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6maniman303

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Everything posted by 6maniman303

  1. Hi! As seen on the attached picture the hand of my character with an arrow doesn't touch the bowstring when aiming up or down. Is it normal or a bug? Here's my mod list: # Automatically generated by Vortex*RSkyrimChildren.esm*Unofficial Skyrim Special Edition Patch.esp*CallYourHorse.esl*Landscape and Water Fixes.esp*Pacifist Mini-Mods Collection.esl*Lightened Skyrim - merged.esp*FloraRespawnFix.esp*SkyUI_SE.esp*Skyrim Landscape and Water Fixes - Light Sources.esp*SMIM-SE-Merged-All.esp*ICNs_ImmersiveCollegeNPCs.esp*SOSRaceMenu.esp*Proper Aiming.esp*Scaled Armor Replacer.esp*Fusax2.esp*LovelyHairstylesCE.esp*Veselified Delphine.esp*The_Companion_Sisters.esp*HousecarlCompanionsRefine.esp*Huscarl Hair Patch.esp*HousecarlCompanionsRefine_Addon.espTW3Hairdos.esp*TKDodge.esp*DSer360MovementBehavior.esp*SkyHUD.esp*iHUD.esp*FNIS.esp*Better Dynamic Snow SE - No Glacier Snow.esp*Weapons Armor Clothing & Clutter Fixes.esp*Guard Dialogue Overhaul.esp*OCW_Obscure's_CollegeofWinterhold.esp*JKs Skyrim.esp*JK's Blue Palace.esp*JK's Mistveil Keep.esp*JK's Temple of Mara.esp*JK's Dragonsreach.esp*Helmetless armor perk.esp*OCW_ICNs_OE_FEPatch.esp*Better Dynamic Snow SE.esp*Cathedral Landscapes.esp*IcePenguinWorldMap.esp*Training Dummies XP.esp*Guards_Armor_Replacer.esp*CBBE.esp*CitizensComplete.esp*Training Dummies XP Dawnguard.esp*Extended Character Creation Options.esp*Extended Character Creation Patch.esp*SPTConsistentOlderPeopleSE.esp*JK's Sleeping Giant Inn.esp*JK's Candlehearth Hall.esp*JK's The Bannered Mare.esp*JK's The Ragged Flagon.espHOPs - Horses On Patrol - Stormcloaks.esp_s23_MCFE_SE.esp*mannequin_DontMove.esp*MCWT_InescapableInsights.esp*MCWT_TheAugursAdmonishment.esp*MCWT_UnflappableFaculty.esp*NARC SE for Vanilla.esp*DibellaStatuesFixes.espHOPo - Horses On Patrol - Extra Orcs.esp*PaarthurnaxQuestExpansion.esp*JK's SkyHaven Forge.esp*MCWT_FriendlyFaralda.esp*MCWT_ACollegeCoup.esp*MCWT_DeadDunmerDelivery.esp*MCWT_MageLightMaintenance.esp*MCWT_ACollegeCoup_ICNs_OE.esp*MCWT_ACollegeCoup_OCW.esp*MCWT_GovernableGatekeeper.esp*MCWT_ArnielsAppeals.esp*MCWT_ExpiditeTheExpirate.esp*NB-Scars.esp*OCW_FRF_FEPatch.esp*OCW_WACCF_FEPatch.esp*OFW_ICNs_FacesofWinterhold.esp*OFW_Obscure's_FacesofWinterhold.esp*Perks from Questing.esp*RSChildren.esp*RaceMenu.esp*XPMSE.esp*RaceMenuPlugin.esp*RaceMenuMorphsCBBE.esp*PrvtIRoyalArmory.esp*MLU_RoyalArmory_patch.esp*SkyrimReputation_SSE.esp*Skyrim Reputation Patch.esp*Skyrim Reputation Improved.esp*Unique Uniques.esp*WetandCold.esp*MLU.esp*Guard Armor Replacer Minimal MLU Patch.esp*MLU - WaCCF.esp*MLU - Unique Uniques.esp*OCW_MLU_FEPatch.esp*Immersive Citizens - AI Overhaul.esp*Relationship Dialogue Overhaul.espRDO - CRF + USSEP Patch.esp*RDO - USSEP Patch.esp*HOPv - Horses On Patrol - Vanilla.esp*JK's The Winking Skeever.esp*nwsFollowerFramework.esp*nwsFF_NoTeamMagicDamage.esp*OCW_CellSettings.esp*Skyrim Bridges.esp*Skyrim Bridges Tweaked.esp*MCWT_EarlyElementalist_OCW.espWACCF_BashedPatchLvlListFix.esp*Modern Brawl Bug Fix.esp
  2. So if anyone has troubles like me I've found the problem and solution - you can't make an item an alias if it's in your inventory. So OnEquip event you have to take it out from inventory, put it somewhere in the world (easiest is to place it near player), make it alias with myAlias.ForceRefTo(Self) etc. put it back in player inventory, equip it. Clearing alias with .Clear() works without all this mambo jambo.
  3. Did as told, and it's not that different from what I had, still not working :/ quest is running, script is mostly the same (I did not include "Mandatory" in property). My two biggest concerns are 1) should I add my quest to that strange thing called story manager? 2) What fill type should I check in the alias in ck? Specific? Create object? Find matching? And maybe I should also check "Allow reuse in quest" as it would be overwritten multiple times. The only source for info about this I found is skyrims creation kit site, but well... it's for skyrim and since skyrim looks like quite much changed. Still thanks! Will try to fiddle with it a little again.
  4. Hello! I would like to mark a helmet as quest item when equipped, but in Fallout 4 things are not as easy as in New Vegas for example. I know that I need to make a quest, make an alias, but I do not know a thing about quest and alias systems. Also the helmets are many, and they are spawned with a script. Why? Because I'm trying to update my True Hidden Helmets mod - right now normal, not hidden helmet is replaced at the moment of getting into player inventory with a hidden duplicate with same mods. But now for stability and other reasons I would like to replace the helmet when equipping it - but it makes other problems - what about dropping equipped helmet, or trading etc.? It would be the hidden one, not normal and we lose control about it. In New Vegas it was easy - mark hidden helmet as quest item. And that's why I need to learn how to set up proper, working quest and alias that would be refilled every time a hidden helmet is equipped (every hidden helmet has attached script so I could just place in OnEquipped event myAlias.ForceRefTo(self) but with my actual quest and alias it doesn't work). Any help would be greatly appreciated!
  5. Hello! I am making mod to slightly alter the UI of Fallout 4 and one thing I would like to do is remove brackets in menus and change background from dark color you've chosen in settings to half opaque black. I could do it for MainMenu.swf with JPEXS but can't do it with ContainerMenu.swf :/. I even can't find shapes / sprites for them. Any help is welcome.
  6. Hello. At first I will say that I have ZERO experience with making quests for Fallout 4, but I tried watching tutorials, reading tutorials, looking for answer on the web, merging solutions for other people problems etc. My problem is that I want to create a simply mod - a one that would load a script once after player loaded commonwealth area (went outside, for example from vault 111). But hell, idk what I have to check and how to actually attach script to newly created quest in ck. Should I give it a name? A type? XP? when I do not want to make player even notice that some quest was involved. Should I make quest stages? If yes with or without log entries. If by some chance I would manage to load the script the rest would be quite easy - first determinate a quest stage of that one quest that updates after leaving vault for the first time, next if it is really a start of the game show a message box with buttons that would allow player to add an amount of skill points for a quicker start (aka poor new game plus without fiddling with commands and overpowered enemies with high equipment when you just started). If anyone would show me with easy steps what have to be check or created a template plugin that would just show some "Hello World" I would be more than grateful!
  7. Hey! I'm new to modding community, especially to scripting, I'm making a mod that changes players or few specific npcs body model to, for example, CBBE, but not only body model is changed - armor and outfit are changed too. For now I made it possible to craft custom 'mod' in workbench for outfits and armors that change model from standard to CBBE, and a script that automatically attach this mod to outfit when you take it from corpse or something. But adding new models to outfits resulted npcs not displaying outift model - to fix that bug it is needed to use command "resurrect" on npc. Becouse I wont resurrect all npcs in game, I would like to make a script that would auto resurrect all LIVING npcs at start of the game and only once. The problem is I have no idea how to even begin writing of this script. I would appreciate any help, links etc
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