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  1. Is there a way to order the attach point modification slot order in the weapon workbench? Not the object mods in a category but the categories themselves. For example the weapon I am creating currently has the hand guard slot at the very bottom of the list and I would like it to be one of the first on the list. I want to change the order from this: Receiver Barrels Muzzles Sights Grips Stocks Hand guards to something more like this: Receiver Barrels Hand guards Muzzles Sights Grips Stocks Does anyone know what controls the order they show up in?
  2. I would like to have railroad armor be tweaked with a few adjustments: Being modifiable like a normal set of armor / clothing. Accepting Legendaries Being made into under-armor so you can slap whatever gloves you want or chest/arms/legs/face armor you so choose.
  3. I have a simple request for a mod (if it doesn't already exist) : A mod that tweaks camping supplies so you can have the following: 1 - Infinite campsites. - Placing down a set of camping supplies doesn't despawn any previously placed ones. 2 - Unlimited Camp Map Markers - Have an unmarked place you wanna revisit, or MULTIPLE unmarked places to revisit? The update to the map will mark all campsites you have. 3 - Named camps - Sets a camps name for map markers. 4 - Small self destruct button behind the camp - Deconstructs the camp you set down and adds a Camping Supply crate to the players inventory.
  4. We technically already have a Metroid mod, so why not also have a Megaman mod? However, this one would be more expansive than the Metroid mod, with a few fundamental changes. There is no power armour whatsoever. Megaman has more agility, and power armour would weigh you down. As for weapons, there will only be a few of them, all similarly themed but vastly modifyable. There will also be a few sets of armour and under-armour. Here's how I see the mod working. Once you're in the area, a quest will appear in your Pip-boy with the title The Blue Bomber, followed by an objective saying to investigate. Once you enter the military base and start fighting through security, you come across several terminals/holotapes that tell the backstory. The government wanted to get kids more into their military, so they looked for the best gaming candidate. They found the Blue Bomber from Capcom, agreeing to manufacture some weapons and even a few sets of armour themed after the characters in an attempt to captivate the eyes of the children. After you fight the building's boss, a crazed gunman named Rockman, you can acquire the final holotape from his corpse and the Mega Buster in its base form, completing the quest. The Mega Buster is a one-handed, non-automatic weapon, acting as a middle-ground between the laser pistol and the 10mm. However, once you read the final holotape, you learn that secret experimental E-Tanks are scattered around the various Military bases, which will serve as upgrade magazines. The more you get, the more you can upgrade your Mega Buster. The holotape also mentions another location, creating a new miscellaneous objective to investigate that location. Once you get to the location, the marker will lead you to a crazed gunman named Dr. Light. Killing him lets you take the Mega Armour off his corpse, as well as the first E-Tank from his chest or off the top of his desk, unlocking the Charge Shot, which will change the Mega Buster's firing form to be similar to that of a Gauss Rifle. I'd continue writing, but it's late, and I must sleep, so I'm just going to post this and let you guys discuss it and maybe send ideas.
  5. This request aims to add 12 mod slots to guns. Donchya hate when skippy takes someones entire frickin' leg off? Killing them from blood loss when you're trying to get pacifist to not register kills? Wish your guns could be more lethal, hold more ammo, less lethal, or a true jack of trades? This aims to change all guns in your inventory, PLUS the ones you find laying on the ground, to have 12 mod slots. Want 12 ultimates of pax for ultimate non lethality in combat? You got it. Want to bake your enemies into charred sh't? An whole lot of pyro is for you friend. Tired of changing out tiers not knowing if your gun can handle it? Third part of this mod request comes into play: Where you can simply craft them from enough junk components and mod components. No fancy pre-requisites or quest items for your mods. Keep the chimera heart for sale, as it's recipe is a few legendary junk pieces and legendary mod chips. Make skippy truly nonlethal even if you mess up on the legs. Make any gun, even power, be able to shoot through obstacles with the tech mod (obviously disables ricochet) Your guns, your rules.
  6. I am interested in adding Automatron NPCs (like Ada from the DLC) to my mod, but am unsure how to do so. Automatron modifications are unlike armor addons, and I cannot for the life of me find any reference to them within an NPC's properties, outside of connection points listed in the preview window. Does anybody know of how to create Automaton NPCs? o_O
  7. Does anybody know a mod that lowers all the laser weapons ironsights for the player to be able to see what he's shooting at? Mods I'm using for the weapon animations: -Weapon Mesh Improvement Mod -Anniversary Anim Pack -B42 Weapon Inertia -Real Recoil PS: If there is perhaps an option in any of this mods where I can change some settings, then please tell me if you know! Thanks.
