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Showing results for tags 'implementation'.
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Hello everyone ! I recently found a 3D model of a two-handed sword that I'd like to have in the game. The problem is, I don't seem to understand the implementation system at all. Since I haven't been able to find a kind soul to create this mod for me, I'm desperately embarking on this quest anyway. I would appreciate any advice you might have on the quickest/easiest ways to create this mod. Here is the 3d file im trying to add : https://www.dropbox.com/scl/fi/dyu76k3ldka5i5v76nzrh/ruby.glb?rlkey=m17bxdyu9o9wq6lvl1cdcbiyw&st=5aoo02hs&dl=0 Ty for reading me, have a nice day
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- weapon
- greatsword
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I'm looking for recommendations. The title must seem strange, after all there's no canon appearance in Boston and the closest Bethesda gave us was a small handful of Enclave Remnants trying to recover their lost suit of X-03, via the Creation Club as well as various paint jobs in other creations. But I would like to know which of the mods big or small, many of which I'm sure I know of, plays best with what we know of the faction not altering their past or making outlandish assumptions of their present. Remnants not effecting the established course of events in Fallout 4, if that makes sense. Mods involving vault and government employees aware of the vaults purpose and other related projects would be a close second or good compliment. If you are a fan of the Enclave and have tried multiple mods and you don't think one exists matching my description let me know that too? Many thanks, ImmortalAbsol
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Hey guys! I'm coming to the closing stages of my mod, which adds a new sniper rifle to the game (Bolt-action). It runs great and works well except that when I was lining up up the reticle in my scope (It's see-through, 3d object + reticle texture), I noticed that despite the reticle being aligned correctly, my shots would miss. I've tried tweaking the stats, far exceeding those of a hunting rifle. the accuracy is akin to hip firing, it goes nowhere near my intended target. I've tried swapping out my scope for the base Hunting Rifle scope, turning on the overlay texture for snipers when you aim in vanilla (Fade to black, reticle texture appears) to no avail. I've got no clue what could be causing the lack of accuracy with my weapon. I don't suppose any of you have any clue? Could it possibly be how I've named my Nifskope entries? I've attached some pictures and a video to demonstrate. Only thing odd I notice is that the muzzle flash is on the top right when aiming and firing, outside of aiming it appears where it should. Video: https://youtu.be/gUqA39a5rR0 Scope Nifskope Pic: Creation Kit Scope data pic: Weapon entry pic: Any ideas guys? Thanks a lot for any help, my first time here.
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So recently I've been trying to make a LotDB-style display. (wherein you place an item on an activator display and can remove it and put it back at any time) I'm more of a level design guy and have only recently started trying to do anything regarding papyrus so am a noob and have definitely made some sort of bad mistake. Here's my code, could anyone help me with what I've done wrong and need to fix? Nothing happens right now when activating, not even a "you do not have the required item" notification. trophy is the static version of the item to be displayed, starts disabled hideawayship is the item required, its ID being HideawayShip notrophy is the generic "you don't have this item" notification Scriptname HideawayBoatTrophy extends ObjectReference ObjectReference Property Trophy Auto ObjectReference Property HideawayShip Auto Message Property NoTrophy Auto Event OnActivate(ObjectReference akActionRef) if (Trophy.IsDisabled()) if (Game.GetPlayer().GetItemCount(HideawayShip) > 0) Trophy.Enable() Game.GetPlayer().RemoveItem(HideawayShip, 1) else NoTrophy.show() endif else Trophy.Disable() Game.GetPlayer().AddItem(HideawayShip, 1, true) endif EndEvent
