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Found 15 results

  1. You know how sometimes feral ghouls will be considered a non-enemy (or inactive) until you get close enough to them? And then they'll crawl over some shelves, or climb through a hole in the wall, or stand up from the floor... Well, I hate it. Loathe. Especially since I've been using the console command kah lately to quickly clear out enemies that have spawned in locations I've been to 100 times. Unfortunately, the "kah" command doesn't work on these non-enemy/inactive feral ghouls that are just hanging around, waiting for their moment. (I use "kah" instead of something like "killall" because "kah" only kills hostiles and I don't have to worry about non-hostile NPCs getting slaughtered.) So when "kah" doesn't kill everything, I have to go all through the area or building in order to thoroughly search for that darn feral ghoul that was politely sleeping on the floor under a desk, etc. Could someone please make a mod that keeps feral ghouls (and anything else, like Mirelurks) from going into friendly mode? inactive mode? non-enemy mode? Whatever it is. I would be intensely grateful.
  2. Would love to see a port of the Active Effect on Hud fallout 4 mod if it is possible.
  3. ^as the title says. this is a continuation of my previous topic called "My Tale of 2 Wastelands went off the deep end", I finally sort of managed to find the issue, it's NOT my lo, system spces, etc. It's the damn game or w/e is really causing the problem. Details of the problem- i tick all the mods i need using FOMM, only some 115 mods are active........since i use ttw, I also have the fallout 3 esms and w/e. So, I load up my game, press continue (i stopped in the DC megaton house), AND, i get this sort of empty looking place with like NOTHING, heres a pic (http://imgur.com/a/rLk7j) as you can see, it's totally messed up and what's WORSE is it starts throwing out messages about the nv dlcs being LOADED in (which should NOT be happening cuz i use the ttw delay dlc mod), but the damn game or w/e isn't RECOGNIZING the damn mods i have loaded in! I load up ANOTHER clean ttw starter save(after 101), and i land up in GOODSPRINGS, and the dlc messages pop up. WTH. I tried deleting the txt files in the app data/local/fallout nv folder and i ONLY activated the main fallout nv esm file, loaded up my game, and guess what the *bleep* happened now, i load up some random save of mine, blah blah blah, i get thrown in Goodsprings and THE DLC loaded messages start popping up EVEN THOUGH i DEACTIVATED these dlc esms using fomm and the default launcher! I hope i was specific, ignore the spelling errors or w/e, i'm too tired with trying to fix this stupid thing, I really hope someone can help me out here, and no, nuking all my current files is NOT an option. PLEASE help me out here, Fallout is my favorite of all time and i'm soooo angry that i can't play it even tho I'm doing EVERYTHING right. again, it's not a prob with my mods, it's a problem with the way the GAME is loading in those mods or w/e whether or not i have them activated or deactivated thru my mod manger! BYE and thanks so much for taking the time to read this.
  4. Hello everyone! I am working on a morrowind mod that is very heavy on scripting and in one of the scripts i need to be able to find the name of spells that are currently active on the PC character. This is not to find out what spells the player knows but what ones they are currently affected by. I.E. I need the script to be able to detect if the player was hit by a spell or cast a spell on themselves and then have the script retrieve the name of the spell they were hit with or that was cast on them. I do know how to detect when we were hit by a spell using getsoundplaying and how to find the effects of the spell using MWSE however that needs a spell ID to find those. So how do I find the active spell ID? Any advice or help is appreciated as I am starting to think this may not be possible in the morrowind scripting engine even with MWSE. heres an example of what I am trying to do: Some other NPC casts a fireball on the player and it deals fire damage. The script then finds what the name of the spell was that hit the player and then finds the value the fire damage did and uses that in another area of the script. This is just an example with a fireball spell, I do not need it to work specifically on a single spell but any spell that hits the player. It could be a healing spell or a burden spell. Any spell that applies an effect to the player I will need to find out what its called.
  5. i hope this fourms are still active because have alot of questions about mods for skyrim since i've been playing skyrim for a very long time now 1) what mods are currently being upgraded/enhanced and still it's developer cares about it (mostly mods like:followers/quests/misc) 2) is there a mod that gives me more hotkeys ,more than 8,but something slimier to the vanilla's ex:the hotkeys in fav menu only bound from button 1 to button 8, what i need is something makes me able to bound more buttons like numpad1,numpad2, or any other unused button in my keyboard 3)is there a mod to change the enchanted weapons' visual effects? (preferably something not so extreme but something more lore-friendly). 4)what's your best follower mods,quest mods,difficulty mods.
  6. Hi guys. I have a mod request and I think you are all going to like it. Basically, the idea is to create an elemental aura that shoots bolts, beams, and blasts of the element it is made from. The elements, and effects, are as follows: Air - An aura of electricity that has three effects 1. Lightning balls: 10 per second for 1 point of shock damage to random enemies 2. Lightning bolts: 1 per second doing 10 points of shock damage to random enemies 3. Lightning: A constant stream of lightning to all enemies within range doing 1 point of shock damage per second Earth - An aura of poison that has two effects 1. Sickness: A palpable feeling of illness that causes all within range to become sick and eventually die, -1 per second to everything while within the aura 2. Toxic bolts: 100 small orbs of poison shoot outwards in all directions, if anyone is hit they suffer 1 point of poison damage for each bolt that hits for 10 seconds Fire - An aura of heat that has three effects 1. Furnace's Heart: An aura of heat that gets hotter as you get closer, at ten feet a body takes 1 point of fire damage per second, increasing by one point per foot as you get closer 2. Heat Wave: A blast of heat that emanates outwards every second doing 10 points of fire damage, the wave reaches 10 foot and dissipates 3. Fire bolts: 1 per second doing 10 points of fire damage to random enemies Water - An aura of cold that has one effect 1. Everything within a 25 foot range freezes taking 1 point of cold damage per second for as long as you are within range Positive - An aura of health that has two simultaneous effects 1. All allies and neutrals within 100 foot are healed for 1 point per second 2. All undead within 25 foot take 1 point of unspecified damage per second Negative - An aura of death that has two simultaneous effects 1. All undead within 100 foot are healed for 1 point per second 2. All living beings within 25 foot take 1 point of unspecified damage per second Metallic - An aura that has three effects 1. All metal objects are pushed away from the aura, if an object is within 25 foot range, even worn items, they are violently pushed away doing damage to anyone wearing or hit by them 2. All metal objects within 100 feet are pulled towards the 1 foot aura and held there as long as the aura is active 3. All metal objects within 25 feet explode destroying the object and doing 25 points of damage to anyone within 5 feet of them Protoplasmic - An aura of undead command with 1 effect 1. All undead within 100 foot consider the person with aura to be their master and will never attack even if the person attacks them I hope someone could take these ideas and run with them as is, or their own version. Just mention me as inspiration is all I ask.
  7. I was looking for a way to remove active effects like mage light, thralls, atronachs and bound items like Foster XBL's True Bound Armor. (http://skyrim.nexusmods.com/mods/30462/?) All I could find that worked for this was Dispel All for Steam Workshop. (http://steamcommunity.com/sharedfiles/filedetails/?id=19254) After installing Dispel All I found out that it didn't work with my Nexus installed mods. If anyone could make a mod for dispelling/removing active effects, I would be grateful and I'm sure others would be.
  8. I know in Skyrim you can have multiple quests open. Does anyone know of a mod that makes this possible for FNV or maybe just one that let's you set up multiple personal markers? I would like to have a bunch of markers set up so I can easily know where I need to go without having to go to my quest list every time. It would make things a bit easier to do multiple jobs.
  9. Is there a mod that can display your temporary active effects like spells and potions on screen? I know skyui has a feature that does it but i dont want a whole group up mod with tons of features i dont want i just want an active effects mod thanks!
  10. I seem to be able to save an .esp flagged as an .esm in the GECK. Everything I've read on the internet says the GECK cannot make these the active plugin. When loading I clicked the 'make active plugin', the word 'Master' beside my plugin did not change but I selected ok anyway. When I saved, it saves as my plugin, not asking what I would want to name my new plugin. Is this legit or is it lying to me a bit and I'm screwing my mod? Cheers
  11. feelin' like a noob here. i was creating a custom race, all my work and unique. although, i wanted to have access and give access to others to use the custom race or perhaps just a somewhat total compilation of all cosmetics. for the most portion it was a simple use of tes4gecko ... yet, on starting a new game i noticed there were many other options ... as these were just variations of already existing races, i wanted too couple them as well and give whatever a player wants the most diversification of eyes, hair, horns ... etc. so, i've ran into a prob. i tried to open a second instance of the CS thinking i could just copy and paste these variations ... not custom races, just pre-defined adjustments to existing ones. a global copy didn't work and a drag n' drop doesn't work. i set my mod as active, opening the other thinking i could just copy it over that way ... it slaved my mod to the other one. i've yet to try it, but i'm wondering if i just leave everything unactive if that might do the trick ... or am i going about this all wrong?
  12. While scrolling this list: http://www.gamesas.com/the-new-unofficial-creation-kit-bug-list-t260887.html I did come across an old bug I'd experienced which is that: "Duplicating a cell will mark the original cell as modified, give it a *, adding a dirty record to the active file." But today I experienced a completely random cell becoming active, AbandonedPrison01, a cell I never even loaded, with the only difference showing up in SSEDIT being the Water Height from -2billion or so (max?) in Skyrim.esm, to zero in my esp. Has this happened to you? I did duplicate a cell (my own interior) but can't say for sure when it happened
  13. This is a pretty simple stupid question, but I've searched about a gorillion times and I've found nothing. Not even a thread asking the same question as mine. So, without any faffing around, how do I load an ESM as the active file in the Creation Kit, so that I can save changes made to it?
  14. Just for my own sake, really. Would save some time not having to change it every time I play test my project.
  15. Hi, it's what the title says. Usually I take a look at the forum rules and warnings section, taking a peek at the banned accounts. Usually, a member is considered no longer active if they haven't logged in for a very long time, but in this case, their account appears to have been deleted off the site all together when they were banned. I think the error is shown when the account you are viewing is banned and has no data, all zeroes.
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