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  1. I seen mods which remove low health effect, and many different glitches etc effects from game but nothing to disable slow motion bluish tint, I think shootouts might look better without it just clear up view, there is already a lot going on without it, just plain slow mo sound shoud be enough.
  2. Is it possible to apply this effect(attachment below) to textures like lightning magic or the laser bolts in fallout 4? Everytime i try to apply the effect myself, the black part always ends up invisible. I figure it has something to do with Alpha settings but i haven't been able to find out what it is exactly.
  3. Can someone make a mod that increases the distance at which you can hear bullets hitting metal? Like in the game Days Gone for example?
  4. similar to the lightning effects from dmc4 and 4se https://static.wikia.nocookie.net/devilmaycry/images/0/0f/Royal_Justs.gif/revision/latest/scale-to-width-down/250?cb=20180616153913
  5. As title says, I was trying for a long to remove theses effects in the game but without success, I don't have experience about modding in mgsv. I tried to edit the texture02 and texture04.dat which contains a folder called flares but i think i can't do it well. I need some help or someone with more experience about modding TPP who could disable those effects which also puts a lot of color banding
  6. Hello. I appreciate if I can get some help with achieving a small script that will apply some permanent effect shader to the player as well as NPCs. I've been spending the last while trying to create a shader script/spell that does this and well, it's come with some mixed as well as unoptimal results. To preface, I'm a novice when it comes to the GECK, so I may need a bit of handholding to understand some of this stuff. I've tried a couple of scripts (such as trying OnLoad and ScriptEffectStart/Update) as well as spell options such as setting the "FX Persist" flag on when creating a base effect, though it doesn't really seem to work on my end. I've tried both object and effect scripts and I think the object script might be the best course of action, since I can control what NPCs can use the shader. In my experience, the script below works, though from what I've researched, it will call that function every frame which will eventually tank performance and crash the game. scn aaaShaderScript Begin Gamemode PMS aaaMyShaderEffect END It works, but it can be better obviously. I don't necessarily know how to create an effective shader script that will apply and reapply said shader. So can anyone help me with designing such a script? Thanks for reading.
  7. Good afternoon everybody! Is it somehow possible to get an "explosion effect" (like the explosion that happens when a mininuke or a car explodes) to trigger at a Xmarker (or at a Xmarker heading) with a script? Just asking if this can be done and if so how ...
  8. It is almost possible to pull off a smooth dolly zoom with the camera function. I wonder if someone could figure out how to make it smooth and easy to use to create gifs.
  9. The idea is simple but would probably take a lot to pull off. Anyone who has ever played Mass Effect 1 probably remembers the loading screen of the Normandy flying through a wormhole. The image was an animated graphic of the ship just sliding indefinitely through subspace. So the idea I had was simple. A loading screen of the Frontier grav jumping to a new system indefinitely... or rather, until the loading screen went away.The next idea is for the ship to be the ship our character is currently flying. I've uploaded a screenshot of the loading screen that inspired me to type this idea out. It would be so much better animated.
  10. Hello, Anyone hot to make a mod that displays the remaining effect duration of the feeder? So I know when to get some more. It would also be nice if the consumption of several products prolongs the effects. See ya
  11. I've been working on a mod listed below: https://www.nexusmods.com/fallout4/mods/29763 I'm currently working on a soda flavor called Darkness. I need if it's possible to create a pure black glow.
