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Can you do a mod where it is posible to have all faction rewards PK and survivors all rewards
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In the Creation Kit, there is a count column for every resource. I can right click a form, select "Use Info", and a window pops up listing the cells where the references are located in the vanilla game. I can click on anything in the list, and that specific reference will load in the render window. So... the game (at least the Creation Kit) knows how many instances / references are tied to each form and where they are. In fact, I've seen this in FO4Edit too, as "Build Reference Info". My question is... can I replicate that result in Papyrus? I am working on a teleport mod that finds statics or furniture, moves a marker to there with offsets, moves marker to navmesh, then moves player to that marker. So far, the categories have been a little tedious to create, but not overwhelming. There are 20 Red Rockets (including filling station remnants and gas prices signs), and there are 13 power lifts on overpasses or tall buildings. Unfortunately, there are 60 bus stop shelter benches and 43 Pulowski preservation shelters. That's a lot of refs to click, load in the render window, and force to a specific ref alias in each refquest. I'm probably going to select a handful and ignore the rest. But what if a function automagically listed the 60 refs? My existing code could import them and the mod would be done within a week. I've seen requests for Find All References (not just of type or within distance) and I guess that's what I'm looking for too. Only it would be both loaded and unloaded refs. Does Papyrus have an obscure function that mimics CK's Use Info feature? If not, guess I will keep selecting refs by hand in the render window, but 80% of available options are going to be ignored due to time/work constraints. Here's a video of my WIP: https://www.youtube.com/watch?v=2oXbgoB4SZ8
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I'm having a very annoying issue with fog. https://imgur.com/a/Ph4nn The foggy grey only affects objects -like walls and doors- sometimes, and when I move toward things, the grey on the object will flicker or go away (like certain parts of the chapel, the roads are also never foggy and stand out). I've tried just about every different graphic setting with no change. I have an AMD Radeon 7700 HD and have never had issues like this before.
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- bugweather
- problem
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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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So this is a mod I was very fond of and used for a long time. It didn't require any hair or body resource mods to function, it made all the core housecarls female, and it changed voices and faces/hair to make them all much more attractive. Unfortunately, I switched computers recently (my old one was pretty crappy), and when I tried to reinstall, I found out the mod creator hid the mod for no reason. I know it worked with the most recent update to Skyrim and all the DLC because I bought the Legendary Edition after updates had already ceased, so it wasn't an issue of compatibility or anything. For the life of me I cannot fathom why the mod creator did this, but I hold out hope that someone still has the mod files. If anyone recognizes the mod I'm talking about and has the files and could get copies of them to me (by attaching to a post, or a link to Google Drive or something, I really don't know much about how this forum works), I would be really happy to be able to use this mod on a computer that actually has the specs to play Skyrim on decent settings. There's basically nothing on the page now, but if it helps it's this mod: https://www.nexusmods.com/skyrim/mods/20158/? Edit: Looking at an old forum post endorsing the mod, I figured out that apparently I was specifically using the All in One, Vanilla Hair and Eyes version. It's been so long since I originally installed it I didn't remember much from the actual page for the mod. However, as long as it's the Vanilla Hair and Eyes version, copies of the five individual files are just as good.
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- sexier
- housecarls
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Unlock All Settlement objects like the picket fences stuff the robotworkbench + the other 2 shematics in mechanist lair and the vault experiment stuff, mama murphys chair and every other object that you normal have to unlock throught gameplay right at the start for every settlement of the game i just want to build right away i found a mod that unlocks the robotworkbench at the start and can get the picket fences magazines throught consolecommands but still have to grind for alot of things befor i can use them in my settlement so i want a mod that unlocks all settlement build objects right at the start for all setllement for all dlc i want to apologize for my bad english and wish everyone a nice day
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- unlock
- settlement
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Hello Nexus Forum, I had the idea to have two favorited 1h-weapons (in my case swords), that are not being dual-wielded, to both appear on the left side of my character at the same time (sort of like the "All geared up"-mod does it). So it is supposed to be mainly a visual representation, because as cool as two swords on the back look, as impractical it is to transport/quickly defend oneself with it (if adhering to a bit of realism). The way I envision this mod to look like is sort of like the witcher [reference picture: https://gamecrastinate.com/wp-content/uploads/2014/06/The-Witcher-3-Wild-Hunt-E3-2014-Trailer-The-Sword-Of-Destiny-YouTube11.jpeg] carries his swords on his back (even with the same proximity of the scabbards maybe) and just slap it on the left (or right) side on the "belt" of the Dragonborn. So again, like the "All geared up"-mod or the .ini tweaks but with them actually being two 1h-swords, that are not being dual-wielded and appear on either side (maybe configurable via MCM?) of the player. That would be amazing for a "semi-realistic" vigilant/witcher type character [as realistic as it can get in a magical world full of dragons and other monsters :happy: ]. I am not sure, if this is possible and if not, a quick comment saying so would be greatly appreciated. However, if it is possible, I would like to ask whether or not a modder would be willing to create this (maybe as an add-on to another mod of the same nature) OR, if the process is to time consuming/ uninteresting etc., if someone could point me in the right direction of creating this myself? Because I don't have the slightest clue on where to start (I am not a mod-maker). Any feedback/ help is greatly acknowledged/ appreciated on my part. Thank you, for your time and consideration.
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Let me tell you a true story. It is 3:00 in the morning. I just installed a crap ton of mods because I decided to do a clean reinstall of skyrim. All mods are downloaded and worked fine before I slept. I decided to shut down my computer because I was tired and I didn't want to oversleep the plans I had in the afternoon. I decided to play a little bit of skyrim before I left my house. I notice that Mod Organizer said that it was the first time launching it. Strange because I used it last night. I click no to the tutorial and load in Mod Organizer. Left pane is surprisingly empty. I notice that no mods were installed. WTF.jpg. Can someone tell me what the f*** is going on. Thanks peeps.
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Hey there, This is my first post, so if I make any mistakes, that's probably why. So I downloaded the Improved Sound FX mod by dDefinder1 and installed it. The mod itself worked fine but I didn't really like the gun sounds too much, so I decided to edit them for myself and make them a bit more punchy. However, once I replaced the modded sounds with my own edited ones, they wouldn't be played in game anymore. I booted up GECK to see if it can play the sounds but it couldn't. Changing the sound back to one of the original modded sounds or even an exported version of the original sound works, but my own sounds won't play. Here's what I already did: - exported 3d sounds to stereo or mono (no difference) - made sure the sound doesn't clip - made bitrate and samplerate equal to what they are in the vanilla sounds (48000 Hz/ 1536 Kb/s) - renamed the files and put them in a custom folder, then changed the sound path in GECK to see if it makes a difference - Made the sound equal in length to the vanilla sound Has anyone else experienced issues like this? Maybe someone has an idea how to fix the problem. Thanks to everyone in advance. P.S.: Here's a link to my sound file, maybe you can find something out that I can't.: https://drive.google.com/open?id=0B0cLWR8g8SH3dXB2OE0xb2JLRW8
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For some reason, when I talk to NPCs in New Vegas, they all have "GREETING" in their Dialogue. I removed all my mods, and reloaded my save, to see if it would go away... but no dice. Can anyone help me out? Perhaps a tool to find the culprit mod, a console command for NV that can help me reset/fix things without deleting everything, or a mod that can help fix it. Anything really... EDIT: I really need the help, it seems I'm stuck in dialogue loops with some NPCs due to this bug. Also, I meant to post this in troubleshooting... can someone help move it for me?
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Hi all, Whilst working on my mod, I tried to create a script to repair some pipes, and display the appropriate message afterwards. The script I have written (see below) successfully removes the leak, gives the player xp and makes the pipe unable to be activated again afterwards (yay!) however I can't get the messages to show up once, or even at all in some cases. Here's the script for reference: SCN CanyonSpringsPipeLeakScript Ref Leak Short Button Short PipeDamaged Begin OnActivate Player ShowMessage CanyonSpringsPipeLeakMessage01 End Begin MenuMode 1001 Set Button to GetButtonPressed If Button == 0 && Player.GetAV Repair >= 40 Set Leak to GetLinkedRef Leak.Disable Leak.MarkForDelete Set CanyonSpringsTownQuest.PipesFixed to CanyonSpringsTownQuest.PipesFixed + 1 Set CanyonSpringsTownQuest.DaysLeft to CanyonSpringsTownQuest.DaysLeft + 1 RewardXP 40 SetDestroyed 1 If CanyonSpringsTownQuest.PipesFixed == 3 ShowMessage CanyonSpringsPipeLeakMessageFixed Else ShowMessage CanyonSpringsPipeLeakMessageSuccess Endif Elseif Button == 0 && Player.GetAV Repair < 40 If PipeDamaged == 0 Set CanyonSpringsTownQuest.DaysLeft to CanyonSpringsTownQuest.DaysLeft - 2 Set PipeDamaged to 1 Endif ShowMessage CanyonSpringsPipeLeakMessageFailed Endif End The messages I'm trying to display each give a different problem: The failed message does not appear at all when you fail the repair check. The success message doesn't display when you first fix a pipe, however when you activate another pipe the message displays. Once you press ok on this message the original shows up again. However when you successfully repair the second pipe the success message shows up and gets stuck in an infinite loop.Hopefully I have made a simple rookie mistake and someone knows how to fix it, any and all help will is greatly appreciated. Thanks, BayK.
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Posting this for collaboration. A take all from companion command that leaves equipped items alone has been requested by multiple people, myself included. I dug into ContainerMenu.swf and found a lot of relevant code, but I have zero experience editing swf files. (Once edited, how are they recompiled? Is the original file altered, or is it overridden like a mod?) I used the ShowMyCode website to read the swf file. Here's the TLDR: if(this.BGSCodeObj.getSelectedItemEquipped(index, inContainer)) // leave equipped item alone else // move this unequipped item to the player // repeat for each item in companion's inventory (array?) // *** EDIT: More elegant, easier version *** if(!(this.BGSCodeObj.getSelectedItemEquipped(index, inContainer))) // item is unequipped, move it // repeat for each item in companion's inventory The source path/file is: Bethesda Archive Extractor > Interface.ba2 > Interface > ContainerMenu.swf > ShowMyCode site > ContainerMenu.txt The rest of the nuggets in the file are below. This is a list of snippets, not the actual code file (which would be 5K+ lines of pasting, so snippets it is). IMPORTANT: There is a reference to takeAllItems() in a new Object(). I'm guessing that's where the (for loop?) would be that handles iteration through the companion's inventory array. But I don't have read access to that, afaik. Zarchell and I researched this as part of our Spring Break "Mod Madness" project. I don't think we'll find a solution on our own this week, so it's up for grabs if anyone wants to run with it and publish. If you know the rest of the puzzle, please share and/or post here so we can learn. At least we know some of the function names now, so we can research or build from that. Any swf gurus here?
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Anyone else think this is really irritating? Every time I "take all" from my followers I have to re-equip their armor, hat, weapon, and ammo. I'd love for there the be a mod to fix this.
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Hello forums, probably a noobish question to ask But i have a modded house mod: http://www.nexusmods.com/skyrim/mods/22496/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D22496%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D759043&pUp=1 (awesome btw) And i was wondering if the items i take respawn after a certain period of time? I also have a mod that makes everything respawn after 72 hours (3 days) and was wondering if that affects the spawn rate also. So will the defalt items placed in the mod respawn if i take them?
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Hello there fellow wastelander! I have a request that has surprisingly not been made yet! Better Beards! Imagine longer thicker and better looking beards to put on your wasteland adventurer not just some beard that's limited to about an inch long! Beards that go from the Survivalist to own that even touches the ground! Because seriously are you really going to see everyone with short beards there has to be those people in the wastes that hasn't heard of a razor! Another good idea could be growing hair and facial hair like your hair grows if you don't tend to it. I don't know if that is even possible but it would be cool! Thanks for reading this! If someone could forfill my dream I would be very happy! I may even be able to help someone out there with it! I also have tons of other ideas for mods! I use to be good at writing stories and such gave it up though!
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So I randomly thought of a good idea for a mod and got carried away. Ended up taking the entire day up with writing a quest. Then I remembered I know nothing about modding skyrim... at all. I don't even have the creation kit (some stupid javascript glitch that keeps happening) anyway if you have no life outside of skyrim like me then take a look at what I came up with, and if not then enjoy it anyway and hopfully one day somebody will make this mod.
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Hello, I've been searching for a mod that allows you to access a follower's full inventory. (Base armour, weapons, esc.) In most cases you wouldn't be able to take all the items a follower/companion has (Literaly all the items) So I was thinking, maybe one of you guys knows a mod out there that allows you to, or would make one I'm sure people will love it Please tell me if you've found something or are willing to make it! The ones that do will be granted a lifetime supply of sweetrolls with extra horker meat. Greetings, Laurenskiller
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So I've installed project nevada through NMM but when I go into the game it doesnt work even though no error messages pop up. I have NVSE and MCM installed and I installed NVSE manually. New Vegas loads up as if everything works but I go into the game and nothing has changed. I have this with all mods (More Perks and Traits says its loaded when I start up the game but nothing shows up) But I mainly want PN to work. Everything worked fine before but then a mod broke my NV so I had to reinstall it and thats when the problems started showing up. If anyone has a solution can you please tell me because I've been trying to solve this for 3 days now and I haven't thought of anything :sad:
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I was playing on XB! and PS4, and on both I had used the mod from the Bethesda store called "All Armor Lootable and Wearable." https://bethesda.net/en/mods/skyrim/mod-detail/3168121 I am now playing on PC, and cannot find anything that does the same thing, but surely it exists. Can anyone help me locate this mod? Thanks in advance.
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I play as a rogue and I wanted to judge Livius Erimond but I didn't have the only option that terrifies him. He's not afraid of death, but of tranquility. If only that scaries him, then its the best punishment for him. Tranquility as punishment is available only to mage inquisitors. The inquisitor doesn't even do it personally, but commands subordinates to make mage criminal tranquil. I ask to make this option available to all classes. Arcane study as replacement for mage only would be good enough to have tranquility as punishment available.
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- request
- tranqulity
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Hey all, I have been creating quite a few custom armours lately, and have encountered a problem with all of the ones that have skin on show. No matter what the player or NPCs race, the skin on the armour is always white/caucasian. I'm pretty sure I've done something wrong, as when the custom armour is displayed in the GECK render window, the skin is white/caucasian, whereas vanilla armours showing skin are black in the render window. (Images soon, not letting me upload right now) Is there maybe a shader setting I have to apply in NifSkope, or maybe a tag in FNVEdit? As always, any help would be greatly appreciated. Thanks, bayk
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Hello Modders! I am new to this scene, in basic this is my first topic :)! I have read a lot about it but I still feel like a noob in the matter of modding. I would like to get help with a mod for D2R, I am happy to help and contribute myself to the mod in any means I can! In other words, I am multi-accounting with x8 Clients but the dedicated GPU memory per client is too high and I experience fps drops / crashes. I use 1 main client (no mods), 1 game creator client (Gimli's blockhd) and I want to have my other 6 clients just to be able to just join the game (doing nothing just sit in town). -Direct -txt does not work anymore so I have to create an .mpq file with just Character + Lobby screens active and after I join the game I want to be all black (HD + Non-HD). Is this possible, can you give me a hint where I have to start from, etc, etc! Thank you all very much in advance! :pirate:
