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Does anyone know of any mod which teleports settlers to their assigned work? I know Pra's ASAM Maintenance Software mod for Sim Settlements has a function to do this for SS2 plots but I'm not using SS2 at the moment and I'd really like to find a standalone object which issues the command to instantly move all settlers to their assigned work. Farm plot, defense post, workstation, etc. The updated Instabell has a teleport unassigned settlers function which, unfortunately, includes settlers assigned as provisioners and other non-vanilla jobs which aren't crops or defense. There is a regular bell to gather settlers which causes them to try to reach the bell (but often fail). I was able to find the "Quitting Time Siren" from the Wasteland Workshop DLC under Cages->Miscellaneous. Supposedly it toggles between work and relax/arena but I'm pretty sure they don't get "unstuck". It's the closest thing but a teleport would "rescue" settlers who fall through the ground and get otherwise stuck somewhere.
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I recently got back into fallout 4 after quitting for about a year and i noticed my cbbe doesn't work anymore. I assumed it was out of date so I updated it.. still to no avail. I also rewatched the tutorial video on how to install it, but nothing I do seems to fix it. Anyone know what I'm doing wrong? Yes I added the lines to my fallout4custom.ini this is what it says: [Display]iLocation X=0iLocation Y=0[Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= Here is my mod list:
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Looking for Modders - Fallout : The Water Chip
MykhailKozak posted a topic in Fallout 4's Discussion
Following the abandonment of several other mods looking to do this, and a new hope following other such large scale mods, I have become interested in the creation of a Fallout 1 and later on, a Fallout 2 recreation in the Fallout 4 Creation Kit, and will be searching for help. As a developer, I have not offered publicly much in the ways of Fallout modding, I do have however, experience in leading a mod team on a large scale mod and test creation of an RPG in Unreal 4. My goals for this ambitious project is to revive the original Fallout experiences brought out by Interplay in a new way, and will not only bring back the content, but expand upon it, and improve it. As of now, I am the only person working on this project. I have started work on Vault 13 as well as The Hub and some currently placeholder models. I plan to add a similar style travel system to Fallout 1 and 2, which however will of course be expanded upon, with a diverse set of locations to encounter, new and old creatures and such. As of now I do not expect much interest with such little progress. I however will do my best on my own and keep you all posted until I have enough to show for. As of now, we will need in order of importance: MappersScriptersModelersAnimatorsTexture ArtistsIf you ARE already interested you may contact me here and I will message you Discord or Steam info. -
So this one is a bit... different. To start, those who play with the medicine skill (Or play NCR/Boomers) know that there are quests to "heal" injured soldiers, both factions that allow this do just 3 each, and that's all, in this, the Followers of the apocalypse would have a Hospital (Possibly an expansion on the Medical Clinic, or just a new, Larger Building either close by, or somewhere else) that of which, you could offer your medical skill to help patients! (or use collected medical equipment, like with the quests mentioned above), it could also be a sort of "Radient quest" esc system, also allowing you to get paid per patient, low skill required patients (20-30) would pay up to... 80-100 caps? and the higher skill requirement, the higher pay (Plus it would pay XP as well, small amounts, but still...)! Just an idea to make the medicine skill a bit more then just something used mostly for stimpacks and radaway.
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This is a ideia i got in the middle of a mod i'm doing, but it's something that i believe no one has done. so far, there is a "Load must" mod that makes the player be more carefull with equipament, and give to blacksmiths the dialogue to improve the itens for the player. the same, has crossed my mind in regards to potions. if you start crafting, either to learn new, or to make others, without the perk, or other mods such as alchemy cook overhaul, you will end up getting a dozen of usuless potions in your invetary. i did see some mods that "allow" the player to remix potions and poisons, but it didn't feel right, natural or lore friendly. I do like the ideia of the player having to pay an alchemist to get for example (5 frosbitePoison+200Gold) a usefull single (aleatory) "Strong" poison. the way i will look into the future for this, is with "The (25) soul Husk" Quest to have a reference, but if there is someone in lack of something to do, this might be cool and lorefriendly to do. sorry for bad english, thanks.