  12. http://steamcommunity.com/prof... I have been having a problem where this blizzard, picture in link above and picture below, has been following me where ever I go. I have tried the tutorial but it wasn't wisp mother or frost atronach. I don't know and can't seem to find the effect id for blizzard spell. Please Help if you know how to fix it List of mods UFO - Ultimate Follower Overhaul SkyUI Caliente's Vanilla Outfits for CBBE Caliente's Beautiful Bodies Edition -CBBE- ApachiiSkyHair Immersive Weapons Unique Uniques Elemental Arrows Faction Crossbows Lore Weapon Expansion Follower Commentary Overhaul - FCO INIGO Realistic Lighting Overhaul Audio Overhaul for Skyrim 2 Immersive Armors The Witcher 3 Music Overhaul Sounds of Skyrim - Civilization Sounds of Skyrim - The Dungeons Dawnguard Arsenal Sounds of Skyrim - The Wilds Better Bows True Storms - Thunder and Rain Redone Climates Of Tamriel - Weather - Lighting - Audio RaceMenu Jaxonz Renamer Animated Enchantments Overhaul - OVERFLOWING MAGIC Cutting Room Floor Unofficial Skyrim Legendary Edition Patch Immersive Citizens - AI Overhaul Apocalypse - Magic of Skyrim Make Inferno - Enhanced and More Realistic Fire Fire and Ice Impact Mod Static Mesh Improvement Mod - SMIM Deathwing Inspired Alduin (Reloaded) skyBirds - Airborne Perching Birds
  13. hello guys i want to add fire effect to armor/weapon like this mod https://www.nexusmods.com/fallout4/mods/4015/ by Kmikaz3 i spent some time at creation kit trying to figure out how to do it but no luck , maybe because i am noob xd
  14. I have a mod that has an actor value (Vasaki_BloodPool). Right now I'm using multiple magic effects to change this AV via scripting. It's kind of annoying to make a new effect and script any time I need a slightly different value. I'm trying to make one magic effect that edits the AV based on the magnitude. But I can't get it to work. I've attached the magic effect to a potion (with a magnitude, both with and without a duration), but when I go in game, use the potion, and check my AV with player.getav, it never changes. I feel kind of like I'm missing something simple and obvious. Because I can't get a Value Modifier effect type to actually change a value. And it's making me want to bash my head into my desk. Is there some special trick to this that I'm just not getting? (oh and yes I saw that SE has a function that passes the magnitude into the script which would fix my problem, but I'd rather not depend on script extender for only this, it's a small problem really)
  15. The movable static wooden boxes (which can fit things inside of them and have handles) seem to not have any impact data... When struck with any weapon, they produce no sound and no particle effects. Does anyone know of a fix for this? If not, I'm requesting a mod be made to remedy this and add standard wooden impact data to the wood boxes. I tried to do this myself, but have no idea how. You can find the wood box here in Bethesda Archive Extractor... materials\setdressing\woodmetalcrate01.bgsm materials\setdressing\woodmetalcrate01_clean.bgsm meshes\setdressing\concmuseum\woodbox01.nif meshes\setdressing\concmuseum\woodbox01_clean.nif
  16. Ok, so if you've ever played Gears of War and ended up finding any of the secret Cog Tags laying around, an interesting sound would play when you would obtain it. So I was thinking, it would be really interesting to hear that same sound play whenever you loot a Legendary item for the first time. So, would it be possible to replace the sound when you find a Legendary item with the sound of collecting a Cog Tag in Gears of War? If someone did that, that would be awesome. Edit: I managed to find the sound effect I was talking about. I have posted it in the attached files. I'd love to see this sound as the sound effect for picking up a new Legendary item. 2nd Edit: Deleted attachment due to fear of copyright.
  17. So, Ive found myself in an interesting situation whil working on more interesting Loot Remastered, The Old game's effects while it would make sense that ingredients and some relics would change like the damage STR and LUCK effects others wouldnt change. for example, Chameleon that would still work (Even if the engine says it wont) Long storyshortis therean easy to mimic a new actor value forsomeof these things?
  18. What I'm trying to accomplish is adding an always-on effect shader (burning, glowing, that sort of thing) to a common creature type in the game, similar to the intended behavior of feral ghoul reavers. Using the reaver script, however, it doesn't always seem to apply. It seems that, whenever the creature's 3D data is unloaded, the shader goes with it and doesn't come back. I've tried to homebrew a solution with simple true/false ints and HasLoaded3D checks, but my attempts always seem to end with the game infinitely applying the shader until the game crashes. Is there any way I can accomplish this? I'm sure this must be terribly simple, but everything I've tried has fallen through.