  8. Hello, I'd like to change only one perk of ordinator, there's an easy way to do that? I have no expeirience creating or editing mods besides translating etc The perk (alterarion tree): Quadratic Wizard - Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spell for each 10 points of base Magicka. To: Quadratic Wizard - Whenever you recharge your Vancian Magic spells, you gain 1 additional Vancian Magic spell. I think this would increase balance to my kind of gameplay, hope someone can awnser me. Regards.
  9. Trying to modify Fusion Cells, and I can get the mod to work in concept. Needs a lot of polish, and a new keyword. Fusion Cores show their total charge thanks to the keyword isPowerArmorBattery, which makes sense. However, being not savvy with the Creation Kit, I am not sure where these keywords are stored or how they are handled by the game. The goal is to duplicate the keyword and remove the properties that make the object usable in Power Armor. This in theory should allow the item to hold a "charge", but remove it from being associated with power armor. Any ideas?
  10. Since LOOT isn't updated for SSE yet I'm not entirely sure how to adjust the load order. I attached the current load order, I would appreciate it if anyone could help me out here :geek:
  11. Would anyone be willing modify an outfit for me for personal use? I am using Tough Traveler 2.0(the female one with the assaultron leg) and wish to have the tank top replaced with the top half of the BOS Officers Uniform(the black underarmor one) so I can do a custom follower for my personal use. I lack any experience at all, and I have seen some really sick mods done by some very skilled individuals on the nexus, so I thought I might post a request.
  12. I'd love to see a barrel variant that looks like the LVOA-C Rifle one for the ru556. Since they are both based on the AR15 this should actually result in a pretty no-too-far-fetched result.
  13. I am using loot and but i am inexperienced with modding. I am using sexlab and nexus mods. My pc should be able to handle this but my fps ranges from 8-20. 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Skyrim Project Optimization - Full Version.esm 7 7 Havok Breast Physic.esm 8 8 SexLab.esm 9 9 RaceCompatibility.esm 10 a hdtHighHeel.esm 11 b EFFCore.esm 12 c ZaZAnimationPack.esm 13 d ApachiiHair.esm 14 e SexLabAroused.esm 15 f SexlabInteractiveArousal.esm 16 10 PubicMeshColorRE.esm 17 11 phiNoFF.esm 18 12 RSkyrimChildren.esm 19 13 HighResTexturePack01.esp 20 14 HighResTexturePack02.esp 21 15 HighResTexturePack03.esp 22 16 Unofficial High Resolution Patch.esp 23 17 VanillaReducedTextures.esp 24 18 SGEyebrows.esp 25 19 Havok Breast Physic.esp 26 1a Havok Breast Physic Dragonborn.esp 27 1b RaceMenu.esp 28 1c RaceMenuPlugin.esp 29 1d CharacterMakingExtender.esp 30 1e dD - Realistic Ragdoll Force - Realistic.esp 31 1f Tiwa44_Minidresses_Dragonborn.esp 32 20 Tiwa44_Minidresses.esp 33 21 Unique Uniques.esp 34 22 performance tree.esp 35 23 performance decal.esp 36 24 performance rocks.esp 37 25 DiamondWeaponsN.esp 38 26 AncientTonguesGreatSword.esp 39 27 KDC - kevinsterable - Deadly Stronger Poisons.esp 40 28 LindsMarksmageGarb.esp 41 29 LindsWoodlandAlchemist.esp 42 2a LindsSpellslinger.esp 43 2b Skyrim Unlimited Rings And Amulets.esp 44 2c Acquisitive Soul Gems.esp 45 2d Ambriel.esp 46 2e dD-No Spinning Death Animation Merged.esp 47 2f StormWrathLightning.esp 48 30 Convenient Horses.esp 49 31 Convenient Horses - Faster Sprint.esp 50 32 ReadAndLearnSpeechcraft.esp 51 33 AMatterOfTime.esp 52 34 UnreadBooksGlow.esp 53 35 HelmetToggle.esp 54 36 Facelight.esp 