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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!!!
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I keep crashing whenever I transfer items between my companions and my horse. No problem selling items however. I looked all over the web trying to figure out what the whole problem is. What I currently figured out: * It crashes after taking a huge amount of items over a short period of time. * The last error it is seen is below: "Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type stack:[None].MannequinActivatorSCRIPT.Is3DLoaded()" * There are no Mod conflictions according to LOOT mod manager. My current Mod list: GameMode=SkyrimSE Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1ccbgssse010-petdwarvenarmoredmudcrab.esl=1ccbgssse014-spellpack01.esl=1ccbgssse035-petnhound.esl=1Lanterns Of Skyrim - All In One - Main.esm=1unofficial skyrim special edition patch.esp=1WaterViewSkyrim.esm=1Campfire.esm=1Sneak Tools.esp=1SMTX_Items.esm=1RE_RealEstate_Core.esp=1EnhancedAIFramework.esm=1OrganicFactions.esm=1UHDAP - en2.esp=1UHDAP - en3.esp=1UHDAP - en4.esp=1UHDAP - en0.esp=1UHDAP - en1.esp=1FISS.esp=1TravellersOfSkyrim.esm=1Reverb and Ambiance Overhaul - Skyrim.esp=1TouringCarriages.esp=1SMIM-SE-Merged-All.esp=1static mesh improvement mod se.esp=1CinematicFireFX.esp=1EmbersHD.esp=13DNPC.esp=1YourMarketStall.esp=1FNIS.esp=1Hothtrooper44_Armor_Ecksstra.esp=1Guard Dialogue Overhaul.esp=1Enhanced Landscapes.esp=1iNeed.esp=1iNeed - Extended.esp=1RLO - Interiors.esp=1JKs Skyrim.esp=0immersivemerchants.esp=1Enhanced Landscapes - Barren Marsh.esp=1Wildcat - Combat of Skyrim.esp=1Book Covers Skyrim.esp=1Immersive Jewelry.esp=1Blowing in the Wind SSE.esp=1Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp=1Friendlier Taverns.esp=1S3DLandscapes NextGenerationForests.esp=1RLO - Exteriors.esp=1Eli_Breezehome.esp=1Darkwater Manor.esp=1OBIS SE.esp=1Skyrim Better Roads - The Rift.esp=1Ordinator - Perks of Skyrim.esp=1skyBirds_SSE.esp=1TrainAndStudy.esp=1Skyrim Better Roads - EastMarch.esp=1RE_RealEstate.esp=1Legendary Skyrim Crossbows.esp=1Hothtrooper44_ArmorCompilation.esp=1SMTX_Woodcutter.esp=1LC_BuildYourNobleHouse.esp=1Lakeview_Manor_Enterance.esp=1TKAA.esp=1AmazingFollowerTweaks.esp=1FollowerWander2.esp=1Backshields.esp=1FastTravelSpeedMultiplier.esp=1dD - Realistic Ragdoll Force - Realistic.esp=1Dr_Bandolier.esp=1Immersive Music.esp=1o_g buytamriel.esp=1Skyrim Better Roads and Bridges - All In One - Merged.esp=1Run For Your Lives.esp=1Keep It Clean.esp=1Cloaks.esp=1Inigo.esp=1Afterlife.esp=1AskTheWay.esp=1Immersive Movement.esp=1Wildcat - Immersive Movement Patch.esp=1Skyrim Better Roads - Winterhold.esp=1Immersive War and Violence.esp=1Immersive Patrols II.esp=1PumpingIron.esp=1HearthCraft.esp=1SkyrimRecycling.esp=1Whistle.esp=1Move it Dammit.esp=1Apophysis_DPM_SE.esp=1AdjustedShoutCooldowns_DV.esp=1Sneak Tools Vanilla Hoods.esp=1Sneak Tools Vanilla Masks.esp=1AMatterOfTime.esp=1iHUD.esp=1Footprints.esp=1beltfastenedquivers.esp=1Realistic Melee Range.esp=1Cloaks - USSEP Patch.esp=1Killable Children.esp=1tgro - merchants and gold overhaul se (v4.565).esp=1rich merchants of skyrim.esp=1betterinnroomsofskyrim.esp=1Trees in Cities.esp=1Valleyview.esp=1Populated