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Everything posted by Dahveed
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Hi all. I've recently tried my hand at making this mod myself, but I am simply not knowledgeable (or patient) enough to accomplish this in the CK. Basically I just want less raiders and mutants shooting at me out in the Commonwealth open world. It's not so bad in quest areas, in dungeons etc (i.e. if I have a quest to go take out a bunch of raiders it's logical that there is a gang of raiders waiting for me). It gets annoying when I get into a gunfight, clear the place out or run away, and then 14 seconds later I'm in another gunfight, followed by another gunfight 22 seconds after that. The entire open world just feels like a giant shooting gallery. If someone (who actually knows what they're doing, unlike me!) could significantly reduce the number of raiders and super mutants trying to blow my head off every 9 seconds, it would make exploration much more enjoyable, and I'm sure I'm not the only one who feels this way!
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Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Alright, well as soon as people say the word "script" I immediately crumble into a fetal position and hum myself lullabies. I have no idea how to even *begin* to learn how to script using papyrus. I'll just chalk up the whole experience to "would have been nice". I just have to swallow my pride and accept that this stuff is over my head. Thanks again for the help! -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Somehow I knew when I first had this idea that it would be a massive pain in the butt. Haha... Just for fun I am now deleting both lists and setting the failsafe to "none" just to see what happens. (Should be funny at least XD) I guess one last question would be, would there be a way to somehow find the object marker which places a raider in the game world, and somehow edit its template? (i.e. rather than manually remove each individual marker from the game world I could mess with a template it uses). Another idea I had would be to somehow use FO4Edit to find and delete these markers... I can see a lot of what I'd need to delete using the "use info" tool from the Kit and then delete them in FO4Edit. (Honestly I wouldn't mind so much manually deleting records, but it takes a looooooooooooooooooooooooooooooong time for the cells to load in the Creation Kit every time I want to view its objects... :P) Anyway however this ends, I just want to say a big thank you for all your help. It's looking more and more like I'll just end up saying "f*#@ it" and dropping the whole thing... Maybe I'll go begging to the forums so that someone who actually knows what they are doing can make this mod! :( -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
What if I were to delete the "fail safe spawn"? Would it spawn nothing or just an "empty" container (i.e. a naked raider again?) Or perhaps if I edited the "fail safe" spawn and changed it into an actual radroach (its race and everything), would the game spawn a radroach instead? -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
I'm still confused, however. How would I go about editing the records you talk about? As far as I can tell, "lvlraider" is simply a template, and editing this record will have no impact on whether or not the raider will spawn. Basically I am looking for a way to make it so less raiders spawn in the world, short of manually disabling hundreds (or thousands) of individual spawn points. Do you know what the name of the "world object" (not sure about terminology) would be for the actual marker/object that is placed in the zone that tells the game, "spawn a raider here"? If you could tell me if I'm even remotely on the right track, it would be appreciated. Thanks! -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Thanks for the info, I'll check that out! -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Thanks for the info, I'll check that out the next time my headache goes away XD My original Idea was to inundate the leveled list with a bunch of Radroaches (or rats or something) so that every time a raider spawned, there would be a 50-50 chance that some sort of critter would spawn instead. But then when one of my entries got randomly selected, it would still use the original leveled list's main template (i.e. raider) so that whatever I'd use, a raider would still show up but with a funky name (like cat, radroach, or whatever other name I put). Like I said, no matter what I try, something very bizarre happens instead. I'll try messing around some other day... if I keep going now I'll just end up putting my fist through the wall. -
Leveled Character Chance None
Dahveed replied to JagMaker's topic in Fallout 4's Creation Kit and Modders
Sorry for the necro, but I am having (I think) the exact same bizarre issue as the OP. Part of the reason it's hard to understand what he is saying is precisely because the issue is so weird. I've modified a Raider leveled list (LCharRaider, the most common generic raider which appears in the game everywhere) and put the "chance none" variable to "100", because I'm trying to make a mod that greatly reduces the number of raiders all over the place trying to kill you. Logically I would have thought that this would simply *not* spawn a raider, and spawn nothing instead. But what happens in-game is that a human male NPC will spawn instead, completely naked and unarmed, and its name will be "Radroach". (Yes, you read all that correctly. LIke I said, totally bizarre.) I can understand OP's confusion. What the hell is turning this NPC into "Radroach"? It's still a human, it spawns in the same place, it is hostile to everything (the other enemy NPCs which spawn beside it end up killing it), it has no loot other than a Tato or something. And its name is "Radroach". It is utterly strange and makes no sense whatsoever. If anyone has any information (or knows a good tutorial) about editing NPC leveled lists in general, or knows more specifically how I would go about reducing raider spawns, I'd greatly appreciate it! -
Bumping this because I have the exact same issue. I'm trying to edit raider level lists but every time I open one I get the same warning "cannot edit combo box" or whatever and I can't change anything at all. Vanilla load here, no mods, no .esp files, I haven't even touched anything yet for crying out loud and they're already telling me I can't touch anything? WTF?
