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  1. I don't mod so I don't know how hard it would be but I think it would be super fun to have a item or spell that let's the player character summon Boo or preferably a renamed Boo of there own! No color change needed but that's another idea.
  2. Well, i neve used this forum before and just find a few interesting topics, so... if i'm doing something wrong here or making this post somewhere place not allowed, i beg your pardon!!!! And also for my english, i'm brazilian and counting on the help of my poor vocabulary and some phrases translated on Google lol Well, getting straight to the point (or maybe not so much). I would like to request a mod. Not just any mod, but a very specific one about a specific object that i fell in love with after discovering it recently in my research on DnD stuff. I KNOW, i should learn to do it myself. But to be honest, i don't think i have the capacity for this lol. Just playing around with editing the "Whispers of the Divine: Aasimar" mod i realized how difficult it must be to dedicate yourself to making a single mod and trying to keep it updated along with the various game patches that come out over time, and i don't even have the slightest knowledge about creating a mod from zero point. I'm already almost breaking several game saves a week just using a Cheat Engine cheat table, so try to imagine what it would be like to try to create a mod. But anyway, as i was already saying, and adding... I would really like a mod for the "Sword of Zariel" item. I realized that not only is it a awesome weapon, but it would also match well (historically speaking) with the period in which the third act of the game takes place, in addition to being a simply insane item. I mean, i don't mind the part where she "has to choose who will wield it" or even the fact that she's a sentient sword, both things that i know are extremely difficult to apply in the game (especially the last) if not in a role play. Just based on her stats and some features, i would think it would be incredible to have her in the game. A sword capable of practically transforming the wielder into a type of Aasimar, bringing various buffs, feats and including a pair of wings to be used at will... Game breaking ?? I know!! But still, sensational. That's why I decided to create an account just to come here and humbly request a mod like this. My idea would be to use the same bases, for example, as the "Whispers of the Divine" mod, where an activatable passive has recently been implemented in which you can activate or deactivate the character's wings (which could extend to the sword's glow, like the Blood of Lathander mace, that have the option to turn off that glow, which is sometimes annoying and irrelevant/unnecessary). Adding the animation of the wings flapping when walking (Deva-like) and also the immunity to terrain effects (such as impregnated surfaces, difficult terrain, etc.) as it is basically floating and immunity to fall damage as in the Solar/Aasimar mods (although visually doesn't make sense, since when motionless the character is still standing on the ground). I could talk forever about countless ideas i have in mind but i even have idea if this is a possible mod ;-; I would just really like a mod for Sword of Zariel. If it's possible and someone is interested in trying, i will sketch out the ideas i have below (even if they're not possible) and all the official dnd details arround this weapon... I really don't know anything about modding but i would find the opportunity incredible... Anyway, if anyone has read this far, thank you very much for reading and have a great day and also have a great game!!!
  3. scn OvadBowScript short active short Igot short Iwant short Ineed Ref OvadArrow Begin OnEquip set OvadArrow to Player.GetEquippedObject 17 set active to 1 End Begin OnUnEquip set active to 0 End Begin GameMode If OnKeyDown 256 && Active == 1 set OvadArrow to Player.GetEquippedObject 17 Else Return endif If active == 1 set Igot to Player.GetItemCount OvadArrow set Iwant to 2 If Igot == 1 || Igot < 1 set Ineed to Iwant - Igot Player.AddItemNS OvadArrow Ineed endif endif end Begin MenuMode End So My script if for a bow to have unlimited arrows for whatever arrow is currently equipped. It works well enough, but has a major flaw. When I unequip an arrow and change arrows the bow changes the reference to the new narrow and life goes on, however, if I mistakenly unequip the bow ( whether or not the currently associated arrow remains equipped or has already been unequipped) the script seems to stop functioning. Any advice on where to look for a remedy to this headache would be greatly appreciated. I also just realized that I am posting in the wrong section, sorry I am still a bit new to all this forum stuff. I will be posting scripting questions under the mod talk construction set forum in the future.
