Jump to content

DynasuarezWrecks

Supporter
  • Posts

    34
  • Joined

  • Last visited

Nexus Mods Profile

About DynasuarezWrecks

Profile Fields

  • Country
    United States

DynasuarezWrecks's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I use a lot of mods that add settlement objects, and not all of them have their own menus. Since my vanilla categories are getting awfully full and I don't feel like scrolling passed 100 items in the "Chairs" menu to find the one I want, I decided to make my own workshop mod that organizes everything. So I started with the base game, made new formlists and keywords, made my own art objects for the new menus, updated COBJ records to use the new keywords, and so on. For some perspective on what exactly I was doing, I broke one-layer menus down into more sub-menus, so for instance, Furniture→Chairs became Furniture→Seating→Living Room and Furniture→Chairs→Kitchen. I was occasionally saving and booting the game to check for properly appearing menus and items, and everything was good until I reached Power. After sorting light fixtures into sub-menus, when I booted the game, I crashed to desktop whenever I scrolled to my new "Lights" menu. After some tinkering, I have it working to some extent. I changed all of the COBJ records to use my new keywords except for the ones added by the Vault-Tec DLC. Now I can go into the Lights menu and everything is okay, and I can even put the vanilla "Lights" keyword into my new "Lights" formlist to nest it there. I just have to deal with the fact that my wall-hung lights are in their own menu, lamps are in their own menu, and all of the Vault lighting is still inside the vanilla "Lights" menu. I figured I would just deal with it later and went on to the rest of the menu. When I was satisfied, I started to include mods to assimilate them into my new menus. But when I activate such a mod, like Pristine Workshop Assets, whenever I scroll to a part of the menu where an item it adds would have appeared, I crash to desktop. I don't get even get to scroll to one of the modded items. The game crashes as soon as I arrive at the top-most menu level that it will eventually appear in. For example, Pristine Workshop Assets doesn't add anything to the Structures section of the Main Menu or the Beds section of the Furniture Menu. As soon as I go into the Furniture menu and scroll passed Beds to Seating, the game crashes. I don't have any clue why this would be happening.
  2. So I already know that you can use the console to add items to an NPC's inventory by clicking on them in the console and then using the "additem" command. What I can't figure out is how to add items to an NPC without clicking them first. I think I had seen it explained somewhere a long time ago, but my google-fu is failing me. For context, I'm a novice modder trying to do things that I have never done before. I know that I can just use FNVedit or the GECK to add items to the desired NPC's inventory directly, but that could conflict with other mods that edit NPCs, such as New Vegas Redesigned 2. I'm trying to avoid that. Specifically, I intend to write scripts that run on game start to add those items to NPCs so that it avoids conflict with direct edits altogether. I can't figure out the syntax to do that, though, and to be frank, I'm not even sure that I don't need to JIP LN NVSE to do it anyway.
  3. I don't suppose it's likely that some particularly ballsy fellow has actually gone through the trouble of combining some of the large, popular settlement mods and removed all of the doubles? That would be amazing.
  4. Some way to force the game world to start behaving as if a quest stage had been completed without having to play the quest and in a way that isn't attributed to the player? For example, dragons do not begin to spawn until you complete Dragon Rising. I realize that the console has a command for completing quest stages, but the game acts like the player completed the quest and this command does not necessarily produce all of the intended results anyway. I also realize that there are mods that will produce some of the same results, such as mods that will cause dragons to begin spawning immediately, but it isn't necessarily just some prescribed effects that I am looking for. In Oldrim, there was a mod called Familiar Faces that empowered us to create a copy of a player character and add it to the game as an NPC in a save file for a separate player character. It got to me to thinking about a shared experience where all of my played characters could be living in the same world at the same time. This fantasy is especially attractive since I usually play characters that would not logically complete certain quests. For example, a lawful Dragonborn who would not even start the Dark Brotherhood quest line. What would be neat is if I could play two separate characters and combine their experiences somehow. For example, I play as the aforementioned Dragonborn in one save file and advance to the Battle of Whiterun and win it for the Stormcloaks. In the other save file, I role play as a character who isn't the Dragonborn (and use an appropriate mod to that effect) and who advances the Dark Brotherhood quest line until he enters the Falkreath sanctuary. Then somehow, I update the first save file in such a way that Grelod the Kind is removed from the game and the rumors about Aventus Aretino stop (because at that point, he won't be performing the Black Sacrament anymore). Likewise, I update the second save file such that Balgruuf has been replaced as the Jarl of Whiterun. I'm looking for any methodology that could produce some semblance of that.
  5. After looking at some lists of commands for both the console and the script extender, this doesn't seem to be possible, but I was hoping that there was a way to add keywords to items and NPCs without having to directly edit their records in fo4edit or the Creation Kit. I was able to locate an addkeyword command, but it does not appear to work in the way that I was hoping it would. If I am wrong and this actually can be done, insight would be greatly appreciated.
  6. Would anyone happen to have a batch file for adding one instance of all armors and weapons up to Nuka-World to the inventory? I need to do some testing, and a batch file would be so convenient. I did find one on Nexus, but it was uploaded before Vault-Tec and Nuka-World, so it stands to reason it's missing items.
