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Krazyman999

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  1. Collection Version Numbers... When installing OCBP mod... I have 2 Collections that have problems because of the version number. I have OCBP version 3.0Beta installed the collection has a problem, and wants me to install... OCBP version 2.5.5 Collections should have option to allow versions that are that version, or higher. Version 2.5.5 Allow any version higher than version 2.5.5 As well as an Allow checkbox, to stop error messages on each version number fault. Recommend adding, for Versions error message... [ ] Ignore Problem [ select version to use ] .......... drop down menu
  2. Mod Ideas... 1. Deep Concrete Foundations... The ground isn't level, as well as building on a hill that requires 2 foundation pieces. Solution... Double Depth Concrete Foundations.
  3. Sorry for the late reply, I didn't know there were any. I've finished my mod, called Clothes Pack 5 Sexy Teddy Treasure Hunt. A huge, 155 Treasure, Treasure hunting mod for Clothes Pack 5. The Weapons, on the Barclay Sisters are really overpowered, but Melee weapons, so you've got to get close to use them. I defended them with tweaked high level Ghoul Radroaches, and a high level sister. All in the same Faction, attack one, and the rest attack your character. Quest Alias... I had a go at making a Quest Alias, for making a character un-pickpocketable. It stops the words Pickpocket from displaying, very handy. Pickpocket 0% Perk... I tried the Pickpocket Chance Perk, I made it, but haven't go ti fully working yet. But it looks good, what I did, and gave me understanding of the Pickpocket Perk more, looks like it's value based. Death Item... The Non-Playable version, and Death Item is a really good idea. I still have to test it... Pickpocketing Clothing... you've got to be high level, and deal with her sister and the Radroaches in Survival Mode, the mode it was built for. Alternatively, sneak kill them, 1 at a time. So the clothing is alright to be Pickpocketed... Thanks for the help, I'm still messing with various settings. Such as the Pickpocket Chance Perk. :smile:
  4. Pickpocketing... how do you change the chances percentages, or have No Pick-pocketing. I made new weapons, but you can just pickpocket it off the NPC. I want to be able to get the weapon, but only after the NPC's death. As attacking her starts off a battle, this would be a nice reward for heavily weaponed and armed players. Wanted... 1. Pick-pocketing Chance changing... turning the chances up or down, I don't know what triggers it. I have something worth 38 Caps, with a Pickpocket Chance of 38%, and a new Legendary Weapon, worth 1 cap that has a 30% chance of Pick-pocketing. 2. No Pick-pocketing item... you can't pickpocket worn clothing, without a Perk. ============ I'm only a low level modder, I currently can add, and compile tweaked Scripts. But can't currently write them... I've made lots of low level mods, this ones for an huge Treasure Hunt mod I've 100% finished, and am ready to Publish...
  5. ============================= == Realistic Companions. === ============================= What it does... 1. Carrying... Prevents your Companions having unlimited carry-weight. 2. Inventory Limits... Companions have Inventory Limits. 3. UXB Experts... Companions Can't Disarm Mines and Bombs. 4. HUD Commands... Removes the ' Go Get That. ' Command. 5. Item Limits... Limits Companion items to 20 Max. This allows Armour, Weapons and Ammo Equipping. 6. Carry-Weight Limits... Carry-Weight limited to 100, to only allow for Weapons, Ammo and Armour. ========================================== 7. Resentment... Companions have a Resentment Meter, 0 -> 100% 0 = they don't have any feelings towards you. 100% = they hate you, they wont leave you. But will do spiteful things. ========================================== Resentment is built up by... - Insensitive... Failing Vanilla speech checks with insensitive replies. ' What... is Nat a Synth... ' very insensitive. - Stim-Packs... Not Stim-packing them, and letting them storm off home. - Friendly Fire... Friendly Fire. Perk removed, shooting a Companion in the backside, is never okay... - Clothes... Taking all your Companions Clothes, leaving them naked, in the middle of a Settlements or Town, now comes with consequences. Embarrassing... ... You want to change their clothes, take them somewhere secluded. - Weapons... Taking their