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  1. Hi I love downloading mods that add extra items to the game. but with many mods it gets clutter in the camp chest quickly. i love organization, and i would love to put everything in containers i can name and find at my discretion, hope others feel the same!
  2. When an NPC dies, instead of it being their body, there's a dufflebag (or any small container) on the ground with their loot. is this possible ?
  3. Any reason why PC cant open/interact with a container? I put a container on a world object rescaled the container slightly but i cant interact with the container ingame? Background: i would like to override certain objects with slightly upscaled objects. In other word, replacing those vanilla objects. The CONT records look equal to the STAT objects i would like to replace. For some reason overriding tghese records is not possible. Im surely missing something. -EDIT: my current guess is, its based on the NIF, i copied the NIF from a STAT to the CONT record. --EDIT2: duplicated the STAT object as ACTI, doesnt work either - NIF? The only way i can think of now, is to create an invisible activator, maybe based on the boundaries? ---EDIT3: for now this should do it .. .https://zikul.tumblr.com/post/73865829885/creation-kit-tutorial-for-invisible Alright, all done, the only question left is, in order to perform "GetItem" when using an activator i assume i have to add a script. So this is my last question here, since i couldnt find anything on the web as of now, are there any scripts available which will give item X or LVLI (leveled item) when using activator and thus making the activator disappear? Thanks. Addendum: Turns out i missed a keyword, now containers work perfectly fine, its also good to know that one can add; AudioContainerNoAnimScriptthis is very handy for NIF files which dont use an animation, but should play a specific sound file when open/close. E.g. this is used for deathclaw nest etc. and/or lockExtraLootSCRIPTWhich yield a lock check based on PC level (?) and is tied leveled lists per lock level.
  4. 1. What file, and where, contains the info about containers\merchants loot\inventory? 2. I would like to figure out which container is which, and what loot list it uses. For example, I would like to know, what loot list the containers in Borsodi's Vault use. Tried to figure it out looking at loot lists, and comparing with what I get ingame, but it didn't work :( 3. Is there a way to place a new container, merchant\whatever?
  5. Hello, can someone confirm: Is a vehicle/car set as container? Is a power armor frame set as container? Do cars respawn Do power armor frames respawn? Is loot from power armor frames affected by a cell respawn?I have trouble finding the data. thx.
  6. I know how to work containers and all, except for one thing: I don't know how to select the AmmoBox01.NIF whenever I go to make a custom container. If anyone can help me out, I'd appreciate it.
  7. I know how to work containers and all, except for one thing: I don't know how to select the AmmoBox01.NIF whenever I go to make a custom container. If anyone can help me out, I'd appreciate it.
  8. First off, here's my load order: Anchorage.esm BrokenSteel.esm Fallout3.esm PointLookout.esm ThePitt.esm Zeta.esm Unofficial Fallout 3 Patch.esm Detect Traps.esm CRAFT.esm CALIBR.esm RH_IRONSIGHTS.esm FO3 Wanderers Edition - Main File.esm FWE - Combat Overhaul_Core.esm DCInteriors_ComboEdition.esm FO3 Wanderers Edition - Alternate Travel.esp DarNifiedUIF3.esp CASM.esp Detect Traps - Perk.esp Detect Traps - The Traponator 4000.esp Detect Traps - DLC.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_ZetaPlugin.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_PL_NewItems.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional VATS Halftime.esp FO3 Wanderers Edition - Optional Restore Tracers.esp FWE - Combat Overhaul_Equipment.esp 2Perks Per Level.esp UniqueItems_1.0_ENG.esp UniqueItems_1.1_ENG.esp UniqueItems_1.0_PL.esp UniqueItems_1.1_PL.esp JIP Companions Command & Control.esp JIP Selective-Fire.esp JIP Fast-Travel Anywhere.esp pipboy2500_fo3_edisleado.esp Canterbury Commons Open Road 1.1.esp MoreMapMarkers.esp BusworldV1.05d.esp MetroCars.esp Realistic Interior Lighting - BS.esp Realistic Interior Lighting - OA.esp Realistic Interior Lighting - PL.esp Realistic Interior Lighting.esp UPP - Original Perks.esp UPP - Beverage Perks.esp UPP - Experience Perks.