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Hi, I'm French : sorry for my langage ! I was going to buy Skyrim SE on Steam, but after all the nagative comments on selling mods and creative club, I can't get the false and true .. Then, will I be able to install Nexus Mods from NMManager on this version (from Octobre 2016 I guess) with the SKSE64 beta running ? Or are the mods became priced now ? Thanks for answers, and God_of_game bless the Skyrim modders. Punkgames.
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I would like to see or to know, if it would work, to let the Player also work on the Farm and weed? That would be cool and awesome, maybe one of you Professional Modders can do such Mod? Tysm, would be very great, so i could work with the Settlers.
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Hello! I have a problem, that doesn't let me have a peaceful sleep lately... I can't force my Skyrim to use Ambient Occlusion. I remember it worked well back in 2011 but now, no matter what I do, it just doesn't work. I have tried NVIDIA Inspector 1.9.7.7 with various profiles (from TESV Skyrim, through Oblivion and Fallout 3 to Fifa16 for some reason). No effect. I have tried NVIDIA Control Panel (driver version 0375.57). No effect. I have even tried this weird GeDoSaTo for AMD users (that also should work with NVIDIA) but still - no effects. Can anyone tell me what am I doing wrong?? In Nvidia Inspector everything is set up correctly. Tried disabling the mods I'm using (by unchecking them in the "Data Files") but it didn't help. Mods I'm using: -Project Reality: Climates of Tamriel -Dense Vegetation - HQ snow texture -Pure Waters -Real Glaciers V2 -Sounds of Skyrim - Civilization -Sounds of Skyrim - The Dungeons -Sounds of Skyrim - The Wilds -Skyrim HD - 2K Textures COMPLETE FULL (installed through Nexus Mod Manager 0.63.1 - could this be a cause??) I desperately need help. :sad: Anybody? PS I am not really into installing the ENB.
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This is for ANYONE offering their voice to modders for any upcoming mods for Skyrim: Special Edition. There is one of these already on the original Skyrim forums, but I thought we could do an updated list for those still interested in offering their services. PhoenixReady Age: 31 Gender: Male Last Updated: Nov 01, 2016 Race Demos: (Skyrim) Dark Elf, Imperials, Khajiit *Fallout Samples Now Available!* Experience: Run my own podcasts Stand up comedy involving famous impressions Voice over work done for various Machinima and short films Skills: Professional level microphone and able to edit audio. Voice pallet: Naturally somewhat naisely voice, often referred to as a humorous cartoon-like. Often cast in nerdy voice roles or younger voice roles Can modify voice to sound rougher or deeper. Samples: Skyrim https://soundcloud.c...oice-samples-01 Fallout: https://soundcloud.com/bonustime/fallout-voice-samples-01 Please contact me if you would like a personal demo with your own lines.
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http://www.nexusmods.com/skyrim/mods/65636/? I realize the mod is no longer maintained, and now has a version for Skyrim: Special Edition, but does the mod for regular Skyrim still work? I used to have it installed and it worked last time I played (back in October) but I realized it was no longer installed, and tried reinstalling it. I've installed it both manually and automatically through the Nexus Mod Manager, but it does not show up in the game like it used to... Is it just broken, or am I doing something wrong? Help? PS: I assume "Oldrim" it mentions is some other mod so I haven't touched the steam workshop version)
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mod which makes settlers keep working constantly
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Hello! This is a Teaser for a mod I have been working on for a whole now ('bout a month and a half). If you know anything about a certain, uhm, like, group of wide ranging pop culture content, and know a little more about the old lore of that said content, you'll know what it is. Other than that, I want it to remain a mistery. I wasn't going to say anything about this untill I needed help, and that time will come. I will probably need voice actor's later I guess and maybe if a writer knows what he'se talking about and wants to get ahold of me right now I might work with him, but I have a direction I want to go and im going to go it. Back on topic 'cause I ramble, I will say this mod is going to basicly be a big, self contained, quest mod outside of the fallout universe and when you play it, it will be as much it's own game as it can be but some elements will obviously be fallout. I am making most of the static models myself, and I am going to do my best attempt at the quests and armors myself but I might need some help from some community members on doing that, but at the moment I just want to see what people think of these select few screenshots, and to those people who know what this is I hope its what we've been waiting for! thanks for reading this and peace out.