  4. This in a looongshot, but maybe some will "come around" these parts in preparation for a nostalgic X-Mass Witcher marathon. Where are the loot tables for characters, and placeables? No, ones in "globals\loot tables" don't work. Where is the code, that controls what, and how many mutagens you get? Is there a way to have item attributes, like "trap_avoid_chance", or "damage_throw_combo" to appear in GUI?
  5. I'm hoping someone can add new items to all the NPCs and enemies of the Commonwealth, such as fingers on raiders, ears on settlers, synth components on all generations of synths, etc. to either be kept by characters wanting to keep count of their kills or sold for small amounts of caps. I'm hoping to recreate the feeling of the Lawbringer and Contract Killer perks from Fallout 3. Any feedback or takers for this request are greatly appreciated. Thank you.
  6. This mod is simple in concept. Those modelers and level designers put in an assload of effort placing every last item more or less precisely. Don't you feel bad when you just snatch it up, ruining the frame? I do. All I need is a mod that allows me to pickup the item (i.e a gold coin from a stack) and have it register in my inventory, but leave a copy or something of the model where the item was. Essentially, leaving items in place, but getting them added to my inventory. Thanks folks.
  7. ;Failed to load code for fragment Fragment_Stage_0030_Item_00 That's the message i'm getting, and whenever i try to compile previously successful script from other stages, it fails as well . It says something like The following fragments failed validation (most likely missing from script source file): Fragment_Stage_0030_Item_00 even if i'm compiling from stage 10 or 20. any idea?
  8. I've just created all generic magic dragonbone weapons (303 pieces) and I really need your help adding these to the vendors in Skyrim. The tool used is SSEEdit. http://www.nexusmods.com/skyrimspecialedition/mods/164
  9. Howdy, I'd like to request a mod that dynamically adjusts the weights of potions based on their magnitude. The goal is for a weight of magnitude/100 units. I don't know which approach would be best for this, but since it should cover both player made and premade potions, I'd assume a script based approach might work best ... For "bonus points" a mod manager menu where the factor by which the magnitude is divided can be set (1000 to 10) could be added. Thank you very much for your time and effort modders!
  10. so i have this item alias that i place in a disabled container. after a certain queststage this container activates and the item can be found in it. both aliases allow disabled references. Now to my problem: i have attached a script to the alias. on itempickup to the players inventory it sets to a further queststage. now the weird thing happens. the stage has both stage completed and stage displayed correctly set. however the stage never completes and just the next objective gets disaplayed. testing the stage via console confirms my theory that the stage does not complete and now 2 questmarkers show up as both stages are defined as stage displayed. can anyone help me with that? i also added complete stage to my script even though it shouldnt be necessary as it is defined in my setstage. here is the script source code: Scriptname TTTCramLastPickup extends ReferenceAlias Quest Property TTTMoiraDialogueQuest auto const Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() TTTMoiraDialogueQuest.SetObjectiveCompleted(150) TTTMoiraDialogueQuest.SetStage(160) endIf endEvent
  11. Hey, I've tried many things to get a "remove item" script working, but none of them work. Does anyone know of a way to write a function in a script to remove an item?
  12. Hi, I'd like to have a mod allowing to drop items directly from the stash, instead of having to transfer them from the stash to the inventory to be able to drop them. If someone could make a mod for that, I would really appreciate it.
  13. I'm trying to add an item as a quest reward and this keeps happening. I've also tried using things like getting rid of "Game." and replacing "AntonSpellTone" with "2F0115BC" as well as removing the parenthesis and it still wouldn't work. I'd really like some help with this thank you.