Cities Towns Villages Legendary.esp=1Hunterborn.esp=1Cloaks - Dawnguard.esp=1WendigoAndHowler.esp=1Hunterborn - Leather Tanning.esp=1Hunterborn - Soups and Stews.esp=1Hunterborn - iNeed Patch.esp=1Frostfall.esp=1Hunterborn - Campfire Patch.esp=1Immersive Followers.esp=1Summerset Cabin10.esp=1Real Estate USSEP Patch.esp=1ElysiumEstate.esp=1notice board.esp=1Teach Followers Spells.esp=1TekSkeleton.esp=1aethernautics.esp=1Dwemer Certified.esp=1GPRuin.esp=1DestructibleDisplayCases.esp=1Dwemer Certifed - Ordinator Patch.esp=1joy of perspective.esp=1real mountains.esp=1chesko_wearablelantern.esp=1capable housecarls.esp=1glowing green eyes npc skeleton.esp=1skyrimsoundtrackreplaced.esp=1glowing eyes draugr.esp=1Vivid WeathersSE.esp=1icepenguinworldmap.esp=1tgro - realistic combat ai overhaul(v4.57).esp=1coloredmapmarkers.esp=1skyland.esp=1chesko_lorebasedloadingscreens.esp=1Visible Favorited Gear.esp=1UsefulDogs.esp=1bm_SimpleAction.esp=1TrueArmor.esp=1SimplyBalanced.esp=1SignatureEquipment.esp=1dynamic fires.esp=1EquipableMap.esp=1Unique Uniques.esp=1CureDisease.esp=1NonAutoSkillBooks.esp=1KWTelescope.esp=1OBIS SE - NoticeBoard - Addon.esp=1Better Stealth AI for Followers.esp=1TrueStormsSE.esp=1Vivid_TS_Patch_Surreal.esp=1Vivid Weathers SE - Summer Season.esp=1WetandCold.esp=1TrueStorms_Wet&Cold_Patch.esp=1Enhanced Landscapes - Grass.esp=1HouseWaterPumps_RND.esp=0specialeditionmainmenu.esp=0ViewableFactionRanks.esp=1TheSmallMagicExpansion.esp=1Multiple Summons.esp=1Fizzle.esp=1Keepsakes.esp=1UnreadBooksGlow.esp=1SkyrimIsWindy.esp=1dD - Enhanced Blood Main.esp=1dD-Reduced Wound Size.esp=1RLO - Effects.esp=1Insignificant Object Remover.esp=1LeftHandRings - Enchanted.esp=1Blowing in the Wind - SMIM Merged All Patch SSE.esp=1HearthfireTrader.esp=1OBIS SE Patrols Addon.esp=1HeljarchenTrader.esp=1WindstadTrader.esp=1myfasterhorse.esp=1Skyrim Map Markers.esp=1SkyHUD.esp=1RealNames - SSE Edition.esp=1illy's HQ Fire Audio.esp=1CreatureSizeVariants.esp=1LIGHTS ON.esp=1RLO - Illuminated Spells.esp=1Vivid Weathers SE - AOS Patch.esp=0Vivid Weathers SE - SOS Patch.esp=0Vivid Weathers SE - Extended Snow.esp=0Vivid Weathers - Extended Rain.esp=0Runandwalkpaces.esp=1LeftHandRings - Dawnguard.esp=1LeftHandRings.esp=1AH Hotkeys.esp=03dnpc - Overhual.esp=1SkyUI_SE.esp=1Open Cities Skyrim.esp=0notice board - open cities patch.esp=0Alternate Start - Live Another Life.esp=1RAO - Alternate Start Patch.esp=1Immersive Citizens - AI Overhaul.esp=1Relationship Dialogue Overhaul.esp=1RDO - AFT v1.66 Patch.esp=1Realistic AI Detection 2 SE Lite.esp=1RDO - CRF + USSEP Patch.esp=0RDO - USSEP Patch.esp=1Convenient Horses.esp=1Immersive Citizens - TC patch.esp=1RLO - IC Patch.esp=1CH Bruma Patch.esp=0Immersive Citizens - OCS patch.esp=0RealisticWaterTwo.esp=1JKs Skyrim_RWT_Patch.esp=0RealisticWaterTwo - iNeed.esp=1RealisticWaterTwo - Watercolor.esp=1TravellersOfSkyrim - Vanilla.esp=1 Everything has been neatly organized and I have cleaned out files that didn't seem appropriate for current occupying mods. I don't know where to even start anymore. Can someone please help? (Attached my Papyrus Error log in case someone knows what they're doing. Thanks in advance!) EDIT: Won't let me upload my Papyrus Error log. I'll publish it somehow if needed.
