Jump to content

Search the Community

Showing results for tags 'craft'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods app
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings, Bans and Takedowns
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. make of use for npc / villagers / companions fast travel player made road signs /fast travel. Auto craft mats for buildings /gear if needed (if they unlocked ) Replace own gear to best one unlocked (craft) Replace or fix gear if broken Better response to treat ,,, return to base if its raided ,help each other. treat /agro range if they have bow etc !
  2. Hello Fellow Dwellers, i'm a bit new in modding so what i want is to make a custom craftable workbench and link it to the a specific workshop workbench without to put the custom workbench in the world by using CK. So i was able to make a custom workbench and know how to make it craftable , but now i don't know how to make it so that when i'm crafting the workbench in game that it is automatically linked to the specific workshop workbench. (like ' Linked Ref ' in CK only now must be included in the craftable workbench ) my English is not perfect so hope i explained good and you guys can help me out here. i uploaded a image also for better understanding.
  3. Hello, I am looking for one or more mods to have a real craft system. - Disable alcohol during meditation - Respawn of resources and monsters (need to farmer to stack resources) if resources, plants, food, etc... no respawn - Need and can recraft when the potions are empty Thank you for your help. NICE GAME
  4. I would like to alter 1 of 4 power armor frame crafting recipes, those PC can purchase from vendors, e.g. Myrna at DC Market. All of those purchaseable frames spawn a power armor frame on a fixed marker location. I would like to create a crafting recipe which will spawn the Power Armor Frame next to the player instead of one of those 4 given location marker. Example: PowerArmorFrameDCMarker [REFR:00218C50] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of [CELL:00000FEF] (in DiamondCity "Diamond City" [WRLD:00000F94]) at 0,0)I know PC has a specific location; FormID Player [NPC_:00000007]But its defined as "NPC_" and not "STAT" (XMarkerHeading / XMarker). How can i setup a (dynamic) marker next to PC or the current workbench? Hopefully its possible without using scripts. Cheers EDIT, Workaround; 1) Create a workshop crafting recipe, e.g. craft furniture power armor and set the requirement to an item of choice, e.g. power armor schematics 2) Create a crafting recipe, e.g. craft furniture power armor which will spawn in the PC inventory and can be dropped which will automatically spawn the PA frame next to PC
  5. so i started searching for a mod that lets you "build" the D.I.A sign from the switchboard but i cant find one, can you guys help?
  6. Greetings Wastelanders ^-^ Today I have something that I hope will be intriguing for all of you. I have never made a "mod pack" or etc in other games besides Minecraft, and since I haven't gotten permission to bundle the mods together into a formal Mod pack like my FTB mod packs. I will just be Listing the Mod Order of all the mods needed to get the Most out of your modding experience. Notice: The Change Log will only hold any Updates up to the last 7 Dates this were changed in the last 2 Months. If updates transpire before the last 60 days the 7 dates will be updated. Any Mods removed will be placed in a Link to a public google doc to view for your own needs. Next MAJOR UPDATE of this list, is Scheduled for [8/15/16]. Until then what we are looking for is Overhaul mods that either: 1.Add New Lands in DLC areas, or New lands in Commonwealth, or new lands in general. 2. Mods thatAdd Durability To Armour, and Guns. Forum Legend Color Key: <> Title (this color to help Navigate and find things with ease.) <> Mod Titles (They Will be Linked to URL's for all the Mod Downloads!) <> Important Words (Words that are Key to perfection :wink: ) <> Notices (Important Notices for updates) <> Mod Author Names (Give Recognition for them for all their hard work! - links to the authors and their download pages will be linked! ) <> Overwrite Directions (Click Yes to All, On overwriting things in this color) <> Crucial Directions (Overseer says these are Crucial) Informal 'UCI Wasteland' Mod Pack List"Ultimate Crafted Immersive Wasteland" mod pack. The Mod List Will Be sorted in these Categories. Texture Replacers. New Armour and Companion/Character Overhaul Mods.DLC Mods. New Weapons. Core Overhaul Mods.Terrain Overhaul Mods. Terrain Additional Modifications. Small Misc Mods - (Similar mods will likely be Merged & patched with permission of their owners.) New Land Mods Sound Replacer Mods Settlement revamps mods, extensions, and add-ons.New Monster Types. At this current Moment, the Mod List is on Google Sheets, and I will take the next week and a half to start adding all the mods here below in a fashionable order and will make merge patches[with owners permissions] with any conflicts that arise. But thus far there has been little to No errors. It May take some time but please be patient with me as me and my friend try to go line by line to start transferring things. any recommendations are being taken into account as well.
