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Everything posted by 9raxus
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Hi everyone and thank you for all of the responses. I have found a solution to my problem and I would like to share it in the event that it helps others. For whatever reason, Windows had linked opening the snipping tool with hitting "print screen" (in my case, I need to press "function" & "print screen"). I disabled that link by going into the Windows > Accessibility > Keyboard menu and turning off "Use the Print Screen key to open screen capture." I can now use "function + print screen" in Fallout 4 without incident. Again, this likely only affects Windows 11 users with the 24H2 update but I can't be certain of that.
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UPDATE 2025-01-01 : I have since found a solution for my situation as described in my post below. In summary, I went to the Windows > Accessibility > Keyboard menu and disabled "Use Print screen key to open screen capture." Original topic post below: /////////////////////////////////////// The situation that I am encountering is that I can not create a screenshot in Fallout 4 using the "Print Screen" option. When I attempt to create a screenshot, the program exits back out to the desktop although it is not a crash; You can re-enter the program but it is paused with the menu screen on when you re-enter. I can create a screenshot with this same method in Skyrim, though. I have the "bAllowScreenshot=1" modification in both of their respective .INI files. I use Mod Organizer 2 and I'm aware that MO2 uses a 'virtual' INI file but both of those also has the bAllow line in it. I do have Windows 11 with the recent 24H2 update but I don't know if that is the cause as Skyrim is unaffected. Has anyone else had this situation and, if so, have you resolved it and how have you done so? I can create screenshots through Steam (F12) but would prefer to understand why this prior method of creating screenshots no longer works. Thank you.
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I recently discovered that I am not able to run Creation Kit through Mod Organizer 2. The last time that I used Creation Kit was about one month ago. Based upon evidence, it appears to be a Mod Organizer 2 situation; I can run Fallout 4 & Skyrim perfectly fine. However, I can not run the Creation Kits for either of the two games. I can run the Fallout 4 Creation Kit through it's icon. I have been trying to find what the cause is elsewhere online but have yet to do so. Has this situation occurred with anyone else who uses MO2 for their Fallout 4 / Skyrim set-ups and, if so, what was your solution to this problem? Thank you.
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Neck Shackle (Collar) - Oblivion-Style - Already Made? - Where?
9raxus replied to 9raxus's topic in Skyrim's Mod Ideas
Hi and thank you for your responses and efforts. Yes, I know of the Death Hound collar. I looked at the Fox "sounds like Pitch" outfit and saw the collar. Again, the neck collar looked awfully similar in theme to the prison cuffs from Oblivion I'm sure that there is something out there that is close to what it was; I'm not entirely certain how far into the crevices of the Internet that I'm willing to go and search for it. I was just curious if it was something that was fairly easy to obtain in a place that wouldn't cause my adBlocker & antivirus software to go off. -
I don't know if this should be a request or not. I'm pretty certain that, at one time, someone had made a wearable neck shackle (collar) for use in Skyrim in the style of the prison cuffs that the player starts with in Oblivion. Unfortunately, it no longer seems to be available here but I'm not certain if that item was ever available here or not. I see that there are ankle shackles (with a chain, unfortunately) here but not a collar. I know that I have the cuffs (although I don't know if they work in the latest version of Skyrim). If anyone would have any leads as to where that mod may have gone, that would be appreciated. Thank you.