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Hey all, I am currently having an issue with my fully voiced follower, most everything works well, I am having a problem right now with the 'Friendly Fire' dialogue... the dialogue I have made DOES play, however occasionally my NPC will use the other dialogues that are assigned to the vanilla voice types. I realized that this could be fixed by removing my NPC's voicetype from the 'DefaultNPCVoiceTypes' formlist. However if I do that my NPC will not activate dialogue at all, as it's set in 'DefaultNPCVoiceTypes' for use in the 'DialogueFavorGeneric' Quest Topic "I need you to follow me.". I have a sneaking suspicion that I'm heading towards an impasse, where I almost need to completely need to re-work how all my dialogue is applied to my NPC using my own 'Quests' for dialogue topics, but I tell you.... I REALLY don't want to do that, and I suspect there IS a way to fix this with how things are right now. (I actually tried to do this before and I couldn't make it work for some fault of my own no doubt.) Here are some examples of the material that could be suspect.... http://img.photobucket.com/albums/v236/roburito/Untitled-5.jpg http://img.photobucket.com/albums/v236/roburito/Untitled-2_1.jpg http://img.photobucket.com/albums/v236/roburito/Untitled-4.jpg I hope this information is useful for anyone who'd like to assist me. Also, THANKS LARGELY to anyone who even reads this even. Please, if anyone would like to give me some insight and require some more information or my .esp to investigate, either reply here or PM me, whichever suits your fancy. Thank you all for your time.
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I was wondering of another way to make easy money without cheating in Fallout 4. If anyone knows how to mod Fallout 4 well, then this request may be something to consider. Basically, you go to some sort of business manager or boss of the job that you (the player) are interested in. For example, you go up to a caravan leader(Trashcan Carla, Cricket or maybe a new one) and you say that you're interested in working for them, then you go from point A to B guarding the caravan. Once you've reached point B, you get payed almost nothing (i.e. 50 caps), but if you do it again and again, you get more money. Or maybe you want to be a hunter, you go up to, well, a hunter, and you offer them help. You go out into the wild, you kill animals, you get their meat and hides, you give them to the hunter, you get paid. It would be just another great way of role playing, by simply blending the character in with the rest. Thank you in advance, if someone does make this request into an actual mod.
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LE Removeperk doesn't work as expected.
FrankFamily posted a topic in Skyrim's Creation Kit and Modders
So, in my recent artifacts of boethiah mod i used silverperk script to add a perk to the player when equipping a weapon (and in theory remove said perk when unequipping it). And an user reported having the perk (and it's effects) after unequipping the weapon. I've "solved" the issue adding conditions to the perk's entry points and effects of abilities added by the perk so that even if you have the perk forever it's effects are only active while having the appropiate perk equipped. But i still wonder why it doesn't remove the perk. The script is the following: I've also noticed Wuuthrad has another spell which is exactly the same, they could have used this one. Scriptname SilverSwordScript extends ObjectReference Perk Property SilverPerk auto Event OnEquipped(Actor akActor) akActor.AddPerk(SilverPerk) EndEvent Event OnUnEquipped(Actor akActor) akActor.RemovePerk(SilverPerk) EndEventBoth Wuuthrad perk and silverperk have conditions to limit their functionality to when you have the appropiate weapon equipping, so it seems bethesda knew it wasn't removing the perk, since if it did those conditions woulndn't be needed. Using the console in-game to remove the perk appears to work properly, so something is wrong with the script. creationkit.com states that addperk and remove perk do nothing for NPCs but it appears removeperk doesn't even work for the player... So, anyone knows why it's not working properly or a posible workaround for it? EDIT: In dragonborn soulrender and the other scimitar use a different script that appears to work (unlike silverperk and Wuuthrad's) since their perks don't have any condition at all, the only difference is using game.getplayer() instead of akactor even if akactor is the player. I'm going to do some testing to confirm this. Scriptname DLC2defaultAddPerkOnEquipScript extends ObjectReference {Generic script for adding a Perk to the player when an item is equipped.} Perk property PerkToAdd Auto Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer()) Game.GetPlayer().AddPerk(PerkToAdd) EndIf EndEvent Event OnUnequipped(Actor akActor) if (akActor == Game.GetPlayer()) Game.GetPlayer().RemovePerk(PerkToAdd) EndIf EndEvent- 1 reply
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Hello Nexus, I'm TheSandwichMan, but you all can call me Ryan. I am an aspiring game designer and I've always loved Bethesda games and their subsequent modding communities. Working on any mod would be would be an honor for me, but I feel that with Skyrim's finely detailed quest mods I could actually be of real use on a story based mod. While I understand this isn't highly sought out work, I just want to work for experience (and of course it'd be a hell of a lot fun for me). So if you need any kind of writing for your mod, give me a request. I'm not picky about work and if you don't like my work, no harm. Finally, even if you don't personal need me, if you know of any mods looking for help with writing please send a link to them. Thank you for time!