  7. Hello guys, i was looking for some tutorial to be able to make a craftable standalone mods but i didn't find it ... If someone could help, or just give me a good tutorial about it that would be nice ! I just have 2 homemade standalone, an armor set and a combat armor set, i would like to make them able for craft at the workbench station. I know it can be done with fO4edit, but i don't know how Thx you for your futur answer ! (i also need a good tutorial about amorsmith compatibility, gambit made it for me but i would like to be able to do it my self ^^) thx a lot and have a good day !
  8. Hello. I would like to ask, if there is a mod that changes crafting system in Skyrim with using recipes as notes. It is weird that my character knows how to craft every damn food, weapon, armour and can't remember recipes for potions. I was searching, but didn't find any mod like this. The basic idea is, that you can find or buy recipes from vendors, otherwise you can't make a specific weapon in a forge, food in a cauldron or potion on an alchemic table. I also don't like the idea of making potions. "Mix something and bam, potion of something." Like that would work in a real life. It would be great if the mod would be generation based, so mods like immersive weapons and armours or PerMa would need not compatibility patches.
  9. If I have all the components to craft something, I can't see the requirements. I only see them if I'm missing something. I don't think it used to be that way. Did Automatron change something or might it be some other mod?
  10. Hey all, i recently was in riverwood selling some stuff to Alvor the blacksmith when he said: "I could forge you a warhammer that would crush a giants head like a walnut!" I have heard this sentence a dozen times and i think it would be nice if someone could actually create something like this. Maybe an enchantment that does X damage to giants? maybe a cool animation? I have tried to create such enchantment and i've put it on a weapon but it doesnt seem to work. Im a noob in modding so maybe someone else could make it? I have already created a few things, so if someone feels like looking in to it, let me know
  11. It would be nice if arrows required more than just firewood and ingots. Feathers are obviously part of an arrow.
  12. For some reason the option to craft leather doesn't even show up on the craft menu. Could you take a look at my load order to see what the issue is? UPDATE: So booted up my game without any mods except Breezehome Fully Upgraded and I still couldn't craft any leather. I've got nothing...
  13. Hi, In a mod I'm designing I am making a meditation forge (kind of). Its a spell that when you cast it, it places the furniture greybeards meditation marker and the player activates it to meditate (done automatically after spell is cast) and learn specific spells added by the mod. Kind of like the greybeards learning new shouts, same theory but a little different in practice. Its essentially a forge menu that plays with the greybeards meditating animation. At the moment there are two issues with the spell that I can't seem to work out: 1- The meditating animation doesn't play the first time in a cell. You have to use the spell and leave the meditation state and re-use the spell a second time for the animation to play. The menu opens to create the spells but the animation doesn't play on the first casting of the spell in a newly entered cell. 2- The markers aren't removing right after getting up from casting. I tested the spell a lot in the whiterun market and when I returned there most of the NPC's were meditating. Kind of funny but also annoying that the spell doesn't remove the marker right away after meditating ends even though I specified it to do so in the script. You can still talk to NPC's no problem though. So to recap my issue, the spell works fine; the forge system works. just that the animation doesn't play the first time you cast the spell in a new cell (entered) and the meditation furniture doesn't remove even when the player stands up, even though it is specified in the script to do so. Thanks in advance to anyone who can offer help
  14. I want a mod that lets me have a house at Whiterun the way I want it. Hearthfire houses are great, but they are in the middle of nowhere. so basically to have craftables homes at the cities (at last the biggest ones) will be nice. Of course I'm no expecting a house has big as Hearthfire's ones in whiterun, because there isn't enough place in the city for that, but it could have a open basement and make it customisable, so I can choose what I prefer to have in it. I wrote Breezehome on the title because it's my favorite one, but actually all of them could be changed
  15. What's goin on? I looked and couldn't find a topic nor anything uploaded on the Nexus about studded armor. Maybe my keyword search isn't typed properly, maybe I'm not lookin in the right places, or probably lazy? Lol So, at the Smith Forge, the Studded Armor section is a bit empty only with one armor piece. If there's an existing more studded armors mod, would you all provide me with a link? If not, I would love to request a mod like that. I would love to see armor that is studded with gems, rocks, different types of metal studs, or other materials. Thank you all for your time.
  16. 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.
  17. I've had a good look around but can't find a mod that removes the 'yes or cancel' check when you create things, does such a mod exist? I would like to speed up ore smelting, smithing etc.. so i can create things with just one click rather than clicking the item to be created and then moving the mouse to click yes each time.
  18. I cant craft anything. When I use alchemy table, enchanting table, cooking etc. the crafting animation plays only once and then my character just quits crafting. I loaded an old save and everything works fine. Is there any solution to my problem?