  19. Hi all, so I'm trying to create a few new enchantments as part of my mod, but I've ran into a bit of trouble. I'm trying to create enchantments that affect the speed of attacks - one that affects bows and another that affects weapon swing speed. I can made the enchantments using the "WeaponSpeedMult" item and setting it to only apply when using a "WeapTypeBow" or whatever, and it seems to work except for one thing. When creating the enchantment the magnitude needs to be given as a decimal, such as 1.25 for 25% faster, due to it being a multiplier. Therefore when I put in the description: "Draw your bow <mag>% faster", it doesnt work, because mag isnt the actual percent, rather its a decimal. In-game it rounds anyway down to 1 so the information is useless, its not like I can even put it as "Draw your bow <mag> times faster.". Basically what I'm asking is if theres a way to change this so you can maybe do a calculation in the description, such as (mag - 1) * 100, to get it to a percentage? Or is there any way I can do this differently or something in order to get it to read off as a percentage. Thanks in advance
  20. Hey folks It always bugged me that there was no kind of impact on the world once you completed the story, I mean we just killed The first born of the main God of almost every religion on nirn and we dont even get a plaque or at least a nice park bench. So I thought as a possible solution, after finishing the main quest a giant brazier appears on top of the throat of the world, kind of like a beacon of victory. For what it would look like I thought just a scaled up version of the braziers you find around whiterun with a giants bonefire inside to make it look a bit more impressive. As a bonus it could maybe be activated to give you an effect, something like 30% resistance to fire, 30% resistance to frost and 30% quicker shout cooldown, all handy and appropriate for any further dragon slaying activities. Perhaps make it last 24 hours real time, much like the voice of the sky effect, so you don't have to slog up a mountain every few hours. I'm not sure how simple or complicated this would be but if you made it this far, thanks for reading! Shmwe shmwe
  21. So I'm wondering Is it possible to add a visible reload effect when reloading the drops the used / old magazine from the weapon after reloading, and makes a sound when doing so? Think of when reloading the Tommy gun or others, you hear the drum magazine clatter to the ground. I'm wondering, will this be possible? Will it be possible to add sfx to the mag drop as well, or just the reloading sound of the weapons? Thanks!
  22. I need to create condition (for perk effects/abilities) which will say whenever player has any armor that increases Damage Reducton. Example of usage: two inddependent perks that will grant DR when armor with less than 10 AR is worn - stacking with eachother. Like Toughness and Pitt Fighter but only for light armored characters. Problem is that function GetArmorRating returns player DR, which can be modified by perks and thus not being actual armor rating. On the other hand GetArmorRatingUpperBody (checking only upper body DR is a compromise I can agree at) does not return DR at all - it only returns 0 when no armor is worn or 1 otherwise. MY FIRST QUESTION: Is it possible to write new function which can be used as condition? (or enable FOSE's GetArmorAR to be chooseable as a condition) I've searched a lot of forums and it seems it's impossible so I get another idea: script that will do following when equipping armor (upper body item) it will check it's ARif this AR is what I want (0), script will garant player a perkwhen unequipping the perk will be takenthis perk could be used along with HasPerk function in my conditionAND THERE COMES SECOND QUESTION: Waht type of script should it be (effect/quest), what block should I use (GameMode etc.) and where would I attach it? Note that attaching it to every armor in game is what I want to avoid since some armors, especiallly those from mods, can already have their own scripsts attached and it would be very time-consuming and mod-unfriendly. THIRD QUESTION: Do You see any workaround to my problem? If so, please share Your' ideas.
  23. Hello everyone. First sorry for my bad english but i know that only from mmorpg. My first post in forum from 1 or 2 year :D in this website is "How to fix magic effect in Active Effect Menu in game.". now i test more from 2 method for that. First is on every Magic Effect i add Info (Magic Item Discription) : example : Heal Effect : +<mp> health example2 : Mana Effect : +<mp> Mana Now create magic and add this two effect after casting on my self. in Active Effect in game after casting this magic (with 2 min duration) i see two line with note: 1------------------------------------ Heal Effect : +<mp> health 2------------------------------------ Mana Effect : +<mp> health Only name change and show me text from first Magic effect. test 2 : Clear magic item discription from first 2 effect and make new text in Spell but now on Active effect dont show realy how more health and magic i will get for 2 min Realy problem is how can put this two effect in One Active Menu effect ? I apologize for the trouble. Thanks for your attention.
  24. Well, I made an magic effect that is added when a weapon is equiped(added via script). The thing is, the effect is working properly, but the effect description does not appear on the magic tab. I have made other mods like this, effects always working properly but they dont show on the Active Effects on Magic Tab. What am I doing wrong here?
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