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In Skyrim, it is impossible to build a fortune simply by crafting or creating a product. Smithing is not a viable source of income, yet shop keepers manage to run their shops without any trouble. Even if all you do is sell and never buy. This is because you are getting retail price. In Skyrim Professions, the goal would be to build a life for yourself without ever using a sword. This could range from being the best blacksmith in Whiterun to simply making some money on the side. Part 1: Material Sources There would be an option to run your own stall or store, but you don't necessarily need to. Stores stay open by buying low and selling high. They do this through partnerships and deals. One of the first parts of this is buying materials from direct sources such as mines or other stores, assuming you have the right speech skill to manage a partnership or the right amount of coin. Buying in bulk from mines and other sources will allow you to get more for less, but be warned... you will have to provide large amounts of money, because you are buying in bulk. *However, you can also be the one providing the materials. Materials are in high demand during the civil war* Part 2: Producing After you get your materials, however you get them, you will produce your product. While there is no limitation to what you can sell, some things are more valuable in different regions. For instance, collecting creep clusters in Riften and selling them in Riften would not make you much money, but sell them in Morthal or Dawnstar and you might make more, because of the rarity. It all depends on demand and supply. Part 3: Selling You will need to take into account supply and demand fundamentals. This will be important whether you are a traveling merchant or stay at home salesman. No matter who you are you will need to be charming and know what to sell where and what to buy where. However, you may not want to simply just own a store. Perhaps you want to be the one supplying all the local stores? One of the big features of this mod will be creating a partnership with the East Empire Company. This will be very useful to sell in bulk, however you won't make as much as retail. Part 4: Stores and Partnerships You will be able to make certain partnerships with stores and material sources to be able to sell and buy for less. You will also have lots of competition. Retail will no longer be the smart option. Skyrim professions will allow you to use your wit and a smile to make the most money possible Thank you for reading
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Hello all, so recently I started modding Fallout 4 and I've had problems with modding it for a while. I use Nexus mod manager and install mods through that. At first, the mods would not work using the default setup and I fixed them by putting an asterisk (*) in front of the .esp files and making my plugins notepad not read only and then launching my Fallout though the Fallout_Launcher.exe. This worked for a small amount of time but when I tried installing more mods especially ones that require F4SE such as place anywhere it no longer works and the save I have can't load the previously saved mods. When I change the plugins notepad it also deselects all of the mods on NMM but not they're simply not loading. If anyone has any solutions please it would mean a lot. Thanks.
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I have an idea for a weapon for fallout 4 but no means of creating it I'll give you the idea and all credit, tho it's not too original but I haven't seen it anywhere, email at [email protected] if interested. One condition is that it has to be available to consoles as well as pc
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Hello! I have a problem that is driving me crazy. I can install all the mods I want, but only those who only change texture works. For example, I installed a mod that change the weight of junk, but didn't work, and searching in the mod's forrum i found that none is having that problem. I think that is a problem with my archives, because this happen with others mods (and they are update by the way) I don't know what to do. Please! Help me! SORRY FOR MY BAD ENGLISH.
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<snip> Please do not solicit or attempt to offer money for services on the Nexus. Micalov.