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Quest Perks.esp For some reason, empty containers won't show as [empty]. I've narrowed it down to something from FWE-combat overhaul because I loaded all other mods but that one and it showed empty containers. I've gone through and removed all loose files that come with the mod per folder and one by one, but nothing works. I've searched through all the xml files that come with it in the menus folder but didn't notice anything. I opened it in GECK and FO3Edit but I can't make sense of most of it personally. I've done everything short of opening all the .nif and .dds files up. If no one can figure out anything I'll drop the mod but its a pretty neat mod
  9. Greetings FO3 community I am having some trouble getting an activator animation to work, The activator opens a first aid container with the same model as the activator; that being the default first aid model. The problem is the animation dosen't play on the activator as is would on the container. I would like to get the activator to play the same animation as the container when opening and closing. Upon Activate: Open animation Upon Deactivate: Close animation ScriptName MHSCPTFirstAidKitActivator00 Begin OnActivate MHREFRFirstAidKitContainer00.Activate Player 0 End There is also a script attached to the container ScriptName MHSCPTFirstAidKitContainer00 int FirstAidKit Begin OnOpen MHREFRFirstAidKit01.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit02.RemoveAllItems MHREFRFirstAidKitContainer00 MHREFRFirstAidKit03.RemoveAllItems MHREFRFirstAidKitContainer00 End Begin OnClose set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Radaway MHREFRFirstAidKitContainer00.RemoveItem Radaway FirstAidKit 1 MHREFRFirstAidKit01.AddItem Radaway FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount RadX MHREFRFirstAidKitContainer00.RemoveItem RadX FirstAidKit 1 MHREFRFirstAidKit01.AddItem RadX FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Stimpak MHREFRFirstAidKitContainer00.RemoveItem Stimpak FirstAidKit 1 MHREFRFirstAidKit01.AddItem Stimpak FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Morphine MHREFRFirstAidKitContainer00.RemoveItem Morphine FirstAidKit 1 MHREFRFirstAidKit02.AddItem Morphine FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Buffout MHREFRFirstAidKitContainer00.RemoveItem Buffout FirstAidKit 1 MHREFRFirstAidKit02.AddItem Buffout FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Jet MHREFRFirstAidKitContainer00.RemoveItem Jet FirstAidKit 1 MHREFRFirstAidKit02.AddItem Jet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Mentats MHREFRFirstAidKitContainer00.RemoveItem Mentats FirstAidKit 1 MHREFRFirstAidKit02.AddItem Mentats FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS09UltraJet MHREFRFirstAidKitContainer00.RemoveItem MS09UltraJet FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS09UltraJet FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat01 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat01 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat01 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat02 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat02 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat02 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS15Mentat03 MHREFRFirstAidKitContainer00.RemoveItem MS15Mentat03 FirstAidKit 1 MHREFRFirstAidKit02.AddItem MS15Mentat03 FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Psycho MHREFRFirstAidKitContainer00.RemoveItem Psycho FirstAidKit 1 MHREFRFirstAidKit02.AddItem Psycho FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount Bloodpack MHREFRFirstAidKitContainer00.RemoveItem Bloodpack FirstAidKit 1 MHREFRFirstAidKit03.AddItem Bloodpack FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount CaveFungus MHREFRFirstAidKitContainer00.RemoveItem CaveFungus FirstAidKit 1 MHREFRFirstAidKit03.AddItem CaveFungus FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount MS04FireAntNectar MHREFRFirstAidKitContainer00.RemoveItem MS04FireAntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem MS04FireAntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntNectar MHREFRFirstAidKitContainer00.RemoveItem AntNectar FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntNectar FirstAidKit 1 set FirstAidKit to MHREFRFirstAidKitContainer00.GetItemCount AntQueenPheromones MHREFRFirstAidKitContainer00.RemoveItem AntQueenPheromones FirstAidKit 1 MHREFRFirstAidKit03.AddItem AntQueenPheromones FirstAidKit 1 End Any help would be much appreciated