  14. So i want to have a menu in which you choose an item in from your inventory and stuff happens depending on your choice. The choice will be by reference, the ones i care about will be persistent and if not it will notify that is has to be dropped, moment in which they stop being "item XX in container YY" and point a variable to itself. Back to the topic, my first idea was a gift menu run on an actor on a holding cell. Him having this script: Scriptname lalala extends Actor Import Game Import Debug FormList Property List Auto ObjectReference ItemSelected ObjectReference Function ItemSelectMenu() ItemSelected = None ShowGiftMenu(true, List , true) ;latent, waits for the menu being closed before returning, which is great Return ItemSelected EndFunction Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) RemoveItem(akBaseItem, aiItemCount, True, akSourceContainer) ; send it back, i want to select not loose items. If (akItemReference) && (akItemReference.GetbaseObject()) ItemSelected = akItemReference DisablePlayerControls(false, false, false, false, false, true, false, false) ; this is supposed to close the menu since we already have the selection, but no luck... EnablePlayerControls(false, false, false, false, false, true, false, false) Else MessageBox("ref isn't good, can't do stuff") Endif EndEvent The thing is the disable/enable player controls isn't closing this menu (it does on others i've tested) which breaks the whole system since only a single item should be selected. Any ideas of how to close it, or another way to approach this. Another way I considered is doing a brute-force GetNthForm scan of the player inventory in search of the items in the list, form an array with them and use Skyuilib list menu (i'm already using Skyuilib), BUT then realised it's GetNthForm, not GetNthReference, I need to get specific references within the container so this looks like a dead end.
  15. So I followed this tutorial on creating new legendary items to create a unique version of the standard flannel shirt under armor and set it up so that when the quest runs the outfit spawns inside a new NPC's inventory. Problem is that I want the NPC to be wearing the new legendary outfit when the player first meets them and spawning an item in an NPC's inventory no longer means that they'll automatically equip it. I've looked at the script form and there doesn't seem to be a way to get it to be added to the NPC's outfit. So I was wondering if anyone has any kind of solution to this, Thanks.
  16. Can someone please make a mod that disables all dlc quests and itegrates all items and creatures into the capital wasteland?
  17. Hey guys, First off, I don't know if this is the correct place to post this but I have no idea. If this is the wrong place then apologies in advance. Anyway, I have some mods installed and I noticed that almost every single item has an odd word or symbol next to it (see attached file ). Does anyone know why this is? Thank you kindly for any response. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 ArmorKeywords.esm 9 9 TrueStormsFO4.esm 10 a HUDFramework.esm 11 b SimSettlements.esm 12 c Z_Architect.esm 13 d PowerLinePhysics.esp 14 e RadiantBirdsv05.esp 15 f Reverb and Ambiance Overhaul.esp 16 10 AnS Wearable Backpacks and Pouches.esp 17 11 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp 18 12 AnS Wearable Backpacks and Pouches - AWKCR.esp 19 13 th1nkEyebot.esp 20 14 th1nkEyeBot-FarHarbor.esp 21 15 th1nkEyeBot-NukaWorld.esp 22 16 th1nkEyeBot-DLC03DLC04Addon.esp 23 17 Vivid Fallout - All in One - Best Choice.esp 24 18 VisibleWeapons.esp 25 19 Quick Save.esp 26 1a dD-Enhanced Blood Basic.esp 27 1b dD - Small Splatter Size.esp 28 1c EnclaveX02.esp 29 1d DarkerNightsDetection.esp 30 1e BetterNightVision.esp 31 1f 3dscopes-framework.esp 32 20 Z_Horizon_Loot_Respawn.esp 33 21 Z_Horizon.esp 34 22 Z_Horizon_DLC_Nuka.esp 35 23 3dscopes.esp 36 24 3dscopes-AddToSpawnList.esp 37 25 TrueStormsFO4-FarHarbor.esp 38 26 TrueStormsFO4-GlowingSeaExtraRads.esp 39 27 TrueStormsFO4-FarHarborExtraRads.esp 40 28 TrueStormsFO4-EarlierSunsets.esp 41 29 