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  1. if someone could make a mod that replaces the sound before mission starts to the one that is in ground zero the "dooo dooo doo dood" . I replayed GZ and fel in love with that sound and would like to hear it in TPP
  2. I have a request Cloud to be replaced with the Elite Riot Trooper with the classic HD mod shine; https://www.nexusmods.com/finalfantasy7remake/mods/351 Soldier Classic makes the soldiers appear shiny
  3. EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
  4. Anyone have ideas about how to remove the bullet holes from hats? A mod or a texture edit? All the holes in the clothes can be removed with rampage trainer but it does not work for the hat. So my ideas are these. 1. A script that removes the holes in the hat with a hotkey. 2. There must be a ytd file for the holes in hats. If this file could be edited, the holes could be present but not visible.
  5. The Cursor In Game Lags behind my cursor. This isn't a problem for someone who plays full screen with one monitor, but for someone with more than one monitor. the in game cursor simply lags behind mine, which makes the true cursor invisible, and when I click, an action on my other monitor will function. I want to request a mod that will replace the cursor in new vegas with the desktop cursor, or at least synchronize the in game cursor with your cursor. If the game is in fullscreen, I would like the in-game cursor, and the true cursor to never leave the monitor. Maybe make the cursor like the ones in source games, by using an actual desktop cursor for the game instead of its own cursor, which could even allow you to access other windows on your other monitor, without minimizing the game. I believe this mod would help immensely with productivity in the modding community.
  6. I recently re-implemented junk rounds into the game and decided I'd make them more interesting by giving them a small chance to cause the weapon they're fired from to explode. I figured that the most versatile way to go about this would be to change the casing type for each junk round to a misc item with a script attached to it to handle explosion odds. Unfortunately, the script won't fire when the "casing" is added to the player's inventory. It has to be dropped and picked back up for it to start running. I tried adding an OnAdd block to the script, but that doesn't seem to fire when the "casing" is first generated. Is there any way I can inexpensively detect if the player has a casing item in their inventory and kickstart the script?
  7. Hi there! I just had a simple question that I'm hoping some of you folks can get it straight. I just began work on a row house player home mod, and i wanted to make it look all cluttered with items. Only problem, most of those items are miscellaneous, movable items which can make for a big mess. I've seen many player home mods that use static versions of these objects to decorate the place. I'm not completely sure how they did it, but if i had to guess, it looks as if they converted every single model to static, which sounds beyond tedious to me. If that is what must be done, then so be it, but I was just wondering if there may be an easier way to do it. One thing i did try; I had grouped all of these pieces and put them into a loading screen static collection. Unfortunately, even though they were a static collection, the whole piece simply fell to the floor when i tested the physics. Could there possibly be a way to do this? Once again, if anyone has any insight into any of this, it would be greatly appreciated. Thanks! :happy:
  8. i want a mod that adds a sound effect that plays every time you enter the prydwen Link: just clip 0:06 to 0:08 with just the words please and an extra thing id love! when the prydwen enters for the first time have the "we are number one" song play in the background Link: extra extra thing if you can edit it to make it say "we are the brotherhood" id love you forever
  9. One thing I absolutely think is ridiculous is not being able to rename equipment without enchanting them.
  10. Hello there. I am very new to the creation kit and I don't know how to do a lot of things. Now then, as I am sure you are already aware, if you interact with a blacksmithing station, the recipes for craftable items are in categories such as IRON, STEEL, EBONY, and so on. When I make my own craftable item, the category defaults to MISC. So my question is this. How do I put the item that I added to the game into a category for a blacksmithing station? Thank you. :smile:
  11. This sounds a bit specific but I'd like to see the dog tags/holo tags and the locket junk items in the base fallout 4 game to be wearable as they are items which quite a characters (BoS members with holo tags) and niche side quests (Annikas locket quest) contain but have no value and making them a wearable item might give the player a tiny bit more incentive to not just throw them away. Plus the wedding ring is the only 'jewellery' item in the base game so it would be nice to see the selection slightly varied.
  12. Hey, My issue is that I thoroughly despise how in your Pipboy, there is a MISC / GENERAL STATS section which records the most obnoxious data, such as how many Stimpaks used or Weapon Mods Added etc. Is there any chance someone could create a mod or knows a method by which one can disable/remove this recording feature? I know it is ridiculous to worry about, but this has irked me since Fallout 3 and even in Skyrim. So much so, that I took to only using healing spells in Skryim (to avoid the potions used misc stat) and using health regeneration mods or doctor npcs in the Fallout games. Now this issue is present in Fallout 4 and I have had enough, so I asked around and was directed here. Hopefully, someone who knows of or can make a solution reads this. Thanks for reading my Bethesda Game pet peev. Regards, Seb.
  13. So I got the idea of a trophy wich is basicly Alduins head and it's wall mounted and i tought it would make a cool decoration if used with a positioner mod...