  10. So I am working on my player home. I was thinking about making a custom bobblehead display, but I cant figure out how to make it :confused: I looked at the script attached to the original bobblehead container, but to be honest. I didnt understand much. For my second question if I get it to work. How do I program in where the bobbleheads are going to be located/displayed after they are placed inside the container? Sorry if this is a dumb question, but I didnt find any posts or youtube videos about it
  11. Hi. :thumbsup: I would like ask help with “Creation Kit”. I would like to make a container with stuff to my “future” settlers to give them. I managed to make new ID container, but I didn’t find in the “Object” list many items I want to put in there. :psyduck: If someone could help me or make this mod to me, I would be appreciated. PS. I would like this container to be in the Commonwealth Nora and Natan house. See the sceenshot. Thank you in advance for the help. :smile: Take care. :thumbsup: Location: https://photos.app.goo.gl/JStcV4IIm7HotnEu2 Container: https://photos.app.goo.gl/SsMLnOu6VSoodj433 Trying add mods: https://photos.app.goo.gl/DeM6ielSl7ewCyac2 These items I want to put in them: _____ Laser gun _____ (900) http://fallout.wikia.com/wiki/Laser_gun Mods: Capacitor: Overcharged capacitor - http://fallout.wikia.com/wiki/Overcharged_capacitor Barrel: Improved short barrel - http://fallout.wikia.com/wiki/Improved_short_barrel Grip: Sharpshooter's grip - http://fallout.wikia.com/wiki/Sharpshooter%27s_grip Sights: Reflex sight - http://fallout.wikia.com/wiki/Reflex_sight Muzzle: Quantum gyro compensating lens - http://fallout.wikia.com/wiki/Quantum_gyro_compensating_lens Armour Mod to all of them below: - Ballistic weave MkV _____ (Rank 4) http://fallout.wikia.com/wiki/Ballistic_weave _____ Green rag hat _____ (900) http://fallout.wikia.com/wiki/Green_rag_hat _____ Farmhand clothes _____ (600) http://fallout.wikia.com/wiki/Farmhand_clothes _____ Black vest and slacks _____ (200) http://fallout.wikia.com/wiki/Black_vest_and_slacks _____ Trilby hat _____ (300) http://fallout.wikia.com/wiki/Trilby_hat _____ Tan suit _____ (300) http://fallout.wikia.com/wiki/Clean_tan_suit _____ Lab coat _____ (200) http://fallout.wikia.com/wiki/Lab_coat_(Fallout_4) _____ Minuteman outfit _____ (400) http://fallout.wikia.com/wiki/Minuteman_outfit _____ Patrolman _____ (400) with 10 Perception. http://fallout.wikia.com/wiki/Patrolman_sunglasses
  12. G'day, Recently i came to realise that fallout 4 while missing many little features from its predecessors had one that took me way to long to notice than it should have and that is the mini-gun doesnt have the large ammo pack like it did in new vegas for example see picture. Just thought it would be nice to see added in from vegas if possible. Or maybe even as just as a backpack that can be worn all the time weather in power armour or not. Thanks for you're time.
  13. If you're like me and have already played Nuka World through at least once, you don't want to go searching for the Star Cores again. I'm requesting a mod to bypass all that and that instantly give us all of the Star Cores that we need for the quest, in order to get the Power Armor... without using console commands. I'm aware you could probably use the "TCL" command to grab the Power Armor (untested by me, plus you wouldn't complete the quest) or you could use the "player.placeatme 0601F0E5" command for all that you need. But I'd rather just have a mod do all the work for me. I'm lazy like that, and I'm sure other people are, too. Something that works along the lines of this mod: http://www.nexusmods.com/fallout4/mods/12490/? would be fantastic. He deleted all of the bobbleheads and magazines out of the world and placed them in Vault 111. While you still have to take the magazines out of the container, drop them, and pick them back up again to get the perks to work correctly (supposedly, because I've never tested it otherwise and just do as I'm told), that's fine by me!! Placing a container or table or whatever you fancy to hold the Star Cores for us to loot next to the Power Armor would be great. It would be amazing if the Star Cores already laying around Nuka World could also be deleted, like I mentioned. Please respond to this post if you'll work on this, if you created this, know of a new mod like this, or if you think it's a great idea!
  14. Sorting items into different containers automatically A mod request/idea I always pick up a lot of Items. Putting them into the workbench is like dumping them in a bottomless pit. Even with sorting mods I need so much time to find a specific item (Yes, I know, I could sell the stuff or scrap it but I won't. I like to have hundreds of pipe revolvers... ;-) at least to equip my settlers) So I thought about a mod that can do it. But because I have barley time to play once a week and the learning curve without proper documentation is very steep I was not able to do it by myself. But maybe someone like the idea in on or the other way. Description: Automatic sorting mod (need scripting) sorts all stuff in different containers of your choice automaticallyput all your stuff (weapons, armor, food, junk) in a stand alone Sorting-Source-Container (SSC).Chose a target container, put a sorting device (SD) in the it (created and named with sorting keywords on a workbench) and press the activation button on the SSC. All stuff will be sorted according to its sorting keywords to the containers with the corresponding SD.containers need to be in a preset range to another or at least has to be in the same cell? Example: Put all your weapons in the SSC. Create an SD item, name the SD device "shotgun SD" and put it in a container. More sorting keywords separated with the pipe "|" like "combat|shotgun SD" Activate sorting on SSC Script moves all items which matches the sorting prefix from SSC container to the container with the corresponding SD - sorts weapons, armor, food, junk... into its own container - containers must be in the same settlement. More ideas: A quest to get the devices: Find parts of a Mr. Handy and repair him. He then hover between your containers an "do" the sortingThe sorting Mr. handy could always muttering to himself.can "phase" though walls and doors to reach a container. ;-) Nice and creepyWhen you near him he is overly brightly, when you turn away or barley at hearing range he curse you and the job and everything ("kill them all...mumbeljumbel smash there heads...mumbelbrumbel... rip then to shreds...:" (like gollum from "Lord of the Rings" or "Kreacher" from Harry Potter)
  15. Sorry if my questions make me sound like a newbie, I'm a mod creator for Skyrim but I've been just starting experiencing with Fallout 4 CK. Here's my issue: 1. I added a container inside the Molerat Den - an interior cell part of RedRocket settlement, but one which in game resets normally. That .esp loads fine in game and the content shows up, while the cell keeps resetting normally which could indicate that this cell is not affected by the settlement reset bug. 2. I played a while, leveled up a bit, then went back to that .esp to add some modifications - in this instance, I've simply added new items inside that container, which creates a new version of the same loaded .esp. 3. But when I get in game, these new items don't appear in the container - it's like the game only wants to load the original .esp and completely ignores my new edits - or does not overwrite the old .esp. I'm not sure what's going on here - in Skyrim, I could edit my cells to add new objects even after playing a while with that plugin and these edits would overwrite the loaded .esp to immediately show up in game. Is that something which doesn't work in F04? I'd understand the settlement bug to affect new objects placed into that cell, but just new items added into a loaded container?..
  16. <SOLVED> Containers only populate contents when placed on the Default Layer. Im fairly new at using the CK for FO4. Learning quickly tho, since i have much programming experience. Anywho: I have a desk 'OfficeDesk01 (008BD53C)' It is not populating any Loot, even with a full game restart. 1. How do i get it to populate Loot? 2. How do I put a specific Item into the container that does not respawn? I have a key I want to put into the container, but dont want the key to re-spawn. But I do want the other Loot to respawn.
  17. Hello. I have a magic effect that mimics vanilla effect "shoot enemies in the fusion core and they explode + the PA user jumps out of pa". I'm using this for non-player npc and it works fantastic, except for one part. I need to remove the fusion core from the guys PA frame. Only thing I got to work is: ObjectReference Cont Victim.SwitchToPowerArmor(None) ; victim is the guy wearing PA ; and now he jumps out of it Cont = Victim.GetLinkedRef(LinkPowerArmorKeyword) ; i have test almost all PA related keywords for this while the guy is wearing it and all return none; works fine AFTER he jumps out of it Cont.RemoveItem(FusionCore) And that WORKS. But, I want to get Ref to that PA when he is wearing it. Now, I have tried lots of keywords etc and functions but I just can't seem to figure how to get that PA ref while the guy is using it. In the vanilla script they have script at Armor: ArmorPoweredFramexxx and it has(on every power armor frame): akSender.RemoveModFromInventoryItem( GetBaseObject(), PA_FusionCore01 ) Which works WHILE the guy is in PA, but I can't figure how to get that BaseObject() in magic effect script. Any ideas? Like I said, works fine to get that ref when guy jumps out of the PA, but I need it while he is wearing it.
  18. Greetings and Salutations! As the title says I'm looking for someone that could make a weapon rack that would allow me to display arrows. It could be a item that I create at the forge and I can just drop it and then place it where ever I wanted to, sort of like this mod ( http://www.nexusmods.com/skyrim/mods/17574/? ). I've been working on a weapon vault and would like to put my arrows on display. If I drop them I have followers that fight over them. Which is comical but not helpful in allowing me to display them. I have pictures below so everyone knows what I'm talking about and for ideas. If something like this already exist please point me in that direction. Thanks, Cyngen
  19. What I've discovered upon finally buying a house and making use of the chests is that there is no category system in place for items that are located inside containers. I sort of brushed this off for a while but lately it's become more of an issue as I add more items to the chests. With a mod that categorizes items into subcategories in a similar way to the inventory system, the hassle digging through chests/containers will be eliminated. I'm sure someone may have already created a mod that does this, but I haven't been able to find one of the sort. If you happen to know of a mod like this, would you be so kind as to point me in the direction of it? Thanks in advance!