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Put a weapon with mod into a container
9raxus replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
Hi Larannkiar and thanks for the reply. Yes, I eventually figured out what you've described above and I should have replied sooner as such. Of note, though, is an important detail - You need to generate a new instance of the weapon in question; It seemingly doesn't work in modifying a weapon that is already being used by the player. That delayed my understanding of this procedure for a little while. Again, thank you for the reply. -
Put a weapon with mod into a container
9raxus replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
My apologies for necro-ing this topic. However, I've been trying to create a non-unique weapon (the test weapon that I've been using is a laser pistol that is ordinary except for a scope) and I can not create it. I've performed the following actions: Created a new "LaserGun" weapon (so as to not spoil the normal base one). Created a Keyword (made certain that I used type "Instantation Filter") Created a leveled list to include all of the object mods I wanted on that weapon (everything is stock except for the scope). Attached the keyword to the leveled list. Attached the keyword to the object template. Unchecked the "default" checkbox in the object template. And... nothing. I attempt to spawn the weapon inside of the game (player.additem etcetera so forth) and I still get a laser weapon with random mods attached to it. I am once again humbled by my lack of Creation Kit skills. What am I doing wrong? Thank you. -
For the TL;DR crowd - Ever since having Skyrim update, I crash whenever I fast travel except if I play the game completely plain (no mod organizer [and, by extension, no mods] or SKSE, just straight from the Steam loader). Is anyone else having this problem? I haven't played Skyrim for over a month and thought that it would be fun to perform some modding with it again. Opened Creation Kit, did some modding, wanted to test the mod. Went to play Skyrim and learned that my SKSE wasn't compatible with Skyrim anymore. Huh. Skyrim must have updated again. OK. Go to Silverlock, download the latest SKSE version, install it and... Oh. Two DLLs aren't compatible with this version of Skyrim. One of them, skee64.dll, is connected to Racemenu. I'm not concerned about that one (and have since learned that it's not on Nexus anyway for the time being) so I just disable it. The other, cbp.dll, is the physics thing and I replace that DLL. Fine. Time to test my mod. Hey! The game works! I'm not such a n00b after all! Let me just fast travel to where my mod is in the ga... Oh. Crash-to-desktop. That's... unusual. Let me try that again. Oh. It did it again. OK. Let me just get out of everything and get back into everything and try it agai... And it crashed-to-desktop again when I tried to fast travel. Huh. Well, let me run plain old Skyrim through my mod loader and see if it's SKSE... Nope. Still crashing during fast travel. OK, let me try just running it through Steam with no mod loader (and, by extension, no mods)... Hey! That worked... For some reason... Has anyone else had this experience yet? Fallout 4 works flawlessly, so there's that. Any assistance or collaboration would be appreciated. Thank you.
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I am attempting to find a way to affect faction relations with the player character through non-scripting methods. For instance, by wearing something, you make a faction angry at you (or, conversely, you are allowed to "infiltrate" that faction without them engaging you in combat). I thought that the "party clothes" in the main quest might provide a clue but it apparently does not. I know of the frenzy/calm spells but they seem to only work as "fire and forget" and not "constant effect." Any advice on how to solve this problem would be appreciated. Thank you.
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I am trying to use the condition "InventoryWeight" as a condition for a magic effect (Under a certain weight, magic effect happens; Over a certain weight, magic effect stops). It works fine in most cases but not when the player picks up an item and the inventory weight goes from below the threshold to over it. The magic effect still occurs in that case UNTIL the player looks at their inventory. After that, the condition occurs and the magic effect stops working. I was wondering if anyone has any guidance on how to get the condition to work so that, when a player picks up an item that causes the threshold to be met or exceeded, the magic effect instantly stops working as opposed to first looking at the inventory. Thank you. Edit - I meant "GetActorValue" using the condition of "InventoryWeight," not "GetInventoryWeight." My apologies. I can't seem to edit the subject title unfortunately to reflect this change.
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I am attempting to create a piece of armor that has a custom upgrade that is available at the armor workbench. I am unable to achieve this despite trying to emulate examples found in the Creation Kit. What I have achieved so far: ** Creating the piece of armor itself ** Creating the armor modification (OMOD). ** Creating the recipe for the armor modification ** Attaching the recipe to the armor modification and attaching the armor modification to the piece of armor (supposedly, based upon examples in the creation kit). What I can't seem to do is get that piece of armor to appear at the armor workbench menu and, by extension, the upgrade. I know how to create objects through the chemistry workbench but, for some reason, I am having trouble creating this type of mod. Any tutorial or assistance would be appreciated. Thank you.
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Did you upgrade to Windows 11? Are you now experiencing crashes to desktop (CTD) whenever you try to sleep, move into a new cell or delete a game from a menu (and you were never getting these CTDs when you had Windows 10)? Do you have Vipre anti-virus? If you answered YES to all of these questions, then do I have the solution for you. Go to "Manage" in the Vipre anti-virus program. Make sure the "Anti-virus" option is highlighted on the left. Scroll down to "Block Potentially Malicious Processes." If it's checked, uncheck that box. Now go back and see if you are still getting CTDs in those instances. Likely, you are no longer getting CTDs. Don't ask me to explain the "why"; I don't know, either. It just works for now. I hope this helps you.
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I accidentally posted the above message in the regular Skyrim forum. I apologize. Please delete this message. Thank you.
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2021-10-31: I believe that I have solved this situation. Please see below. /////////////////////////////// Did you upgrade to Windows 11? Are you now experiencing crashes to desktop (CTD) whenever you try to sleep (and waiting, specifically for Skyrim SE), move into a new cell or delete a game from a menu (and you were never getting these CTDs when you had Windows 10)? Do you have Vipre anti-virus? If you answered YES to all of these questions, then do I have the solution for you. Go to "Manage" in the Vipre anti-virus program. Make sure the "Anti-virus" option is highlighted on the left. Scroll down to "Block Potentially Malicious Processes." If it's checked, uncheck that box. Now go back and see if you are still getting CTDs in those instances. Likely, you are no longer getting CTDs. Don't ask me to explain the "why"; I don't know, either. It just works for now. I hope this helps you. ////////////////////////////// I am currently experiencing CTDs with Skyrim SE. I believe that these CTDs may be caused by Windows 11, because that is the only factor that changed from before the CTDs began occurring. Once I changed over to Windows 11, I would also like to add that the Skyrim would not start at all initially. I have been using Mod Organizer 2 to run Skyrim and updated the version from 2.2.4 (I think) to 2.4.2 (the most recent). The CTDs are presently occurring whenever I try to wait. They also occur when I try to delete a saved game and when trying to sleep. If anyone else has had similar experiences and, if so, any possible solutions to this issue, please let me know. Thank you.
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I am currently experiencing CTDs with Skyrim SE. I believe that these CTDs may be caused by Windows 11, because that is the only factor that changed from before the CTDs began occurring. Once I changed over to Windows 11, I would also like to add that the Skyrim would not start at all initially. I have been using Mod Organizer 2 to run Skyrim and updated the version from 2.2.4 (I think) to 2.4.2 (the most recent). The CTDs are presently occurring whenever I try to wait. They also occur when I try to delete a saved game. I have not tested other possibilities as of yet (sleeping, alchemy, et.c so forth). If anyone else has had similar experiences and, if so, any possible solutions to this issue, please let me know. Thank you.
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I've been experimenting in the Creation Kit to detect when the player is injured. There's two types of injury: When the player's health points are lowered (either through radiation or physical injury) and when the limbs themselves are damaged. The Creation Kit (not Papyrus scripting but the CK itself) has a Condition Function called "GetHealthPercentage" which can detect whether the player's hit points are lowered, either through traditional injury or radiation. This function does not detect limb damage, though. Although I have looked through a lot of the possible choices in the condition functions, I can not find such a function to detect when a player suffers limb damage. There is one possible CF called "IsLimbGone" but it looks as though it is obsolete (and not well-documented in the Creation Kit wiki). Would anyone if there is a condition function that does detect limb damage? Thank you.
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In the past, I have tried to place completely unmodded weapons into the game world, each time to find that, when testing the mod out, the weapon has the possibility of being "modded." For example, if I placed a regular laser gun into an exterior cell onto the ground, when I go to pick the weapon up, it now has a stock or a splitter or a scope. I understand how to place a modded weapon into the game (it seems very complicated, where you need to create a leveled list and a form list and then using a quest and all that) but I'm wondering if there's a simple method for just placing an unmodded weapon into the game and assuring that, once in the game, it is retrieved as an unmodded weapon. Thank you.
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Hi and thanks for your suggestion. I have thought about using something similar; Unfortunately, I don't have a lot of time at the moment to experiment with it and see how far that it can go for helping me to achieve the effect that I want. But I thank you for pointing this method out for me and clarifying the use of "OnMenuOpenCloseEvent," which I hadn't seen yet. Thank you.
