list assigned to the marker, and therefore no item would spawn in its place in game.

    So this means there will be no performance hit or errors for my users?

  8. Whilst editing a place, I came across a few translucent objects some looked like guns and had a warning for each different DummyNoEdit.

     

     

    This is one of the snippets of the warnings file. I had the filter set to the <current> option which I am sure is only warnings from my mod.

    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639D) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639D) Errors were encountered during InitItem for reference:
    

    Do these warnings effect anything, such as performance? Or is it another set of warnings I can ignore.

     

     

    This is the whole warning screen that just popped up after loading the cell I'm working on.

    MASTERFILE: DFOB 'WorkshopForceNewList_DO' (0024A043) Could not find valid form (0024A042) in init for default object 'WorkshopForceNewList_DO' (0024A043)
    MASTERFILE: DFOB 'MapMarkerPotentialVassal_DO' (00249FDB) Could not find valid form (00249FD9) in init for default object 'MapMarkerPotentialVassal_DO' (00249FDB)
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639E) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639E) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E639E)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639D) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639D) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E639D)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639C) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639C) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E639C)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639B) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639B) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E639B)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639A) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E639A) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E639A)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E6399) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_Drink_NukaCola' (001E6399) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_Drink_NukaCola' (000928D5)
    Ref: '' (001E6399)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C)
    See Warnings file for more information.
    CELLS: <CURRENT>  REFR 'DummyNoEdit_PipeBoltAction_Rifle' (002473D9) Dummy object ref does not have a leveled list. This ref will never be visible in game.
    MASTERFILE: <CURRENT>  REFR 'DummyNoEdit_PipeBoltAction_Rifle' (002473D9) Errors were encountered during InitItem for reference:
    Base: 'DummyNoEdit_PipeBoltAction_Rifle' (001990CF)
    Ref: '' (002473D9)
    Cell: 'Wilderness' (0000E48D) (-9, -4) in world 'Commonwealth' (0000003C) 
    
    See Warnings file for more information.
    
    LOOTJOY: REFR 'WorkshopTurretLaser' (00064DCA) Unable to find default template item for Bound Object 'WorkshopTurretLaser' (0019a7f2). First Object Template Item used.
    LOOTJOY: REFR 'WorkshopTurretLaser' (00064DC9) Unable to find default template item for Bound Object 'WorkshopTurretLaser' (0019a7f2). First Object Template Item used.
    LOOTJOY: REFR 'WorkshopTurretLaser' (00064DC7) Unable to find default template item for Bound Object 'WorkshopTurretLaser' (0019a7f2). First Object Template Item used.
    LOOTJOY: REFR 'MQ302InstituteBoss01' (00063C68) Unable to find default template item for Bound Object 'MQ302InstituteBoss01' (001cfb17). First Object Template Item used.
    LOOTJOY: REFR 'DN136_BossMissileREF' (001E1D8B) Unable to find default template item for Bound Object 'MQ302InstituteBoss03' (001cfb19). First Object Template Item used.
    LOOTJOY: REFR 'DN136_BossFlamerREF' (001E1D8A) Unable to find default template item for Bound Object 'MQ302InstituteBoss02' (001cfb18). First Object Template Item used.
    
    

     

    Thanks for all the help lately :smile:

  9. Hi there, any help on this subject would be appreciated as the wikis are pretty scarce with the details I need help with.

    Currently making new aid items, but when setting the number of health to give, it shows up completely different in game.

    For instance, I set this number for the health to add in the creation kit,
    <Effect, Magnitude, Area, Duration>
    7OoeUMO.png

    This is the result in game
    L1RNSVY.png

    I'm just wondering how the top number turns into the one shown in game, so I can accurately set an amount of health to give.

    Thanks in advance.

  10. Typically it's because the item is lacking collision, trying copying it over from the original NukaCola bottle

    The collisions are the same as each items vanilla collisions. Not captured in the photo above is another nif object Psycho. I copied the branch whole over into the nuka cherry nif positioned it and saved.

     

    I tried starting fresh, this time not positioning it as that took a long time and I wanted to test if the same thing happened.

    Same result. Is there some sort of special way to bind two consumable nifs?

    9NBx7MF.jpg

  11. Hi having a frustrating time here, I recently merged two models together in NifSkope to create one, then adding custom textures.

     

    The item I created was a drink item.

     

    But when I added it to my inventory then tried dropping it to see how it looked on the floor. The model started floating and I could walk through it.

    (I'm not holding the item up, it's physically uninteractable)

     

    any help is very much appreciated.

    1fWrtht.jpg

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