  14. first i would aprreciate if someone added a mod where if u sneak up behind someone in unarmed mode and hit them they get instantly knocked down (not kill them just knock them down so u can cripple their head!) (i would make this as it is not too dificult but i haz no coding experience),second would be a hidden blade item (from AC of course) that kills an enemy from behind instantly but takes a lot of points in ur sneak skill and third (most importantly) would be a mod that removes mutants or replaces them with fiends or something like that because those insects creep me the hell out (ive already tried creatures to npcs but it only removes 70% of them so for example where there would normaly be 3 ants there would be 2 fiends and 1 ant,wich i dont like)... so if u have made any of these mods or are making them notify me on this thread and when u finish them post a link here!
  15. I'm not going to go to in depth on this, I'd just like to bring this notion to the attention of all those skilled modder's out there. I would like to see a female armor stand and or mannequin to properly display a female models armor looks. I hope someone considers this idea. I've looked around and nothing noticeable pops up, I may just be looking in the wrong areas or there may be none in existence but nevertheless that was my idea.
  16. Without the leader perk, moving junk around settlements is a nightmare since I have to seek through the list for the junk that contains certain resourses, I can't just walk everything to build a few turrets. So It would be usefull to have a mod that would, with a press of a button, dissasemble everything (that can be dissassembled) in a selected container into their components, thus if I need some Gears & screws, I could just take them instead of searching for the items, which contain them.
  17. Replace the battle music with the Pillarman theme from JoJo's Bizarre Adventure.
  18. So I was trying to get some mods and I usually download mods manually so basically when I download the mod, I just put it in the Data folder of skyrim. Now I try to do it with nexus mod manager and put some mods in and install them in the nmm, however when I launched my skyrim I saw that all my save file are gone. When I went to Computer/My Document/ My Games/Skyrim/Save.... It's shows that all the save are there, I don't know how to fix this and when I try to do the Properties/Previous Versions. It shows nothing.
  19. I think it'll be easier for people to confirm which NPC they want as their 'Beloved' in the game, I don't want to end up having a wrong partner after spending much effort 'romancing' (as in gifting) the person I adore. :pinch: It is much appreciated when the modders can do something about this, some in-game UI or some ini/ config file tutorial to tweak the affinity numbers would greatly help me. :yes: Thanks in advance! :smile: Some example of bad romance in DDDA.
  20. Anyone else having trouble with keeping track whether or not you have read everything or listened to every holotape you have? I have played about 50 hours and my misc items tab is a mess. This is the reason I think there should be a mod that lets you know what holotapes you have already listened, for example with a checkmark. It would make it so much easier to keep track of your misc items. I hope this would inspire someone to make such a mod.
  21. just something that always bugged me, why is it only the brotherhood are interested in the viable blood samples and the technical documents? the institute seem like the types to also want to use these for their studies so why cant we have a gen 1 or 2 synth who will take these from us or a machine we deposit into for caps, some likes from X6-88 and an immersive way of ditching the samples we keep gaining because of the damn brotherhood pip-boy modification, maybe even allow said synth/box to give our pip-boy the ability to find these without the brotherhood. just something i tried to do but i'm to much of a simpleton to do something slightly more involved :(
  22. Hello Everyone, Unfortunately, I am unable to craft or equip any MOD armors at any blacksmith's forge because they simply do not appear under any armor classifications at the forge! I have uninstalled and installed TESV several times and nothing seems to work. The armor MODs I download are always selected under DATA FILES, and I have been following the developer's intructions step-by-step. I also do not have a MISC armor classification at any blacksmith's forge, which further prevents me from crafting or equipping MOD armors. The ONLY MOD armors that do work for me are the ones that do not require a blacksmith's forge to equip them. There must be a solution to this problem, I know I'm not the only one that's been experiencing these issues. Regards, J.
  23. Hey there, Not really a request, but I didn't know where else to put this. Is there a Tailor Maid for Fallout 3? Sorry if this is an inappropriate thread, I'm just looking to get the awesome armor customizing from the FNV Tailor Maid for my Power Armor clad Lone Wanderer :D
  24. I would love to see a mod where, when I install a weapons or armor or spells or anything pack, not all show up in 1 little chest with 1000 different things all in that chest or barrel or shop.... Then look through it all and to much at one time, the surprise is over, kinda kills the fun.. I would love to see a mod that takes your armor and weapons files and scatters them all over the world like normal random loot... something to hunt for.. Like the old D&D neverwinter ect. loot system where, if you're lucky, there might be an epic weapon or armor piece in that chest,, "not" EVERY epic piece all in 1 chest.. So basically I'd love a mod that takes your epic downloads and randomly places them all over skyrim.. If it's possible.