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"Hadvar Diapered" The Skyrim Civil War Overhaul Mod
Dahveed replied to MrFamous's topic in Skyrim's Skyrim LE
This worked, thanks. Sorry for the necro, but hopefully this thread won't be deleted and can help others. -
Hi there everyone! I was thinking about making a mod which would distribute modded armors from various mods to NPCs throughout Skyrim... to named NPCs. Leveled lists tend to be annoying (part of the reason why people avoid putting their armors into the game), so I'll be avoiding them for now. However I was wondering if it were possible to make an .esp without any other .esp or .esm master files. I know how to accomplish this already with TesVEdit, but once a user installs my mod without the .esp they would need, They wouldn't CTD necessarily but the edited NPCs would be naked, since the outfits don't exist. I am wondering if it's possible to make each NPC have a "backup" armor set (i.e. their default) that they would automatically wear. Would something like this require scripting? I don't want to embark upon something that is too complicated just to waste a lot of my time. Here's an example: myesp.esp with Master: ElvenChainmail.esp I use (for example) ElvenChainmail outfit in the CK on Elwen at the Thalmor Embassy. Normally this would be fine.... the user would need elvenchainmail.esp in his load order or he'd CTD at startup. However, I was planning on using many different Nexus mods for myesp.esp. It would be unrealistic and impractical to require Nexus users to have to download (for example) 12 different .esp files in order to accommodate one .esp file in their load order. So I'd run TESVEdit to get rid of the master files. So taking the above file, we're left with myesp.esp, with no master requirements. But now, what happens if elvenchainmail.esp isn't in his load order and he visits the Thalmor Embassy with my mod installed? My hunch is that Elwen (Elenwyn? Forget her name) would show up naked. So my question is, how would I avoid this. I am thinking I could somehow incorporate a "failsafe" mechanism so that she would wear vanilla Elven armor if the .esp weren't present. But I'm not sure if this is even possible, and if it were, how I would go about this kind of thing.
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Not sure if I explained myself well. Here's an example: myesp.esp with Master: ElvenChainmail.esp I use (for example) ElvenChainmail outfit in the CK on Elwen at the Thalmor Embassy. Normally this would be fine.... the user would need elvenchainmail.esp in his load order or he'd CTD at startup. However, I was planning on using many different Nexus mods for myesp.esp. It would be unrealistic and impractical to require Nexus users to have to download (for example) 12 different .esp files in order to accommodate one .esp file in their load order. So I'd run TESVEdit to get rid of the master files. So taking the above file, we're left with myesp.esp, with no master requirements. But now, what happens if elvenchainmail.esp isn't in his load order and he visits the Thalmor Embassy with my mod installed? My hunch is that Elwen (Elenwyn? Forget her name) would show up naked. So my question is, how would I avoid this. I am thinking I could somehow incorporate a "failsafe" mechanism so that she would wear vanilla Elven armor if the .esp weren't present. But I'm not sure if this is even possible, and if it were, how I would go about this kind of thing.
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Hi there everyone! I was thinking about making a mod which would distribute modded armors from various mods to NPCs throughout Skyrim... to named NPCs. Leveled lists tend to be annoying (part of the reason why people avoid putting their armors into the game), so I'll be avoiding them for now. However I was wondering if it were possible to make an .esp without any other .esp or .esm master files. I know how to accomplish this already with TesVEdit, but once a user installs my mod without the .esp they would need, They wouldn't CTD necessarily but the edited NPCs would be naked, since the outfits don't exist. I am wondering if it's possible to make each NPC have a "backup" armor set (i.e. their default) that they would automatically wear. Would something like this require scripting? I don't want to embark upon something that is too complicated just to waste a lot of my time. Thanks in advance!