TrueStormsFO4-EarlierSunsetsFH.esp 42 2a TrueStormsFO4-NukaWorld-FH-Compat.esp 43 2b DarkerNights.esp 44 2c Z_Horizon_Timescale.esp 45 2d Pip-boy Flashlight.esp 46 2e GZ__ReverbAmbienceOverhaul__TrueStorms.esp 47 2f Locksmith.esp 48 30 Immersive HUD.esp 49 31 Armorsmith Extended.esp 50 32 Z_Horizon_Loot_Respawn_DLC.esp 51 33 Z_Horizon_DLC_Automatron.esp 52 34 Z_Horizon_DLC_FarHarbor.esp 53 35 Some Assembly Required (Legendary Patch).esp 54 36 MojaveImports.esp 55 37 Z_Horizon_Patch_ArmorsmithExtended.esp 56 38 Some Assembly Required.esp 57 39 Vivid Waters.esp 58 3a Locky Bastard.esp 59 3b ToggleableNightVision.esp 60 3c FunctionalDisplays-Collectibles.esp 61 3d FunctionalDisplays.esp 62 3e FunctionalDisplays-MISC-Vanilla.esp 63 3f FunctionalDisplays-Patch-DLC-ALL.esp 64 40 OWR_CraftableDecor.esp 65 41 OWR_CraftableDecor_CW.esp 66 42 CBBE.esp 67 43 Z_Horizon_Desolation.esp 68 44 FunctionalDisplays-AID-WI.esp 69 45 Pip-Boy Flashlight.esp 70 46 No Essential Npcs - All Dlc.esp 71 47 Vault-Tec Historical Preservation Initiative.esp 72 4a Armorsmith All DLCs Patch.esp 73 4b Lots More Male Hairstyles.esp 74 4c Friffy_Holstered Weapons.esp 75 4d Smoke-able Cigars.esp 76 50 Conquest.esp 77 51 Rangergearnew.esp 78 52 ToggleableNightVision_NCRRanger.esp 79 53 OWR.esp 80 54 Journal.esp 81 55 Hellfirenew.esp 82 56 Enclave Officer.esp 83 57 Horizon Smoke-able Cigars Patch.esp 84 58 Z_Horizon_DLC_Workshop01.esp 85 59 Z_Horizon_DLC_Workshop02.esp 86 5a Z_Horizon_Patch_ArmorsmithExtendedDLC.esp 87 5b Z_Horizon_DLC_Workshop03.esp 88 5c Z_Horizon_Patch_SimSettlements.esp 89 5d Z_Horizon_StrictCarryWeight.esp 90 5e Scrap Everything - Ultimate Edition.esp 91 5f Z_Horizon_Patch_ScrapEverything.esp 92 60 EnhancedLightsandFX.esp 93 61 StartMeUp.esp 94 62 Z_Horizon_Patch_SMU.esp
  18. Been having this issue for some time, and havent figured out how to fix it. Whenever i am about to pick up an item, there is this information box about the item, but horribly missplaced and such. Ive tried with no mods, verifying chache data and such, nothing seems to fix the problem. Would greatly appreciate help for this, pretty much makes the game unplayable.... Picture of the problem: https://gyazo.com/446b27f4289672a0dfaedc04f98a5b38
  19. I'm creating a mod which respawns the items which do not normally respawn (such as all those things in Vault 111). I marked "Respawn" for all those items and removed the "Never Resets" mark for the "Vault111Zone" encounter zone. However, some stuff such as 10mm ammo boxes and all the junk do respawn when the cell resets, but some (such as both 10mm pistols and clean Vault 111 suits) do not. Also, I can't force a switchblade in a truck near Vault 111 and a tire iron near the Sanctuary's bridge to respawn. I have no idea why don't these items reset while others do. Can anyone here help me with this? Thank you.
  20. Hi there, I want to wear several items together, which are currently not compatible to each other. After a short while I heard about the option to change an items behavior in the "TES5Edit". [A Big Thanks to "darstyler" at this point!] In this particular case I wish to: - Remove the circlet slot from every hood in the game - set the tribunal mask to use slot 44 - set all dragon priest masks to use slot 52 Could anyone explain to me, step-by-step, how I would do that? I am running Skyrim Legendary Edition via Mod Organizer. TES5Edit is already installed and working in Mod Organizer. Thank You, to everyone who is able and willing to help me! Take Care!
  21. I've heard of broken "load lists" or something like that and there are mods that make their guns spawn WAAAAAAAAAAAAAY too often. Be it the M14 or the bloody PTRS of all guns, I want to stop these monstrosities from flooding my world. How do you get rid of these 'loading lists' or whatever, to stop everyone from having it. I have no issues with using the occasional console command to simply spawn one for myself if need be. I'm just absolutely sick of seeing someone practically everywhere carrying around a giant sniper rifle, especially among the Brotherhood who I intend to piss-off during this playthrough.