  19. Hi, My goal is to make smithing skill increase only when an item is created for the first time and also when an item is tempered for the first time, and for each tier after that. So, an Iron Dagger will get you 1 skill increase on creation, and another tempering and more increases for each level after that. However, the next iron dagger This is to make it imperitive for players to at least craft and temper every item once in order to increase Smithing skill. So to achieve this I figured making a really short quest might do it: 1) An item is crafted at a forge, Quest starts 2) Another different item is crafted, Quest completes, smithing skill points rewarded to player. 3) The quest can only be done once but the items remain craftable. (This logic may not make sense but this is gonna be part of a larger mod that uses 'book' items to manage and create armor and weapons ie, create a book to be able to create certain items) Is this possible? I've started leaning CK last week but the Quest tutorials don't really explain this. I'm also thinking about using pyparus which looks similar to python which I have some familiarity to but if this function can be achieved without scripts it might be advantageous. Cheers
  20. Morrowloot - N'wah Edition adds a new feature to the original Morrowloot that let's you craft high-tier equipment only if you have found a piece of it before. I am trying to learn how to simulate this requirement with TES5Edit or the CK, but I'm not sure how to do it. A user has posted on the forums thread saying that he was able to do it by establishing the GetItemCount function as a requirement to be able to craft that equipment, but I believe it'll only work if you currently have the item in question when you are going to craft, which makes the whole thing kind of pointless. So, can you tell me how I can establish as a condition to craft an item having had one of it in your inventory at any given moment in the past?
  21. Like those mods that do add the option to ask blacksmiths to craft things for you, but in a more simple system. The ideia: to craft things, I would only need the double of the item base value.
  22. Hi, a bit new to modding. I read the "new to modding" post. I've been using mods sine fallout 3 and just started playing with values in other peoples mods recently and now want to move on to making my own. I want to start small. I want to create a recipe to craft a baseball. I have the Tes5Edit tool set up for Fallout 4, and have search for tip on how to do it on Youtube and other places and can't find it. Was hoping this would be the place to get a walk through on how to do it. Thank you
  23. I've been looking for a mod which allows you to craft multiple copies of enchanted items, crafted items or smelted items with a slider like when you sell or drop items. Just to save time instead of having to click the craft button over and over
  24. I have just installed immersive armors mod...the load order is ok everything seems ok i can craft new armors but i cannot find akaviri samurai armor...its enabled in mcm as craftable and purchaseable but i just cannot find it...i got orcish smithing perk but still i cant see it in crafting section nor can i buy it...whats wrong? In which section should it be? auxiliary armors? or steel? please help me. Thanks in advance.
  25. Hello, I am, to my understanding, a pretty average Skyrim player, with a tiny interest and understanding of actually creating mods and using the Creation Kit. I've always been a fan of playing Bosmer, simply due to their appearance, which appeals greatly to me, the kind of rough and wild hairstyles making me especially happy. I only just recently decided to read up on Bosmer lore, and found out about the Green Pact and all sorts of stuff.[1] After reading up on the lore, I found myself wanting to attempt the same in Skyrim, I imagined a Bosmer going to Skyrim as an almost religious challenge, attempting to avoid any damage to plantlife and living off her slain foes, using no wood for weaponry and the like. Therefore I decided to write up some vague concepts for a mod, that with my limited ability, I would be able to create. Basically: Smithing is limited to bone, leather and extensive training is required to smith powerful weapons.Bows are craftable, albeit only bones made from bone or pure metals. (Models I could fetch from a different modder's mod, after getting permission)Animals could drop bones (If they don't already, I haven't noticed, really) and be used in crafting.Armor from the Bosmer Armor Pack would be craftable using perks in the smithing tree. (And therefore this mod would require that mod)Arrows ought to be craftable as well, in a bone or pure metal variant.Ordinary metal armors and even some leathery ones would be unavailable in the crafting menu, as I don't envision this Bosmer being capable of such fine metalwork, even with the training he could receive in Skyrim.In addition to this self-made mod to enhance my playthrough, I was planning on adding some arbitrary limitations, such as: No plants used in AlchemyMelee fighting is a last resort, onlyFire magic, and most area of effect spells are too dangerous, as they might harm plantlife. (Calm and Frenzy spells would still be available)Install some primary needs mod, so I'd have to deal with sleep and food, which might create interesting effects on a strictly meat-diet.Now, for the reason I'm posting this post, and especially in the modding section. This is what I've come up with so far, and I'd love to hear if it is something that might interest anyone, or if anyone would like to add a thought or two, especially on the modding subject, perhaps some ideas to what else I could change, like making wooden items actually unplayable or anything, for an extra challenge. PS: I understand that Bosmeri religion and the Green Pact do not remove use of wood altogether, but I envision this character simply taking on a challenge, because she's that insane. PPS: Are Spriggans technically plantlife?
×
×
  • Create New...
  翻译: