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Found 15 results

  1. I would love a mod that allowed for a manual input of ability check rolls with the idea that I could use my IRL dice to roll for it. In an ideal world it would allow for any bonuses that are dice rolls to be manually inputted as well. Not sure if it's even possible but would be super fun.
  2. 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 StreetLights.esm 4 4 BrokenSteel.esm 5 5 PointLookout.esm 6 6 Zeta.esm 7 7 Unofficial Fallout 3 Patch.esm 8 8 aHUD.esm 9 9 Project Beauty.esm 10 a DCInteriors_ComboEdition.esm 11 b EVE.esm 12 c RH_IRONSIGHTS.esm 13 d Camp Meridian.esp 14 e Traits.esm 15 f FNNCQ.esm 16 10 Bornagain Outcast T-45d Texture Patch.esp 17 11 Flora Overhaul.esp 18 12 BetterGamePerformance.esp 19 13 Attentater's Wasteland Economy.esp 20 14 Restoration Project.esp 21 15 Evergreen.esp 22 16 Realistic Interior Lighting.esp 23 17 MTC Wasteland Travellers.esp 24 18 Another Interior Mod.esp 25 19 Refurbishes [ALL].esp 26 1a 1nivDogmeatOverhaul.esp 27 1b EIP.esp 28 1c DarkNight.esp 29 1d body blood replacment.esp 30 1e Fo3HirezdMinigun.esp 31 1f realisticdismemberment.esp 32 20 Fo3HirezdFlamer.esp 33 21 Chems and Meds Re-Textures Pack.esp 34 22 6IXES Clutter Texture Pack.esp 35 23 CASM.esp 36 24 7_HolsterForHandGunsV1_1.esp 37 25 ComboHeadgear.esp 38 26 ComboHeadgearPITT.esp 39 27 Billboard Camps.esp 40 28 WeaponModKits.esp 41 29 BlackWolf Backpack.esp 42 2a BlackWolf Backpack - Blank's Container Patch.esp 43 2b BlackWolf Backpack - Vendor Script Replenish.esp 44 2c WasteWearGloves.esp 45 2d Gloves.esp 46 2e BBBackpacks-v1-1.esp 47 2f F3ProjectRealityMkI.esp 48 30 RWD-Alt.esp 49 31 WeightlessPowerArmour_ALL.esp 50 32 WeightlessPowerArmour_Neutral_ALL.esp 51 33 Cut Content - Anchorage.esp 52 34 WeaponModKits - BrokenSteel.esp 53 35 WeaponModKits - ThePitt.esp 54 36 WeaponModKits - OperationAnchorage.esp 55 37 WeaponModKits - Zeta.esp 56 38 WeaponModKits - PointLookout.esp 57 39 test mp.esp 58 3a Project Beauty- Point Lookout.esp 59 3b Jury Rigging Wasteland_NVStyle.esp MTC Wasteland Travellers (Optional)- Crowded Cities.esp 60 3c MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp 61 3d Brahmin Dairy Products.esp 62 3e megalight.esp 63 3f teslaPA -retextured.esp 64 40 ComboHeadgearOA.esp 65 41 WeightlessPowerArmour_Neutral_TP.esp 66 42 WeightlessPowerArmour_TP.esp 67 43 WeightlessPowerArmour_Neutral.esp 68 44 WeightlessPowerArmour.esp 69 45 FollowersRegularGear0_9.esp 70 46 Project Beauty- Broken Steel.esp 71 47 clover hiring.esp 72 48 RH_EVE_Bridge.esp 73 49 RWD-BrokenSteel-Alt.esp 74 4a RWD-PowerArmorFix(BrokenSteel).esp 75 4b Wasteland Travel Caravans.esp 76 4c Wasteland Gloves.esp 77 4d Cut Content - Zeta.esp 78 4e WeightlessPowerArmour_BS.esp 79 4f WeightlessPowerArmour_Neutral_BS.esp 80 50 Cut Content - Broken Steel.esp 81 51 Cut Content - Point Lookout.esp 82 52 WMKAA12Shotgun.esp 83 53 New Vegas Trait Pack.esp 84 54 Converted Trait Pack.esp 85 55 Hardcore Mod.esp 86 56 Stealth Kills Enabled - Pitt Compatibility.esp 87 57 Stealth Kills Enabled.esp 88 58 NewPoisonandDiseaseb2.esp 89 59 Max Level 99.esp 90 5a Master of Disguise.esp 91 5b CraftableWeaponRepairKit_v1_4.esp 92 5c CanHasRecoil.esp 93 5d Ballistics-ALL-MoreRealism.esp 94 5e Ballistics-ALL-LessTracers.esp 95 5f RWD-PowerArmorFix.esp 96 60 WeightlessPowerArmour_Neutral_OA.esp 97 61 WeightlessPowerArmour_OA.esp 98 62 RWD-PowerArmorFix(The Pitt).esp 99 63 RWD-ThePitt-Alt.esp100 64 RWD-MothershipZeta-Alt.esp101 65 TG Armor Collection.esp102 66 RWD-PointLookout-Alt.esp103 67 PCB.esp104 68 LightUpAndSmokeThoseCigarettes.esp105 69 t3belts_boots.esp My content from loot in case you can use it to help me further:
  3. I'm trying to create an effect script that checks the race of the actor its attached to and gives the player a different item depending on what it is (I.E. a green one when the actor is a member of the human race or a red one when its anything else). However, whenever I test out the script in game on non-human enemies, it still gives me the human item. I've tried adding a debug message to at least understand what race is being scanned, but all it displays is "[Race". I have tried using different base commands (GetLeveledActorBase and GetBaseObject as ActorBase) but they end up doing the same thing. Does anyone have any idea what could be going wrong? Any input would be really appreciated! Here's the script I'm using: actor Victimbool bHasBeenCasted = falseform Property requiredItem autoform Property humanItem autoform Property creatureItem auto Race victimRace ;I manually placed the human race and ghoul race in hereRace [] Property humanRaces auto Event OnInit() victim = GetTargetActor()EndEvent Event OnDeath(Actor akKiller) if(Game.GetPlayer().GetItemCount(requiredItem) > 0) ;At this point the script is supposed to check the race of the actor and see if its a member of the race arrayActorBase VictimBase = Victim.GetActorBase()victimRace = VictimBase.GetRace() if (humanRaces.Find(victimRace));In-game this always prints "[Race" Debug.Notification(victimRace) Game.GetPlayer().addItem(humanItem, 1, false) Game.GetPlayer().removeItem(requiredItem, 1, true) else Game.GetPlayer().addItem(creatureItem, 1, false) Game.GetPlayer().removeItem(requiredItem, 1, true)endIfendEvent
  4. hi everybody ! i'm creating a mod who check player inventory items, for the moment i'm in the very debut, i try to understand scripting logic of papyrus (i'm not nobby at modding, just for skyrim) so there is my work Scriptname harcoreinventorymod extends Quest {the script who edit the player inventory} Event OnInit() Debug.MessageBox( "Player is " + Game.GetPlayer() ) VerifyInventory() EndEvent ;trigger when player add something to its inventory. Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if !akSourceContainer Debug.MessageBox("I picked up " + aiItemCount + "x " + akBaseItem + " from the world") elseif akSourceContainer == Game.GetPlayer() Debug.MessageBox("The player game me " + aiItemCount + "x " + akBaseItem) else Debug.MessageBox("I got " + aiItemCount + "x " + akBaseItem + " from another container") endIf endEvent ;trigger when player remove something from his inventory Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akOldContainer && !akNewContainer Debug.MessageBox("We have been dropped!") elseif akNewContainer && !akOldContainer Debug.MessageBox("We have been picked up!") else Debug.MessageBox("We have switched containers!") endIf endEvent Function VerifyInventory() ;function to count objects in inventory : ;swords : ; if (Game.GetPlayer().GetItemCount(WeapTypeSwordKeyword) > 0) ; Debug.Trace("Player have some swords") ; endIf ;do the same for daggers, 2hands weaps etccc ... Debug.MessageBox("inventory verified") EndFunction explainations : i try to know when player add or remove something from his inventory (the both event have the same function i think, but that not the real problem) if i have understand the logic , events "OnItemAdded" and "OnContainerchanged" apply only to a "ObjectReference" Script ? but is there a way to say something like this ? : Event Game.GetPlayer().OnItemAdded(...) //stuff bla bla endEvnent Event Game.GetPlayer().OnContainerChanged(...) endEvent thanks for responses :) Ps: the creation kit crash many times also for me ;)
  5. Hi guys, I love being able to play Fallout 4 with immersion mods. For that I also play without in-game HUD. But sometimes it is really difficult to keep tracking my reloaded ammo. There was a mod called "Ammo & Condition Cheking" for FNV. But unfortunately nobody made a similar mod for Fallout 4. I wonder if anybody could a make a mod like this? It would be superb immersive and a great experience for all immersion lovers like me. You can check the mods video HERE Thanks.
  6. Hey everyone, - The part that can be skipped-: I'll keep it short. All my mods are working properly. I use Mod Organizer with LOOT, everything is in working order. I don't have mods which mess up my game. I've tweaked Skyrim for about a month, to get everything under control. I run 300+ mods without any problems (.esp limit skipped via TesVEdit and 1.9 plugins merge). NOT the source of the problem. ENBoost is active, settings properly tweaked. All .ini settings are proper, without any trouble whatsoever. NOT the source of the problem. I've got an i7 PC with 32 gigs of RAM, decent VGA, etc. Hardware is faultproof, even with other games. NOT the source of the problem. I have every update necessary, did all the steps of the Stability Guide, have Sheson's mem patch, Stable UGrids to Load, etc. etc. In theory, my game has nothing wrong going on. -Skippable WoT over-. The only thing crashing my damn game (and quite often, seriously) is the "RNPC: Periodic update check." Could anybody please tell me how to get rid of this thing? Or of a fix that prevents it from crashing my game? I was able to dig up (after ~6 hours of Google destruction) that it has to do with Dawnguard's "Radiant NPC" whatever, but I didn't find any fix for this problem. Many people seem to have it. Please, if someone knows a fix for this, I'd appreciate your help. Very much. Cheers!
  7. Hey everyone, I'm wondering if there is a way to check if a terminal has been locked permanently or if a lock has been broken, and make part of script run when that happens. It would preferably only involve vanilla scripting, so I don't have to add NVSE as a requirement for one tiny part of the mod. If anyone knows how/if this can be done it'd be appreciated. Cheers, BayK.
  8. So I have finally got my load order sorted out (I will still include screenshots) and it works perfectly. However I am now struggling with the ENB. My problem is, I have basically tried out both installing it using the wrapper and the injector. The injector did work, well sort of. To use midhrastic ENB I need to actually run the injector for the ENB to work. however the anti alias does not work, and when i try to start fallout 3 without the injector. it does not save. So I just installed it using the wrapper. I first got the ENB files and launched it, did not work. turns out the D3d9.dll was making my game crash. I used Purr4me's solution on taking out my own d3d9.dll from my system 32 folder and it worked perfectly, however still no confirmation that the enb is enabled on the top left corner. can someone help please! I will also include my LOOT screenshot. Please help! my loot: https://gyazo.com/b7cae980f9769ef8e7bad96c22cfeba2 my load order https://gyazo.com/c91bbe8c9835949e5104b886deb18f11 https://gyazo.com/0e17b570e2a143be72cc011d2a411c47
  9. Is there a function in Papyrus that allows you to check if the menus have been toggled? Since you can toggle the menus with Debug.ToggleMenus, which will turn the menus off if they're on, or on if they're off. But I can't figure out how I would make a function (since I can't seem to find one) that checks if the menus are toggled. I thought initially that I could set a variable each time ToggleMenus was initiated, and then check that variable, like this: So I could later call MenusToggled and do something based on its value, but then I realized this wouldn't work because there's no way to be sure that the user didn't already have their menus toggled when they first installed the mod, so I couldn't be sure that MenusToggled initial value should be false. Is there any native functions to do this? I was looking through the CK Wiki and I couldn't find any. If there isn't, what would a custom function look like? I'd like to be able to use it like this: If MenusToggled() == False ;Do stuff Else ;Do different stuff So the custom function would need to return a bool value. I'm going to look around the CK Wiki some more, and maybe dig around in Skyrim's scripts, but if you have an answer that would be very helpful. EDIT: So I looked through Debug.psc since I was hoping I could glean some information on how I would create a IsMenuToggled() function, since ToggleMenus() would have to know if the menus were already toggled, or else it wouldn't be able to choose whether or not to turn the menus on and off (it wouldn't know if you already had the menus on, or if they were off), but all I found was this: ; Toggles menus on/off Function ToggleMenus() native global Is there any way to see what the function actually does? Custom functions have to be declared with a header, then the content of the function, and an endfunction, but I can't find what ToggleMenus() does in Debug.psc. Does anyone know where I might find that information? Secondly, is there a way to create a smooth zoom effect? Right now I've tried this: And it's quite jerky. I've tried it without the Utility.Waits but that didn't work very well either. I took a look at Face to Face Conversation, but it used native functions, which, like I said above, I can't find out what they actually do, since it just shows the name of the function, its parameters, and its flags.
  10. Think anyone can review this load order and see if anything seems off, maybe something that LOOT wasn't able to fix? thank you :smile:
  11. Is there a scripting practice to first check if SKSE is installed? That way I would only continue using SKSE commands if it exists.
  12. I need this mod tested to look for a packing issue, so could some people test it for me? Link and details here: http://steamcommunity.com/sharedfiles/filedetails/?id=130935986&searchtext=
  13. Hello, I'm having trouble checking whether the perk Light Touch functions. Using the command player.getav critchance does not show a different value before and after taking the perk. So I tried with player getavmod critchance and that did not change either, showing only the 3% from the BtD trait. My question is, is there a command that I don't know that would show me my crit values WITH the Light Touch perk, or some other way to confirm if it is functioning or not? I understand the mechanics of the perk and that it checks if the player's body slot has an armor ID from a list of medium or heavy armors and would provide the effect otherwise, but I would very much like to see the effect confirmed.
  14. Hello to anyone who come across this page and could probably, maybe, have some intel to share with me... Here's the thing : I think I do remember a mod that appeared on Nexus, maybe two or three years ago, that woul actively change the speech line for charisma checks in "Fallout 4", following the style of "New Vegas". Meaning that this mod would technically provide 2 different versions of a charisma check. For exemple : going from somethin' like low speech : "come on, we gotta go blew up things, n' s#*! !" with guaranteed failure... to high speech " the world is counting on us, only us can save those people, and blablabla" with guaranteed succes. Now, I wasn't able to test this mod back in the days . . . and I can't find any traces of it around Nexus. And maybe, just maybe, it's just my poor ill brain that invented it, after goin' a little wild on Sarsaparilla, back in the days... But I'm pretty sure this mod exist. I can't even tell for sure if it was specific to non speaking protagonists, or if the mod was also modifying the speech lines to fit in and not breaking immersion. If anyone can share a name, a link, or even a video talking about this mod / concept, I would really like to have it. Otherwise . . . Welp. . . I guess i'll have to eventually do it me self. Thanks by advance, have a nice day.
  15. So I just though of this idea. I'm on my laptop and just found a few good Skyrim mods that I'd like to install when I boot up my PC tomorrow (my PC plays Skyrim so much better than my laptop). Anyway, come tomorrow afternoon/evening, there'll be a bunch of new mods and I'll forget all about these ones. So, cue my idea: up where you can endorse and track files, add an option to "Mark for Download", so that when I logon to the Nexus on my PC, I check my "Marked" list, which will show all of the mods that I've marked but not yet downloaded. This way, wherever I am, I can make sure that if I see a good mod, I'll deffinatley give it a try when I get on my PC. So what do you guys think? Not sure if this has been suggested before, but I just think it'd be a neat feature. Thanks everyone, - Kallum
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