  7. I mean to whack a dead brahmin if this has been asked before, but Google doesn't return the answer I'm looking for. Would anyone happen to know if there a mod that recreates the basic controls (the ones found in the Settings menu) as NVSE inputs? (The only answers I can find are to the question of whether it's possible to enable simultaneous keyboard and gamepad functionality, which I know is not possible but is not what I am asking). So, as we all know by now, keyboards and gamepads can't be used together except when a mod adds a new control. I could be playing with a Xbox controller but could still use the "G" key to throw a grenade with Project Nevada installed, for instance. I have been able to circumvent the mutual exclusivity to some degree by using a program like Joy2Key to map a mod control to a gamepad button and make the button share commands. For instance, since holding the activate command (A button or "E" key) is not something anyone would do in normal gameplay, I can set the A button to emulate the shift key, and then I can hold the A button to use Project Nevada's sprint. If I wanted to sacrifice a hotkey, I could also use Joy2Key to make a single press of the D-pad down button activate Project Nevada's enhanced vision and a double tap activate the stealth field. However, that functionality isn't possible for another button that has an immediate effect from a normal control. I can't, for instance, get Bullet time to activate by double tapping the VATS button because VATS will always activate as soon as I touch the button. But if I could find a mod that recreates the normal controls in the same way that a mod like Project Nevada adds new ones, I could unmap the controller buttons in FalloutNV.ini and then use Joy2Key to assign commands as I see fit. I really like analog movement on the left stick, guys. Thanks ahead of time.
  8. Hey guys, I need to ask you for a little bit of help. I have a standalone weapon mod, specifically the 10mm SMG by Major_McCrackin. Rather than waiting for him to make a patch for a visible weapons mod, if he even decides to make one at all, I thought that I would take a shot at making one myself for my own personal use, especially since I want to learn how to use programs like Blender and Nifskope anyway. So, what I really need help with is how to make the model in the first place. I know that given the modular nature of Fallout 4 weapons, I will need to combine a magazine .NIF and the receiver .NIF into a single model at the bare minimum. For now, I'll keep it simple. Once I've gotten the hang of things, then I'll try to add more attachments, like a stock or scope. I have basically no practical experience with modeling programs like Blender, so I don't actually know how to do that. The tutorials in the sticky on this forum, and all the tutorials that I have found on YouTube have been of limited help since they all seem to start at a step that would logically come later or assume that you already have the model you want or know how to create the model from scratch. None of them account for the fact that I am trying to combine two models into one, and that is completely understandable. That model is all I need. Once I have it, I think I know my way around BodySlide well enough to make it into a usable apparel item, and I can definitely use the GECK to get it into the game and working correctly. I'd appreciate any instructions that help me achieve this goal.
  9. I am using KS Hairdos HDT to put havoked hair onto NPCs, but I am ultimately getting stopped by the stretch bug. I have been able to get the hair onto NPCs, and everything works correctly in-game except for the stretching. I know that stretching happens when there is a missing bone, and the CK even warns me that bone "Anto92 1" is missing when I click either of the preview check boxes. My player character's hair does not stretch. At this point, I suspect that somehow, the player character must have at least one extra bone that NPCs do not have, but I frankly have no idea how that could even be the case. Might anyone be able to educate me on this topic? At the moment, I am working with a completely clean install and only have HDT physics extension, XPMSE.esp, and KS Hairdos - HDT.esp installed.
  10. So, I was using TES5Edit to fix some strange things that my bashed decided to do (changed block movement speed from 81 to 270 for some reason), and while I was in there, I figured I would go ahead and edit the timescale in the bashed patch too. I don't have any plugins that edit the timescale, so only Skyrim.esm appears in the right side window when I select the timescale entry, and I cannot seem to make any changes to it. I mean, obviously I don't want to edit Skyrim.esm, but I thought it was possible to create additional plugins or carry changes over to another loaded plugin. So how do I use TES5Edit to actually make that change? The plugin doesn't actually have to make a change to a value in order for me edit it, does it? I'm probably just going to create a new .esp with the change and merge it into the bashed patch, but if there's a way to use TES5Edit itself to make that change, I'd like to learn about it.
  11. I've been using either vanilla perks or SPERG forever, and I think it's time to find something else for a little refreshment. The problem for me is that I don't actually like what many perk mods offer. Perk mods like Perkus Maximus and Ordinator, in my opinion, are overreaching and superfluous by changing or adding gameplay mechanics and designing their perks around those new mechanics. I'm one of those "minimalist" players (I only use Action Combat to address the game's combat system; I know, f***in' gasp), so I'd like my perks to enhance the features that are already there, not act as "on switches" for new features. I mean, adding new features is okay (technically, vanilla decapitation perks are on switches for that feature) as long the mod doesn't go overboard with it. As a baseline, I like kryptopyr's approach to perks (the author of Complete Alchemy and Crafting Overhaul, Stealth Skills Rebalanced, and Smithing Perks Overhaul). I've been eyeing Path of Sorcery to address the magic perks (and even this one pushes the envelope for me with features like its skeleton crafting; I think something like that is more appropriate as a general gameplay mod independent of perks), but that leaves weapon perks, armor perks, speech, and block untouched.
  12. lol I was just being hyperbolic. Relax u gaiz. I appreciate your concern, though.
  13. Of course. So basically I'm a dumbass. I hadn't even considered that. Skyrim doesn't need the plugin anymore, but I might need it later. Thanks.
  14. Just a question of general curiosity. Wrye Bash can merge some plugins into the bashed patch itself. I've encountered many mods whose instructions call for leaving a plugin installed but disabled after it has been bashed. Why? They can't still be doing something that the bashed patch isn't doing now, can they? I realize that if the plugin references something in a data folder, like a mesh or a texture, then uninstalling the mod entirely will remove the referenced file, but deleting just the .esp should be safe, right?
×
×
  • Create New...