55 37 Improved Dragon Shouts.esp 56 38 Improved Dragon Shouts - Dawnguard.esp 57 39 Improved Dragon Shouts - Dragonborn.esp 58 3a SkyCompleteLegendary.esp 59 3b Backshields.esp loners_sword.esp 60 3c skyrim performance underwater grass.esp 61 3d skyrim performance animation.esp 62 3e saturationboost.esp 63 3f RaceMenuOverlays.esp 64 40 EnhancedCharacterEdit.esp 65 41 SkyUI.esp 66 42 Infinite Gold For Merchants.esp 67 43 PathOfSorcery.esp 68 44 Brawl Bugs CE.esp 69 45 female mannequins.esp 70 46 enchantmentcleanser.esp 71 47 enchantmentcleanserdlc1.esp 72 48 enchantmentcleanserdlc2.esp 73 49 IHSS.esp 74 4a Auto Unequip Ammo.esp 75 4b LostGrimoire.esp 76 4c When Vampires Attack.esp 77 4d moveit.esp 78 4e ExtraLevelPerks.esp 79 4f Better Stealth AI for Followers.esp 80 50 PassiveWeaponEnchantmentRecharging.esp 81 51 SmartCast_1_0.esp 82 52 XPMSE.esp 83 53 SOSRaceMenu.esp 84 54 Schlongs of Skyrim - Light.esp 85 55 JaxonzRenamer.esp 86 56 zMirai_DB.esp 87 57 TelekinesisImproved.esp 88 58 BarenziahQuestMarkers_Droppable.esp 89 59 Ephla Guardian Shield.esp 90 5a marriagemod - alpha v3.esp 91 5b LocalizedGuildJobs.esp 92 5c Civil War Repairs.esp 93 5d zMirai.esp 94 5e Run For Your Lives.esp 95 5f SofiaFollower.esp 96 60 FasterArrows50.esp 97 61 FasterArrows75.esp 98 62 FasterArrows100.esp 99 63 FasterArrows.esp 100 64 zzEstrus.esp 101 65 Ranger Outfit.esp 102 66 HDT TestSkirts.esp 103 67 SLAnimLoader.esp 104 68 Elisif Makeover.esp 105 69 Purewaters.esp 106 6a FNIS.esp 107 6b NightingaleHallSepulcherImproved.esp 108 6c Sweater.esp 109 6d Invisibility Eyes Fix.esp 110 6e Arcane Sister Outfit.esp 111 6f Mercy.esp 112 70 FullyEquippedBlacksmiths.esp 113 71 DawnguardArsenal.esp 114 72 Havok Breast Physic Dawnguard.esp 115 73 Thornrock.esp 116 74 DawnguardArsenal PoS Patch.esp 117 75 plantablejarrinroot.esp 118 76 SexLabMatchMaker.esp 119 77 SBF All In One + DLC.esp 120 78 EFFDialogue.esp 121 79 SummonValeDeer.esp 122 7a raggedshortcut.esp 123 7b HentaiCasualKarliah.esp 124 7c quest_pitfighter.esp 125 7d Save the Dark Brotherhood!.esp 126 7e Serenity.esp 127 7f JemWM.esp 128 80 PlayRandomIdle.esp 129 81 nazonootokoAnimSLAL.esp 130 82 HAnimations.esp 131 83 IridumEyes2.0.esp 132 84 KJ Tattoos 2K.esp 133 85 The Ordinary Women.esp 134 86 RaceMenuMorphsUUNP.esp 135 87 TheCoenaculiUNP.esp 136 88 UIExtensions.esp 137 89 AddItemMenu2.esp 138 8a SLALAnimObj.esp 139 8b BDO_Kibelius.esp 140 8c Paralyze.esp 141 8d QuickLight.esp 142 8e Jezz_StealthyRunes.esp 143 8f Brows.esp 144 90 MomoDash.esp 145 91 Blush When Aroused.esp 146 92 RailLight.esp 147 93 SexLab_SOS-Stapon.esp 148 94 smakit_house_markers_plus.esp 149 95 The Paarthurnax Dilemma.esp 150 96 TropicalIsland.esp 151 97 Qasmoke.esp 152 98 SexLab Eager NPCs.esp PlayerHomeMapMarkers.esp 153 99 Immersive Speechcraft.esp 154 9a GDZZJJDH.esp 155 9b My Home Is Your Home.esp 156 9c ClumsinessMod.esp 157 9d zzjayHentaisConversions.esp 158 9e RosaFollower.esp 159 9f Ish's Souls to Perks.esp 160 a0 TheEyesOfBeauty.esp 161 a1 JaxonzEnhGrab.esp 162 a2 SL Deadly Drain.esp 163 a3 RSChildren - Complete.esp 164 a4 Alternate Start - Live Another Life.esp
  14. Can someone please make a mod that disables being able to craft weapon mods in the work bench but instead have to find them first have to find them in the Commonwealth on NPCs, in containers, or purchased from vendors. Of course you would have to up the drop rate of weapon mods. This gives weapon mods more of a purpose than being extra wait in your inventory. If it can be done please upload to Xbox. If it is possible to make compatible with other mods that add weapons that would be great. Thanks.