  22. Bethesda really failed when it came to the arena for the Wasteland Workshop DLC. How the hell are you supposed to stop the fight if you want to? Maybe I want more of a boxing match than a fight-to-the-death. I'm requesting a build-able workshop item (a switch, a timer through a console, a bell, or anything) that signals to the arena combatants that it's time to end the fight, and preferably, to go back to their assigned Arena Contestant mat. And they do not, ever, resume combat unless directed to do so by the switch, console, bell, or whatever. I haven't found a mod that addresses this. If anyone knows of one, please let me know. If you also want something like this, be sure to leave a comment to help this post stay on the front page. Edit: Would also be nice to have an optional file to make settlers essential/immortal so if you use them as combatants and don't get to the new workshop item in time to stop the fight, your settlers don't die. Also, fun having them battle for the rest of time! Bwahaha! :devil:
  23. Something's always bugged me,about Arcade. If you wanted to keep him around,and make sure he doesn't die the second something looks at him funny,you needed to give him armour. Problem is,the second you do,his identity as a Followers member is obliterated. The only alternative is the All-Purpose Science Suit,but more often than not,the player takes it,thanks to its phenomenal Weight:Armour ratio. It doesn't help that my current playthrough,that of a mad scientist,has laid claim to that suit,because it offers armour while also plugging into the mad scientist look. So,my request is thus; Would somebody be willing to make an Armoured Followers' Lab Coat item? I'd like it to be instantly apparent that it is property of the Followers of the Apocalypse,as well as visibly armoured. I wish it to be light-class armour,comparable to higher end light armour,like the aforementioned All-Purpose Science Suit. And,of course,there should be male and female variants. Preferably available only in the safehouse. Really,it'd make sense for the Followers to have an armoured variant of their uniform. They quite often do field work,and Vegas is their frontier,where safety cannot be guaranteed. The Followers are a smart bunch,and so it stands to reason that they'd be able to produce armoured uniforms for when they head out into the field,even if they have to MacGuyver the things. In my head,the shoulder markings should not be covered by pauldrons. So,that limits protection to the torso and legs. Which is fine by me; The armour's supposed to be a survival aid,not assault armour.
  24. What I've discovered upon finally buying a house and making use of the chests is that there is no category system in place for items that are located inside containers. I sort of brushed this off for a while but lately it's become more of an issue as I add more items to the chests. With a mod that categorizes items into subcategories in a similar way to the inventory system, the hassle digging through chests/containers will be eliminated. I'm sure someone may have already created a mod that does this, but I haven't been able to find one of the sort. If you happen to know of a mod like this, would you be so kind as to point me in the direction of it? Thanks in advance!
  25. Hello =] I just downloaded keep your favorite quiver by Carah and love the addition to my game, a small amount of realism but every little bit helps to engage my imagination. Immediately though, I desire more than just every arrow is contained in 'my' quiver. If anyone wants to help me or give me advice (I haven't done a single thing in the CS except locate a chest one mod created in anvil) or you just want to talk/comment this is what I'm wondering How would I go about adding an item (quivers) giving an item (arrows) a dependencie on quivers overriding the vanilla image being rendered with that of Carah's wonderful works? And eventually appearing in stores near and far - on every archer - randomly generating all throughout cyrodiil! Quivers! Equipable - enchantable, im thinkin stuff like sharpening arrowheads as they leave the quiver, arrows return to quiver...a second or two after impact-in case that type of scripting would interrupt/break enchanted and modded arrows, and the like (quite a goal to create a widespread albeit a small change that is 100% compatible) ps is it possible to 'collapse' the quiver with the arrows to make only one inventory item (If youve selected a quiver And arrows) then have your empty quiver again when its, you know, empty? like the canteen connected to a plethora of mesh and texture paths, i guess? pps and any ideas on the simplest way to empty all? im thinkin switching arrows is easy.. maybe clicking a loaded quiver once empties it, twice un-equips? Thank you for reading all of that and thank you twice who takes the time to share with us your thoughts, theUser Edit- what do you think of being able to hold 1 or 2 arrows without a quiver as long as your bow is equipped
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