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I loved the paper, journalistic style of Oblivion's user interface... not so much the actual controls etc, but just the overall look and feel of an older pen-and-paper RPG. I am amazed that nobody has done this yet.... would it be impossible or something? Someone has already been able to modify the look of certain UI elements - example Frankly I'm astonished this hasn't been tried yet!
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OR and ENB: Can I disable OR but still keep its water?
Dahveed replied to Dahveed's topic in Oblivion's Mod troubleshooting
Further progress report: With both ENB and OR installed, I have now realized that I am able to change my lighting paramaters during the night... but this is accomplished by changing the INTERIOR settings... ???? However without OR installed I use the ExteriorNight parameters as usual... When OR .dll is active it's as though all of Tamriel at night is treated as a massive interior cell by the ENB settings. I don't get it. This is the case with both ENB configs I tried. -
OR and ENB: Can I disable OR but still keep its water?
Dahveed replied to Dahveed's topic in Oblivion's Mod troubleshooting
Well, I'm not using Shademe anymore (for some time), and deactivating all my .esp plugins didn't help either.... unfortunately it must be my ENB, i'll try a new one. That would be a shame because this is an ENB config I am really attached to. Oh well this might shake things up in my game a bit... here goes nothing :/ -
OR and ENB: Can I disable OR but still keep its water?
Dahveed replied to Dahveed's topic in Oblivion's Mod troubleshooting
Thanks for the suggestions, I'll give them a try. -
OR and ENB: Can I disable OR but still keep its water?
Dahveed replied to Dahveed's topic in Oblivion's Mod troubleshooting
Thanks for the additional info. Yeah I highly doubt it's the weather mods which are the culprit (but who knows?). At exactly the same place and time, I can edit my paramaters without the OR .dll activated, but when I activate it in the same spot/time/everything, I cannot. Thanks for the suggestion about Liquid Water, but I think I've tried pretty much every Oblviion water mod in existence... none of them strike my fancy. Only OR's water has ever struck a chord. Thanks again for the help, but I'll tough it out without OR for now unless someone else can come along with some kind of hack for OR water without OR's .dll. Cheers. -
OR and ENB: Can I disable OR but still keep its water?
Dahveed replied to Dahveed's topic in Oblivion's Mod troubleshooting
So can I, for the most part. The features generally work (with many of the oblivionreloaded.ini stuff disabled), and I get no weirdness I experienced last year when I was still figuring things out. However, to give one example, with the ENB preset I have, I have very dark nights outside, so that lightsources are very important. (This is true for dungeons as well.) However when OR is installed, my dark nights are no longer dark, everything is far too bright for my liking. Normally (without OR) if this were the case I'd hit Shift+Enter while in-game and I'd be able to adjust ENB paramaters under the [ENVIRONMENT] and [bLOOM] categories, such as AmbientLightingIntensityNight, AmbientLightingCurveNight, etc etc. However when the Oblivionreloaded.dll file is activated, none of these controls work and I am "stuck" with my too-bright nights. This is really my only major issue (other than just random preferences that aren't necessarily bugs or conflicts) that I just can't seem to figure out. Even when I disable ALL of OR's effects/shaders etc, I still run into this problem. In all Beth RPGs (Oblivion, Skyrim, Fallout 3 etc) I have fallen too much in love with my realistic dark nights, so this problem is basically a show-stopper for me. Which is basically fine, it's not like I can't live without OR. But damn do I miss OR's water... It seems that without the .dll active (just the .esp) that the water is deactivated as well :( -
(TL; DR): Is it possible to disable pretty much everything in OR except for the water shaders?) Hi there... fantastic mod, I have already endorsed it. For a very long time now I have been mucking around with various versions of this mod and ENB trying to get the right balance, but I'm sad to say that I've finally decided (for now, anyway) to abandon OR and just stick with ENB, I find the conflicts too much to bear. I prefer the direct control over the lighting especially with ENB since I love having darker nights and darker dungeons. For whatever reason I can't figure out how to edit the lighting values (AmbientLighting, DirectLighting etc) whiile OR is enabled. However I really hate having to abandon OR's water shaders, they are just brilliant and I already miss them. Is there a way to bypass all of OR's graphical effects entirely, except for the water? I have already gone into the .ini files of this mod and disabled pretty much everything, but it still conflicts with ENB's settings (in enbseries.ini). If anyone can help I'd be appreciative. Thanks!