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Hi and thanks for your suggestion. I have previously used "weaponfire" as a means for generating a "regenerating ammo" response. Like a lot of other methods, using that method has it's advantages and disadvantages. For instance, I found that a player that uses Power Armor will 'break' a script using "weaponfire" unless there's a lot of additional scripting based on how Power Armor works within the game. Once the player enters Power Armor, the regenerating ammo effect will stop and won't continue again. I've been informed that there are ways to counteract this effect but I have yet to try it. My current method uses a timer mechanism (OnTimer & StartTimer) that seems to work fairly well so far (except, of course, for the case of ammo that you can drop from the inventory) :) Again, thanks for your suggestion.
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Hi guys and thanks for all of the helpful suggestions so far. It's probably fair to reveal a bit more about why I asked about undroppable ammo to provide more context; The ultimate goal is to build a serviceable enough "recharger" weapon such as what was in Fallout New Vegas. I'm not really interested in a 1:1 recreation just so much as to get the 'spirit' of that weapon realized. For the most part, I believe that I've done that: A weapon that generates ammunition when it is in your possession and only to a certain quantity. How quickly the ammunition generates and to what amount are inconsequential and can always be adjusted later. When given the "Never Ending" legendary mod, the weapon acts reasonably close to how a F:NV "recharger" weapon functions. That part of the project, in my view, is complete. Unfortunately, a by-product of my results is that I now have ammunition in my inventory that can be dropped from the inventory. It's not exactly a game-breaking "bug" but it is an annoying artifact from how the ammunition regeneration process occurs. I've attempted to neutralize this feature in two ways: Make the ammunition monetarily worthless so that there's no incentive to sell it. And, in the meanwhile, I've utilized a timer for the ammunition generation to also check the inventory to see if the inventory is above a set limit; If it is above that limit, reset it to the maximum limit, thereby "deleting" the excess ammunition (although, now that I think about it, I've envisioned a really neat way to "penalize" the player for having excess ammunition by possibly irradiating the player for every moment that the player has excess inventory... Hmmmm....) Pardon my lack of understanding with Papyrus but how would one attach a script to an ammunition object? I don't see a place in the ammunition window to attach a script (as opposed to a weapon or miscellaneous object). Thank you.
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I apologize but I should have mentioned in the original post that I had also looked into the "playable" flag in the ammo interface. Unfortunately, although making the ammo "unplayable" gives the effect of not being able to drop it & but also being able to fire it from a weapon, you can not see the amount of ammo that you possess in your inventory or the ammo count when you are firing your weapon.
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I am attempting to make an undroppable ammunition type. Whenever you receive the ammunition, it stays in your inventory until you fire a weapon that uses the ammunition. Despite my best efforts, I have been unable to achieve this effect. I know of quest aliases and how they are used to create quest items (which can't be dropped). However, I have been unable to make the ammunition type a quest item despite researching how to create quest items. I also know of the entire category of keys and how you can't drop them from your inventory. However, I've been unable to determine exactly how that mechanism works, whether it is hard-coded into the game or some type of form list or some of them are quest items or some combination of those three (or something else entirely different). Any assistance would be appreciated. Thank you.
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UPDATE - 2021-03-07 - After more research, I have uncovered a solution: My audio set-up was for 5.1 Surround. Switching to Stereo has seemed to resolve the problem. How the problem began has not been determined. I had what appears to be an automatic sound driver update 4 days ago and that could be a possible reason but I don't know. I did detect, shortly after writing the first post, that dialog sound levels became normal when I was able to move my character to the left or right during that dialog. At any rate, I hope that this helps anyone who has had a similar problem.
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I experienced earlier today that dialog spoken by NPCs is now muffled and incredibly soft in both Fallout 4 and Skyrim: Special Edition. I have already checked my speaker connections. I have already rebooted my computer at least once. I did install a game from Steam earlier today and that, in turn, updated the "Steamworks Common Redistributables." I have since deleted that game and even placed a Steam game back onto my computer that also updated the Steamworks Distributables but had never disrupted the dialog. I have not installed any mods for F4 or SSE in a long while. Other sound effects, such as intro music and weapon sounds, seem unaffected by this situation. It seems to only affect spoken language audio. I downloaded and installed a non-Steam game once this situation began and all of the audio, including voices, from that non-Steam game seems fine at the moment. I am wondering if anyone has encountered this type of problem before and, if so, what steps were taken to remedy it. I have made a good faith effort to find a solution on the Internet but I have not. Any advice on resolving this would be greatly appreciated. Thank you.
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