  25. Exactly as it says in the title; No way to safely change race and keep all my perks, skills, and stats. Safe Race Menu does not work, neither does saving in the console. I need to know how races work in Fallout: NV within the engine itself, so I can figure out how I can alter the race data without altering the other bits of data. A big question I have that is related is if race is (for some unknown reason) tied within the code to the other player stats. Anyways, in general, I could use help on this one. My mod list: [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] CaravanPack.esm [X] YUP - Base Game + All DLC.esm [X] OWNB - Open World.esm [X] AWorldOfPain(Preview).esm [ ] Momod.esm [X] More Perks.esm [X] NevadaSkies.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [ ] Run the Lucky 38.esm [X] Sortomatic.esm [X] SRDG.esm [X] Tales from the Burning Sands.esm [ ] Novac Public Library.esm [X] FCOMaster.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] drgNV - Melissa Companion.esm [ ] Niner.esm [X] NVWillow.esp [X] DragsVGUArmorBase.esm [X] Creature_ArmorReturns.esm [X] X-1_Tales_of_Wonder!.esp [ ] STRobot-Core.esm [X] Courier's Radio.esm [X] enclavebunker.esm [X] Daughters of Ares.esp [X] CINEMATECH.esm [X] aHUD.esm [X] iHUD.esm [X] Dead Money Immersion.esp [X] Daughters of Ares - CouriersStash.esp [X] YUP - NPC Fixes (Base Game + All DLC).esp [X] FalloutNV_lang.esp [X] CASM.esp [X] Better Game Performance.esp [ ] Centered 3rd Person Camera.esp [X] Centered 3rd Person Camera - Unraised.esp [X] Readius_NV.esp [X] Sortomatic_1-22Hotfix.esp [X] FCO - Playable Races + Roberts Patch.esp [X] FCO - GlowingOne.esp [X] AWSW.esp [X] Better Burned Man.esp [X] GRARG.esp [X] Buriedmobilehome.esp [X] OWNB - Red Canyon Overhaul.esp [X] XFO - 9a - Enemies - AI revamp.esp [ ] XFO - 9da - Enemies - NPC Healing - low.esp [X] XFO - 9db - Enemies - NPC Healing - med.esp [ ] XFO - 9dc - Enemies - NPC Healing - high.esp [X] Radio Free Wasteland.esp [X] CCO - Ulysses Companion.esp [X] CCO - Ulysses Companion - All DLCs Patch.esp [X] CCO - Ulysses Companion - Free Follower.esp [X] avangraffscorned.esp [X] awilderwasteland.esp [X] outsidebets.esp [X] Pacersgambit.esp [X] rotfacetoriches.esp [X] More Perks Update.esp [X] Bottlecaps Have Weight.esp [ ] Hardcore (Triple Rates).esp [X] PortableCampsite.esp [X] DragsModernGunslinger.esp [X] THE5 Visors Mod.esp [X] AWOP-LowNPCS.esp [X] AWOPLowLootGeneral.esp [X] Light Step ED-E.esp [X] Primm Legion.esp [X] NVBabyDeathclawCommander.esp [X] Easy Hacking.esp [X] TWO BEARS HIGHFIVING.esp [X] NevadaSkies - Ultimate DLC Edition.esp [X] T6M Combat Uniform NV.esp [X] UAC Marine Armor v2.esp [X] PowerSuitSystem.esp [X] NovaMod.esp [X] MGS3HD.esp [ ] Metal Gear Solid 3 - Naked Snake Race.esp [ ] HazzardousRadiation.esp [X] Tougher Barter.esp [X] uylssesbarksfix.esp [ ] NevadaSkies - Basic Edition.esp [ ] NevadaSkies - TTW Edition.esp [X] KillableKids.esp [X] RaestlozPCIdles.esp [X] DragbodyVGUPack6.esp [X] NevadaSkies - Brighter Nights.esp [X] NevadaSkies - Western Edition.esp [X] Dry Canyon.esp [X] Mojave Travel.esp [X] Creature_ArmorReturns.esp [ ] STRobot-Companion.esp [ ] STRobot-ChemImmunity.esp [X] HistoryHolotapes.esp [X] Awesome Mix Vol. 1.esp [X] Teddy Boy.esp [X] BallsTheTalkingDog.esp [ ] shogo_prove_your_worth_3_business_radroach_edition.esp [X] Courier Vests.esp [X] AWOP - Balance and Cleanup.esp [X] AWOP - Balance and Cleanup - PNRebalanced Health.esp [X] AWOP - Dead Money Redone.esp [X] Tales PN.esp [X] Donta1979 MK117 Prototype Armor.esp [X] The Door.esp [X] Realism Poses.esp [X] TmT - Open Broken Doors.esp [ ] smartass.esp [ ] The Lucky 38 Empire.esp [X] Centurion Caelius.esp [X] Legion Dialogue Behavior overhaul.esp [X] Steve The Radroach (quest).esp [X] Striptouchup.esp [X] enclavebunker.esp [X] enclavebunker Low Performance.esp [X] Jacobstown Expanded.esp [X] Jean Baptiste-Cass Fix.esp [X] WelcomeToNewVegas.esp [X] The Mod Configuration Menu.esp [X] Moe Mod.esp [X] Caesar Brotherhood.esp [X] Tutorial Killer.esp [X] Tutorial Killer - Project Nevada.esp [X] Goodsprings Filler.esp [X] stupid.esp [ ] AWOW.esp [X] Revenge.esp [ ] ATree.esp [X] Lucky 38 intro poster.esp [X] Arquebus.esp [X] SaveBartonFix.esp [X] SlaveBartonThorn.esp [X] Better Westside Militia.esp [X] VertibirdCrashSites.esp [X] GeckoFlamer.esp [X] Safe ShowRaceMenu_Console.esp Total active plugins: 127 Total plugins: 147
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