  15. Hello, this is my first forum post so I apologize if it is not up to par. I am brand new to modding but I am set on a specific project inspired by METRO 2033 that I need some assistance getting off the ground. I would like to turn bottle caps into a new baseline ammunition (lowest currency, weakest ammo) primarily for Pipe weapons, with optional receivers for pre-war non-energy weapons. Ideally I would like to implement the following: 1) Caps behave like any other ammunition, without requiring the player to craft "cap rounds" at a crafting bench. 2) Caps behave like any other inventory item with weight and ability to store/drop. 3) Caps still function like normal, allowing barter and services (doctors, rooms, tour guides) and rewards despite being "ammo". Is this even possible without relying on legendary effects or converting caps into ammo at a craft station? (if confused, see the linked inspirations below) Since so many great contributions already exist on the Nexus, I want any mods I create to be as compatible as possible. Any compatibility advice concerning this mod or future endeavors would be wonderful, as I would like this to be the first step toward a larger, possibly modular overhaul. Thank you to anyone that reads/contributes to this thread. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Current mods that inspired this idea: Coinshot and Ringshot and Capshot for Shotguns by Cancerous1 (cap ammo inspiration, though this requires crafting) https://www.nexusmods.com/fallout4/mods/14569 The Legendary Overhaul's "Capitalist" modification (image #3) by Drag0nDr0p (cap ammo inspiration, though this uses a legendary effect) https://www.nexusmods.com/fallout4/mods/22420?tab=images Weighted Bottle Caps (Can be Dropped) by AlturDrake (weight/item inspiration, not interested in adding settlement scrapping aspect at this time) https://www.nexusmods.com/fallout4/mods/8681 STASH THOSE CAPS by Greslin (weight/item inspiration) https://www.nexusmods.com/fallout4/mods/23558 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> On METRO 2033 inspiration: I am no expert on the games/novels, but I enjoy the universe and I know there are many fans that also play Fallout. To my understanding, you trade with pre-war MGR (Military Grade Rounds) which can be used to purchase the cheaper alternative dirty rounds (post-war). Unlike Metro's MGR, caps are plentiful in Fallout 4, so caps would be treated like dirty rounds, despite occupying the role of primary currency.
  16. I've been playing with the gauss fifle and while being my favorite weapon in the game, the sight options are terrible. The Standard Sights make it so you can't see what you're shooting, the Reflex Sight makes it seem like you have to aim 2 feet lower on your target to get a headshot. If someone could raise the tritium point at the end of the reflex sight so you can aim even half-decently.
  17. Hey everyone! I can't develop mods so let's hope somebody willing to can. Recently in my Fallout experience, I have had an issue that I think could easily be solved by a mod and, honestly, it should have already been implemented into the game. As I have recently acquired darker lighting mods for nighttime in Fallout, I have had trouble seeing my enemies in the darkness. Although this is realistic, I do think it is perfectly reasonable that I could use my fancy workbench in a settlement to tape a flashlight to my gun. If for some reason such a mod couldn't be developed, I would love to at least see a mod where when I put my gun up my pip boy light becomes a spotlight and remains an omni-directional light when I am not holding up a gun. I really hope to see something like this soon, thanks!
  18. Hi, I need help creating a mod that will take an existing merchant from another mod, and make them a follower. So of course, the first mod is necessary. I have the second mod made, but when I talk to the merchant, there is no follow option. I have made many followers, but for some reason this merchant will not follow me. How do I make a merchant follower?
  19. After I updated some outdated mods in my Fallout 4 game and after I updated the game itself to the lastest beta patch, my Combat Rifle not only was not visible anymore, as the all the modification options disapearead, leaving only the Receiver. I have a huge mod list, with up to 250 mods installed. However, I suspect that the problem was after I updated the mod Cut Weapon Mods Restored. The problem is, only the latest version of this mod is avaiable in the Nexus Mods, so I can't reinstall the old version. The Sniper/Hunting Rifle also show the same problem being invisible, but all modification options were there, so all it took was modified it again so the texture could show again. I tried to unistall all my mods and then open the game, tried to reinstall the game... Nothing works. The Combat Rifle still shows no modification options, even in old saves, saved before when I updated everything. Any ideas? Thank you! edit: Nevermind, already solved it. Just modding the weapon again at the workbench the textures became visible again.