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(UPDATED) So i figured out how to edit the game subtitles, but the problem is, when i type anything in arabic text in place of the original english text, the creation tool converts it to some symbols, i don't know why. . . any one knows how to fix this?.
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So I looked for this fix before and all that showed was that I needed to have Amy uninstalled but I don't have this at all so can anyone help? Here is my load order... GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1HairPack.esm=1TalonExtraArmor.esm=1CRAFT.esm=1CALIBR.esm=1xCALIBR.esm=1Project Beauty.esm=1ArefuExpandedByAzar.esm=1TheInstitute.esm=1Vault 101 Revisited.esm=1Alton, IL.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1Companion Core.esm=1RobCo Certified v2.esm=1DCInteriors_ComboEdition.esm=1Shojo Race.esm=1EnhancedChildren.esm=1AliciasCuteShop.esm=1RH_IRONSIGHTS.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1HeritageIndustriesVault.esm=1Gangs Of The Wasteland.esm=1Point Lookout Reborn.esm=1Stop Insulting Me Outcasts.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1hair_add_npc.esp=1RH_IronSights_Basic_AnchoragePlugin.esp=1RH_IronSights_Basic_PittPlugin.esp=1RH_IronSights_Basic_BrokenSteelPlugin.esp=1RH_IronSights_Basic_PointLookoutPlugin.esp=1RH_IronSights_Basic_ZetaPlugin.esp=1RH_IronSights_Pitt_NewRifleSights.esp=1RH_IronSights_RemoveReticule.esp=1ArefuExpandedByAzar-Radio.esp=1GNR Enhanced.esp=1People_Radio.esp=1UPP - Pack 1.esp=1UPP - Pack 2.esp=1UPP - Original Perks.esp=1UPP - Experience Perks.esp=1UPP - Quest Perks.esp=1UPP - Beverage Perks.esp=1NotSoFast.esp=1AliciasCuteShopDoorOverride.esp=1CEI - CaesarrulezExcessiveInteriorsEN.esp=1UndergroundHideout.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1RH_FWE_Bridge.esp=1WeaponModKits.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1BoSDX.esp=1COL Enclave VER2.esp=1Dragonskin Tactical Outfit.esp=1DragonskinBonusPack.esp=1Childhood Beginning.esp=1Companion Core DLC Addon.esp=1RobCo Certified v2 Version Updater.esp=1RobCo Certified v2 Mechanist's Edition.esp=1RobCo Certified v2 Zeta Addon.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Zones Respawn.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Master Menu Module.esp=1Mart's Mutant Mod - Project Beauty.esp=11PipboyPDA.esp=1KillableChildren.esp=1KillableChildren - MMM.esp=1KillableChildren - CotW.esp=1dD - Enhanced Blood Main.esp=1RobCo Certified v2 FWE.esp=1xCALIBRammo_FWE.esp=1TiesThatBind.esp=1Flora Overhaul.esp=1ChildSlaveOutfit.esp=1Existence 2.0.esp=1RCM2.esp=1RobcoCertified24SideMod.esp=1Player Animations - Food & Drink (FWE).esp=1ChildCanUseAll-(FO3) v1.0.esp=1MovableMilkCrates.esp=1AltonAddon.esp=1Mart's Mutant Mod - DC Interiors.esp=1ChildArmorPack.esp=1Child Tunnel Snake.esp=1SFO.esp=1RH_WMK_Bridge.esp=1WeaponModKits - FWE Master Release.esp=1Mart's Mutant Mod - FWE Master Release + DLCs.esp=1CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp=1Compatibility Plugin00 TalonCo & Marts.esp=1Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp=1
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So I just bought Witcher 3 off of steam for 50%. Clocked in hours already then I decided to mod it to further enhance my experience with the game. In comes the problem: So far, I've installed 11 mods, all through Nexus Mod Manager but none of them seems to be working! There's no error with the scripts or whatsoever so googling hasn't been any help at all. Anyone have any idea what's going on? I know the way I described it all may be vague so feel free to ask more questions regarding my problem and thanks in advance!! The mods that I've installed