  20. hi everybody context : to carry other items (scrolls potions food etcc) the player need a bag (a misc item ) in his inventory the script i want to do is when player drop the bag, all filtered items in player inventory goes into a hidden chest in qasmoke when player pick the bag, all items from the hidden chest in qasmoke come back to player inventory problem : ObjectReference to the hidden chest (hiddenbag) is not working, the game don't find the reference at run time(no compile errors) its cause items are not transfered into specified container, and losted .... script code : Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) Form playerbag = portablebag as Form if( akBaseItem == playerbag ) Debug.MessageBox("reference to the hidden bag : " + hiddenplayerbag ) ; <----- print none ! Int iFormIndex = ply.GetNumItems() While ( iFormIndex > 0 ) iFormIndex -= 1 Form kForm = ply.GetNthForm(iFormIndex) int typ = kForm.GetType() If ( typ == 30 || typ == 32 || typ == 23 || typ == 27 || typ == 46) ply.RemoveItem(kForm,ply.GetItemCount(kForm), true, hiddenplayerbag) EndIf EndWhile EndIf endEvent a picture of the creation Kit filling reference : thanks for your future responses :smile:
  21. Containers should have carrying capacities, like follower's inventories you can't store more than they can carry. Larger containers can carry more weight. Any ideas how I do this?
  22. I'm very new to modding, so please bear with me. I'm trying to filter Leveled Item lists in Containers (i.e. bandit chest, Forsworn chest, etc.) based on where that Container is located in Skyrim; specifically, in which of the nine holds (Whiterun, The Reach, Winterhold, etc.) the Container is located. For example, loot obtained from a bandit chest in Whiterun would be slightly different from that in Winterhold, Hjaalmarch, etc. I noticed you can add Global variable flags to Leveled Item lists, and discovered the "CWObjHold" variables, where Hold is replaced with any of the nine holds of Skyrim. This actually seemed to work at first; i.e. adding "CWObjWhiterun" to a leveled list and opening a bandit chest in Whiterun would yield loot from that Leveled List, and "CWObjWinterhold" would not. However, eventually I realized this "CWObjHold" variable must not do what I thought it was doing, because loot from the Leveled List with "CWObjReach" also was showing up in Whiterun chests. Bummer. Is what I am trying to accomplish at all possible? Perhaps I can create my own Global variables that pass a leveled list through if the Container is located in a given hold? Please let me know, and thanks. Here's the structure I have right now so you can get a better picture: Container (i.e. TreasBanditChest)VanillaLeveledItemListVanillaLeveledItemListCustomLeveledItemList (flag UseAll, filtering the nested Leveled Lists based on location via Global variables)CustomLeveledItemListWhiterun (flag CWObjWhiterun)CustomLeveledItemListWinterhold (flag CWObjWinterhold)CustomLeveledItemListReach (flag CWObjReach)CustomLeveledItemListPale (flag CWObjWhiterun)...
  23. Hi! So I'm working on a little thing and I just got to a dead halt. Can't seem to find anything written about it either, so I turn to you guys in hope for some answers. I'm working on a thing that hides ALL the npc names from the player. That means editing everything from perks with conditions, to scripts, to interface '.swf'-files. I've gotten rid of NPC names showing up in the dialog menus, in the world, in the general HUD, in the subtitles - everywhere except for one place. When you loot something, pickpocket or browse a vendors inventory the Name of the "container" in question is displayed as a category. When you look at your own inventory, you have categories sorting your items, but the top one says "ALL". When interacting with any kind of "container", that "ALL"-category is replaced by the container name. I cannot find where and how the game decides to switch that up, where does the inventory menu grab the category list, and where is it being processed? Any help is appreciated. Thanks, and Cheers!
  24. Hello all, I just started another mod, first in quite awhile, and have run into an issue I've not run into before. I've had success in the past with creating custom containers from models of static objects, but, for some reason, when I tried this time around, I have not been able to interact with the containers in game. It's like the GECK doesn't recognize the model as a container and continues to treat it as a static object. Is there some important step that I have completely forgotten? Thanks in advance, - NNG
  25. hi everyone, first of all thanks for giving people like me such beautiful mods and enhancing and enriching our gameplay experience. i want to modify the mod "the grey cowl of noctural" for my own personal use . i would like to add a few extra rewards at the end of the quest. specifically - i want to put the fudou myouou katana as a reward in a chest , which is at the end of the questline. someone kindly guide me on how to this one thing. i don't want any other modifications. i can't go around reading hundreds of pages of modding tutorials for this one small thing. P.S. this is for my own personal use and i would not like to infringe upon the copyrights of either mod creators. i thank you all in advance for your replies.
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