  20. RPG fans all have one thing in common we love good games. When it comes to modding adding a mechanic or weapon from another good game is always a beautiful. I would love to do this if I had the time, the skills and software. I think it would be really cool to a mod that allows human body modifications. The will allow the player to add graph a Gun Arm like in Final Fantasy VII. With the creation kit and assets from Automaton available I think with some bad ass modding skills this could be a real deal big time mod. http://40.media.tumblr.com/edff4ba2915fa2d0647291d257488eb4/tumblr_o290ahVrN81uefuc2o2_r1_1280.jpg
  21. Dear all, Recently I decided to expand the main level of Tenpenny tower for personal use. For this I am using a modified version (removing the exterior worldspace and using it as my active file) of the esp. included with Pinioncorps amazing Tenpenny penthouse. By doing this I am able to use his great assets for the rest of the tower. Everything went swell until I decided to load the mod in FO3 to do a quick test, seeing if the main shapes of the new rooms where alright. Unfortunately, for some reason it loads my additions seperately of the vanilla interior. Which, well, sucks. My additions, a new bed- and bathroom: Facing my modification ingame: Facing the vanilla part of the tower, standing inside my modification: As you can see in the last picture, some of the vanilla assets remain loaded whilst being in the new room. I would really appreciate it if anyone could help me with fixing this annoyance! :smile:
  22. Good day people of Nexus, As the title states, I would love to have some help or guidance regarding, making an ammo mod for personal use. To tell you the truth, I'm new to modding and I had intentions on ammunition to make my game play more enjoyable. (I just love guns) Though I have experimented with GECK and so far I'm able to make my custom ammos, recipes, and they can work using my guns. The problem is, I'm having trouble with the 'impact script', the added effect an ammo would have against an enemy. I was able to use the Cryo Effect, of a very popular mod, no problems there. Though I'm having problems with the Incendiary and Poison effect, I know I'm using the wrong impact script or even the inappropriate ones. So I ask, are there any tutorials or ways to make a script for the ammo effects? (I know this would be difficult to understand and do) and if not, can I just use other resources for 'scripts', like the one I used for the Cryo Effect? Do I need the mod to be active (used in the load order) for it to work? Or can I leave it inactive since it won't be needed anymore? I know that this is a selfish request but I just want to improve the flavor I'm having on my game play. Please. Thanks in advance. :smile:
  23. All I want is a simple DC guard armor mod that allows it to be modded. Mostly so it can be added to the workbench so I can use the Legendary Modifications addons for it to use it for one of my armor sets. It's nice to have a masked helmet, ya' know? Anyways, I hope somebody can just do this simple task (I asume it is) for me. Thanks.
  24. Hi All, So, when upgrading my X-01, I was disappointed to see that you can only have one misc mod, and one material mod, and was also saddened to see that you had to sacrifice your upgraded linings in order to put a paint job on your armour! Unfortunately I do not have the skill to change this, but is it actually possible to make a mod where you can have multiple misc mods, multiple material mods, and potentially a separate mod category for paint jobs? Even if the first is not possible, even a separate paint job category would work, since that would let me paint my armour without having to take all the linings out
  25. Hiya I hope this day finds you all well I'm trying to make a script work but I'm having troubles getting it to work. What I'm trying to do is when the player uses the craft table the weather changes to a storm and my custom witch music plays, the activation successfully works but when the player exists the crafting table the weather and music are supposed to return to normal here is my script I'm trying to get to work. ------------------------------------------------------------------------------------------------------------------ Scriptname ZZZ_WitchesCauldronScript extends ObjectReference MusicType Property WitchesMusic Auto Weather Property Storm Auto Weather Property Clear Auto Event OnActivate(ObjectReference akActionRef) Storm.setActive(true) WitchesMusic.Add()Endevent Event Ondeactivate(ObjectReference akActionRef) Clear.setActive(true) Weather.ReleaseOverride() WitchesMusic.Remove()EndEvent----------------------------------------------------------------------------------------------------------------- Please help, thank you :)
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