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edit. excuse the bad title Hey, I'm a music producer in love with Fallout New Vegas and I am currently making my own music for a ''hip hop'' radio station in Fallout New Vegas. The idea is; You stumble upon a dusty shelter, seemingly abandoned. Inside you find a robot with unique properties. It is a music making robot. It will ask you to help it set up a radio station, so it can broadcast it's music, sampled from pre-war records. After you've done the quest to set up the radio station, you will be asked to gather more records for the robot. After a couple of days, it will have produced a new beat with it, and it will play in the radio station. So this is the general idea. I'd need a lot of help designing the quests to feel interesting and unique, as well as helping me mod the game in general. I have little to no experience in modding Fallout New Vegas, and I have about 40+ beats to produce so it would be nice if I could find some others to cooperate with. https://soundcloud.com/jblarts/sets/beats/s-vMaS3 <- A playlist with the ones I've produced so far. I'm looking to bring a darker vibe to the radio, more in tune with the savage enviroment of a post-apocalyptic world. Any feedback at all is appreciated. Thanks
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After I updated my NMM only the first letters of every mod shows on my mod list, like: Name Category Install date etc 15... (category) (install date) etc AK... (category) (install date) etc Bui... (category) (install date) etc etc It's all quite confusing and makes it much harder to navigate, have anyone else come across this? Or am I just stupid and have accidentally changed something in settings, can't find any solution myself. How do I fix?
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- nmm
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Hi, Here's the thing: I want to publish my very first mod and I need some help with it. I want it to be good, not a chump's mod. I am somewhat familiar with the Creation Kit's basic functions; and I have done a couple of simple mods for myself, mods that were outclassed by other mods found on the nexus shortly after their creation. Despite my tinkering with the Creation Kit, there are many things I have no idea how to achieve, althought I know them to be possible, for other modders achieved them with ease. And that's the thing, I would like to learn what needs to be learned to complete my mod and since modding ressources are vague and hard to apply into modding (to me that is). I think my best bet is to find help for every step of my mod's developpement. And if some of you would like to pertake into the making of this mod, I'd be more than happy to let you join in! Ok here's the concept: I know it's nothing new and somewhat touchy subject, but... I would like to implement a Slavery System to enhance one's role playing experience. Fallout 4's role playing is lacking in the evil role playing department and I would like to add to it. Look I know, slavery is awful and I wish it was pure fiction, but it sadly isn't, but that's not the point. The point is: Slavery existes in the Fallout universe. It's even the main subject of Fallout 4's plot. Plot where you get to decide either to save slaves or to condamn them. And if you do condamn them, the changes that insues are quasi-inexistent. Not to get philosophical or anything, but isn't doing like nothing changed worse than to witness the consequences? Enough sidetrack here's what I want my mod to do. First: I would like to allow players to capture non essential npcs (raiders, gunners, residents, useless named npcs, etc...) and to turn them into slaves by equipping them with a shock collar. The now-slave npc would become essentially a settler to boss around. To add a difference I thought it would be neat if slaves costed less resources, something like half-food, half-water (still one bed). To equip the collar I would like to use Seb263's Knockout Framework (https://www.nexusmods.com/fallout4/mods/27086/). For this part I'm looking for people familiar with scripting. Second Idea: A Slaver Station for a raider settlement object. An object to which you can assign a Nuka World raider for them to capture, buy and sell slaves. Something like an desk covered in papers with a couple of empty cages that would fill with idle animation slaves after a while to signify a profitable venture for your slavers. The Slaver Station would produce Slave Certificate which you could sale for an efty amount, or to have a slave delivered to a settlement of your choice. For the Slaver Station to "produce" slaves you would have to contribute some ressources, I'm thinking a Shock Collar and a few Caps (i.e: 1 Shock Collar+500 Caps=1 Slave). I would also like to be able to sell already owned slaves (like the ones you captured yourself), I'm not sure how it would work, but if could it'd be neat. For this part I'm looking for people familiar with workshop objects and scripting. Third idea: The Shock Collar, a Shock Collar Detonator and Switch. The Detonator would be for exploding the slave's head and the Switch would be to shock the slave until unconscious. I'd like an original design for both and would like for them to work only on those wearing a Shock Collar (that part I'm sure I can achieve). Now for the Shock Collar, I think I'll have to script it to change the wearer's faction to become player friendly and settler ready, but my scripting skills are almost none. I failed the "Hello World!" tutorial and I need help scripting this thing, I have idea what to do, but can't script for s***. I'm not looking for someone to do it for me, just to teach me how to, although if you wish to do it with me, I think it would be fun! So there it is. My mod. I would like any help from a simple suggestion to active consultant to developper, I'm mainly looking for tutors, but I'll take whatever I can get. If you're interested, leave a comment in this thread, I'll make sure to check it every now and then to see if anybody contributed to the idea. Thanks for your attention and I hope to see your feedback very soon. -Jules927
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Journal entry: 1 date: 29th day of the 7th month of that season that is similar to summer(?) i think, i honestly dont know it's always cold here so f**k it. Location: Fort Greymoor I ran into the so called 'Dragonborn' again and managed to have a brief conversation with him. Though i had a hard time of it as he spent a few minutes rummaging through my pockets for who knows what reason. I felt it would be easier in the long run then to try and stop him. I asked who he was and he told me his name was Fluffy McFluffyface ruler of the MLPs. i have no idea who or what that is and i really feel i don't want to know, but i may have to ask in the future. He answered a few more questions such as how he is half Nord, half Elf, and half Rainbowdash(?) and his reasons for his actions are his own and i don't need to know. In truth i was okay with this at first as he slaughtered the bandits inhabiting the fort single handedly but later i changed my stance on this. This Fluffy 'Dragonborn' is clearly insane, he stripped all of the bodies down to their undergarments with the exception of the women in which case he stripped them naked and the one case i witnessed he looked up and down the body for a few moments. Before he left though he did ask me to play him a song on my lute for five gold. I obliged as five septims for a song isn't a bad deal and would cover my meal for when i get back to Whiterun. Later though i couldn't figure out where i put the gold, i could have sworn it was in my pocket. all well i guess i everything is still covered by the Empire so i had funds to use, but that is still gold i could have used for other things. I'm planning to head to Rorikstead next before i go to Markarth to meet with my contact from the Vigilants of Stendarr Tyranus. I hope he is doing well, it has been some time since i spoke with my old friend. Qwerty Z Eldar Imperial Inquisitor
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- story driven
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I love the Tundra Defense mod, but have always wanted a more organic way of conquering Skyrim For those who don’t know, Tundra Defense is a brilliant mod which allows you to build and improve a base, all while defending it from raiders. My idea is to apply this to the holds of Skyrim, instead of one target (the well), all of the thrones are the targets of interest. When the player begins the game, he/she will be prompted to take control of a hold, either by killing the Jarl and Steward or gaining the favor of the hold (become thane, then help three people) after which the player can intimidate the Jarl to step down. After conquering his/her first hold, the player chooses a representative for that hold (if possible, any follower) which serves as a target for enemies, talking to the representative will allow the player to buy guards/soldiers, change taxes, or decide his/her allegiance. (Stormcloak, Imperial, Independent) Taxes will be the way of making money and taxes that are too high can increase the chances of a raid on a hold. Allegiance will be important, picking Stormcloak will make you an enemy of the imperials and give you a bonus of coin daily from Ulfric and vice versa for choosing Imperial. Choosing Independent will not only forfeit a bonus but make you an enemy of both sides. If the player decides to take a side after initially being independent he/she must pay a fine of 1000 coin times the number of days since the player’s initial decision. Guards can be placed (stationary) inside holds to defend against raids (When a raid hits a hold and he player is not present the computer calculates the number of guards, vanilla or modded, against the number of raiders to generate a victory. If that is not do able then simply adding a time of 48 hours to respond could also work.) If the player is present then he/she and the guards must kill the raiders and keep the representative alive. Soldiers are grouped together into one of three companies, A company, B company, C company. These can be given orders via dialog with their commanders (chosen follower), Follow me, wait here, Attack (chose hold) and Defend (chose hold). Attack (chose hold) will tell the company to attack a hold of the player’s choosing, after which the siege will begin on the hold for 48 hours, if the player doesn’t respond then the computer calculates the battle based on the size of the company and defending hold. If the player is present, commander and soldiers will spawn at the front gates and attempt to kill the guards, then the Jarl and Steward or the Representative. Defend (chose hold) will bolster a holds defenses and physically move the commander to the hold of choice. When under attack while the player is present, soldiers in the company will spawn off the commander and act as guards until the fight is over, then if alive will disable until the next battle. The player’s next task will be to conquer another hold by similar means and so on until all holds are conquered completing the mod. The catch is that raids will become more and more intense as you gain holds. The goal of raids, is to first kill the guards, then the player’s representative (the player can flee at any time, forfeiting the battle). Once the player’s Representative is killed the hold is assumed lost, but the raiders will still attempt to kill the player if present. When a hold is lost and the player is not present or escapes the raiders, a Stormcloak or Imperial Representative will spawn. They will not attack the player if he is in their hold, only if he is in the Representatives personal space. Future updates could include adding some MCM options controlling the size, level and frequency of raids, options for guard/soldier inventory, Options for Company size possibly a leveling system similar to that of Guild Starter.
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Hi guys, I'd like to know if there is a comfortable possibility to transfer the current Skill/Level and maybe also Money of the current character between savegames. I like to make savegames before installing Quest mods and later reload these /because of the script problem when unistalling mods) but would like to "keep" the gained money and skills. I know it is possible with the console but very time-consuming. Thank you in advance!
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I've been working for several weeks on preparing a heavily modded and decently stable loadout from which to start a series of playthroughs, and while I have overcome a majority of hurdles in this regard, there is still one bug that I cannot seem to weed out. For almost every non-hostile NPC in the game, I have a bizarre dialogue option of: "..." (Yes just the three periods) to which they respond: "Praise the Gods! You're from Tamriel aren't you? The Jarl will be most anxious to see you! Pr" (Yes it just cuts off) There is no audio file to go alone with this line, nor is there any lip-syncing. The NPC will just stare back at me silently while the line is displayed. I am especially annoyed at this because whatever mod is doing this adds this option to every NPC, even the ones who would normally have no dialogue options (i.e. Guards and other generic NPCs). But this also adds the option to other NPCs, such as Merchants, Quest-Givers, and others. And no matter what, I cannot seem to get it to go away. I have a very extensive loadout (200+ active plugins) and thus pinpointing the source of this problem has become difficult, and so I turn to you, Nexus community, for any possible assistance. Below is my load order, which may help narrow it down. I have searched Google about a dozen times looking for similar posts but so far I have been unable to locate one. FYI: I started noticing the bug when I began adding new content mods (Quests, Dungeons, and New Locations) so my intuition is that it is one of those. Thanks everyone who took the time to read this post and especially to those who can help me sort this out! (Unfortunately this is my first time posting and I don't know how to make spoilers or minimizable text-blocks. I will edit this post with one it is against forum rules and someone tells me how :tongue: )