Weapon, Vanilla game always has them with a weapon. This mod removes that. ========================================== Resentment at 100% They just don't care about you any more, they will hang around just the same. But they are now a Toxic Friend, you'll have to win back their Trust. - Not help with Devious Devices. - May add Slave Collars to you whilst you sleep, if they have one in their inventory. No Code. - May add light Devious Devices to you. - If naked for 1 hour, they will take all your clothes. - If in a battle, with no Weapon and Ammo. They may panic, and take your currently Equipped Weapon and Ammo, ' Give me that... '. - They will panic, if in a battle Naked. Strip all your clothes forcefully, and equipping everything you have equipped. Minus Devious Tagged Items... ========================================== Status... Checking Inventory / Stat / Status will show Companions Status, like a Sickness. - Piper... 0% Resentment... Piper has no feeling, good or bad towards you. - Piper... 50% Resentment... Piper has a healthy amount of Respect for you. - Piper... 100% Resentment... Piper hates your guts, you better watch your back, as she wont stand for your bad behaviour any more... You better start kissing her Ass to get on her good side, or expect some payback for future bad things you may do. ==========================================
  6. What it does... This is a fix for the common problem of people have mods that change the Doctors prices, but the dialogue doesn't change. Leaving you seeing Cure Rads 15 Caps, and the Doctor charging you 100 Caps or whatever the mod charges. People seem to think that it's tied into the save, and only a new save start can alter the prices. This is not the case, New game or Level 60, it makes no difference. My patch for a mod that I am using, works on my level 22 test character... I've worked out how to make the Doctor's Dialogue tell you the correct price, using the mod Greedy Doctors. I made a patch for myself, along with mod tweaks for myself for a mod. Everything seems to be priced correctly, in my patch, and everything is getting Cured. The mod Greedy Doctors works for changing prices, at any player level, and the files can be easily replicated, if you load it and your own mod into F4Edit. -- The mods Author VadimCross made Greedy Doctors, with all the working settings. I just worked out how to copy it into other mods... I'm only a low level modder, soo... things wont get technical, very simple edits... :smile: This is what I did... If you have Greedy Doctors loaded as well, it will all be highlighted. F4Edit... 1. Load your mod, and Greedy Doctors into it at the same time, and see what it edits in the Fallout4.esm. - Global ServiceCostCureWoundsSmall .... FLTV Value 250 ServiceCostCureWoundsLarge .... FLTV Value 500 ServiceCostCureRads .... FLTV Value 800 ServiceCostCureAddict .... FLTV Value 1000 - Quest ---- DialogueGenericDoctors -------- Dialogue Topic ------------ 000C039B PlayerCureAddiction ------------------- PNAM Previous INFO [iNFO:000C039A] (in GRUP Topic Children of [DIAL:000C0384]) ------------------- RNAM Prompt Cure Addiction (1000 Caps) ------------------- 00249FF4 ------------------- PNAM Previous INFO NULL - Null Reference [00000000] ------------------- RNAM Prompt [Cure Dark Craving (250 Caps)] Yeah, see what's wrong with me, doctor. -------- 000C0385 Dialogue Topic ------------ 000C0395 PlayerCureRadsGroup ------------------- PNAM Previous INFO [iNFO:000C0394] (in GRUP Topic Children of [DIAL:000C0385]) ------------------- RNAM Prompt Cure Rads (150 Caps) -------- 000C0387 Dialogue Topic ------------ 000C03B7 PlayerSmallIjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03B6] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (75 Caps) ------------ 000C03B7 PlayerLargeInjuriesGroup ------------------- PNAM Previous INFO [iNFO:000C03BC] (in GRUP Topic Children of [DIAL:000C0387]) ------------------- RNAM Prompt Cure Health (150 Caps) 2. Then find out all 9 section, that it highlights, and Right click them, and copy as overrides into your mod. 3. Then go down into your mod, and change the settings to exactly match the Greedy Doctors mod. Some settings you will have to cut and paste from the Greedy Doctors mod, such as the cost, and change it to your costs. 4. Save the game... make sure to have multiple back-ups of your main mod, you don't want to break your game if you mess up. But it's pretty easy to do, and there is very little to mess up.
  7. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting... lol check it..out..Look at the pictures...one of them is the navmesh https://www.nexusmods.com/fallout4/mods/53543 I hadn't realised picture 14 was your Navmesh, I just thought it was a weird red map picture... :ohmy:
  8. The check mark does other things too..Like connect cell to cell navmeshes (very important ) ... Cells where verticies dont match are usually where there is a height difference and navmesh couldnt connect In these cases i do a regeneration of the the cells (especially if they have a shitload of triangles and edit what i need to fix.... In my most recent mod i had to erase and redo 16 cells of navmesh because i edited all the terrain (flattened ,raised,new land mass etc...) ...lol 7-8 hours i all most went blind :tongue: (https://imgur.com/a/lR9Csxc) Yeah... I sometimes I have to generate Navmeshes a few times to get the borders to generate, I think of the borders as mini doorways. Navmesh height, I press the F button after selecting a point to get it to drop to the floor. Good for borders joining... . . I was just looking at the mod in the picture, trying to work out where it is, and how it joins to the Vanilla map. It's the Dlc Far Harbour, haven't worked where it joins, as I haven't played that section much. Too busy having fun on the main map... . . A modder made a full island for Skyrim, and for fun. I made a full Navmesh for it... I later read in his comments section, he was having trouble making a Navmesh for it, soo... I gave him the 98% done Navmesh, it just needed a couple of tweaks on the seams. . . I just spent 3 hours Navmeshing my unpublished Coastal Cottage settlement update, it looks like it's out of the Vanilla game. Like something out of Scooby Doo, on the hill top, in the NacX weather storm. Just working out how to do the lift, and Vendor... I've made Navmeshes for 12 mod locations in the past 3 months. 4 Bridges, 8 Settlements. . . But 16 Cells, if manually made, is a lot of work. Coastal Cottage was only 4 Cells, and I had to keep taking breaks, as my Brain felt as if it was melting...
  9. I tried that first, before I started this thread. But it needs a lot to run it, and my PC must be missing something, as it doesn't run it properly. I'm running on very old Windows 7 software, that Microsoft doesn't make any more, as it runs 100% of everything I want it to run. I wanted a very simple solution, like the Multiple Masters solution. I was very close to finding it myself, but just couldn't quite work it out. With the help of the people on this thread, I worked out a very simple way of fixing the problem. Posting the solution in Description area, of this thread. Thanks for telling me about the CK Fixes mod though... :no:
  10. It runs a .esp as a .esm or .esl fine, it just removes the data when it saves it. FO4Edit and the Creation Kit run perfectly with a .esp running as a Master whether flagged or not. It just doesn't save it, with the Vanilla Creation Kit set-up... The CK actively removes any ESP from the master list, on save. Correct. That's why I said "can not be a master (according to creation kit)". Sure, you can edit it with FO4Edit and stuff and get it to work. Just not by adding an ESP as Master using the CK. You'll need to convert it to an ESM for that. (which you can change to ESP again, using FO4Edit, so your patch or whatever will work with the original ESP file in-game) Yeah... I did that, and made a mod for a .esp. Temporarily False Flagging other .esp's as .esm's, for using in Creation Kit. The Creation Kit is saving my .esp Masters now. Thanks for your help, I added a tutorial in the Description, for other people having the same problem. :smile:
  11. Understood... that's why I said I was still testing stuff, I didn't know if false flagged .esp would make a difference in-game. I tested my new stuff I added to the game, but haven't tested all the rest, and how they interact with each other. Thanks for the info... :smile:
  12. That worked, I still need to do some testing. But I added tweaked stat Swimsuits to chests levelled lists, and into the world, in their own layer. Tested them in-game, and in FO4Edit, and they seem to be working. I had originally tried with changing just the Swimsuit.esp mod, flagging it as a master. But the Creation Kit didn't like it, and found that all the .esp files needed to be flagged as .esm files. Swimsuit.esp ......................... flagged as .esm Armorsmith Extended.esp ..... flagged as .esm Swimsuit Tweaks KP.esp ....... unchanged, saving perfectly. Load order being kept, when saved in Creation Kit Thanks for your help, I still need to do some more testing, but items are appearing in the game. .esp files are being saved correctly, in the Creation Kit... :smile: I'll add a full list of stuff I did in the main part of this thread, so it can help other people.
  13. It varies from mod author to mod author, some are happy to help, some indiifferent, some hostile. I had the author of one of my favourite mods, that I was working on, and was eventually going to release a tweaks patch, just take it down completely. Anyway... I found the answer, still testing it though. But it seems to be working. I went into the Header, in FO4 and flagged all the .esp's that were above my mod, to .esm's. They were still classed as .esp's, soo... still worked in-game, and the Creation Kit was fooled into thinking that all my Swimsuit Tweaks KP.esp mods above it, were .esm's. Even though they were still .esp's, just falsely flagged as .esm's. Still need to do a lot of testing, to see if there are any problems, but it's looking good. Thanks for your help, I'll be adding a full solution to the main page... :smile:
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