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Hello, Today I'm trying to figure out how to make an NPC drop item(s), but only if the player has a certain item in their inventory. For example, the player kills a radroach. If the player doesn't have a knife in their inventory, the player won't receive any Radroach Meat. Also, would I have to use a script for instances where the player could have a knife or combat knife? Thank you, Plarux
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EDIT 21:55: Attention everyone, post #4 of this thread has got what this thread requested. Big shout out to SKK50, check his mods out if you're looking for some great utility. Have a good one lads, cheers ----- TL; DR: ''Use the MCM menu to toggle which junk items to scrap into its core components as soon as you pick them up'' So I've been using this wonderful on-the-go junk scrapping mod called ''Portable Junk Recycler'' for as long as I can remember. Pretty happy with it, but it gets tiresome after a while using the gadget to manually scrap the same items time and time again. I would just brute force scrap everything and be done with it if it weren't for the fact that scrapping certain junk actually weighs you down more. For example, bags of cement weigh 8 pounds, however when scrapped you get 5 units of concrete which weigh 3 pounds each, meaning that you can't scrap everything indiscriminately but carefully look at every item's components to determine if scrapping it will save you precious carry weight or do the complete opposite. The mod that came closest to what I'm looking for is ''Workshop Ownership and Attacks by SKK'' however the problem is that it auto-scraps EVERYTHING which again inadvertently goes against its intended purpose sometimes: saving up space. (PS: I still love both mods tho) So what I wanted to request was a mod that yes autoscraps junk items but only those which the players has toggled/marked. I was thinking of allowing that to be done either through a holotape or better an MCM menu and that it would look something like this: ----- SCRAP 'N GO (X MARKS ITEMS MARKED FOR AUTOMATIC SCRAPPING) [x] Abraxo cleaner [x] Abraxo cleaner industrial grade [ ] Bag of cement [x] Bag of fertilizer [x] Desk fan [ ] Pre-war money etc. ----- All junk items are not toggled by default, it's up to the player to toggle items which will then be automatically scrapped from then on until they're untoggled That is all, have a good one!
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Hello, I'm over 200 lines of code into a script I'm working on, and it's been smooth sailing, but I'm getting an issue that I can't add an item to the player's inventory. Scriptname _CheeBurdenInventoryScript extends ObjectReference Weapon property _ChumBurdenItem auto MiscObject property Gold001 Auto ... function burden() if {stuff} Game.GetPlayer().AddItem(_ChumBurdenItem) Debug.Notification("I am overweight!") endif Game.GetPlayer().additem(Gold001, 1) ;for debugging endfunction ... I want to temporarily burden the player if certain criteria are met. Changing the player's CarryWeight seems like a bad idea, even if through an activeeffect or something like that. So I'm using a weapon I made. It doesn't have to be a weapon but that plays nice with the rest of the script. If there's a better (safe) way of making the player encumbered, I'd be happy to use that. But for the issue at hand... The issue is that while I get the notification, I do not receive the item. I added Gold for testing, and that also doesn't work. Here's my logs: [03/23/2018 - 06:32:59PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [ (00000014)]._CheeBurdenInventoryScript.burden() - "_CheeBurdenInventoryScript.psc" Line 283 [ (00000014)]._CheeBurdenInventoryScript.OnPlayerLoadGame() - "_CheeBurdenInventoryScript.psc" Line 68 [03/23/2018 - 06:32:59PM] Error: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [ (00000014)]._CheeBurdenInventoryScript.burden() - "_CheeBurdenInventoryScript.psc" Line 288 [ (00000014)]._CheeBurdenInventoryScript.OnPlayerLoadGame() - "_CheeBurdenInventoryScript.psc" Line 68 Two errors, the first is from my custom item and the second is from the gold. No idea why it thinks they're "None". However, you can see that it is attempting to add the items to the player correctly at least. Any thoughts what's going on? (Note: _CheeBurdenItem is both the item's ID and Name in CK, double-checked and copy-pasted just to be sure.)
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So I got the dreaded invisible item glitch that made me so incredibly over-encumbered. I used the console player.removeitem to drop the offending items. Except the items are STILL invisible, only weightless. Doing the console command again drops them, but... Anymore of that one item is still invisible and weightless. Dropping and picking up new ones produce the same results. Item is forever invisible and weightless (hopefully not but...) Please help? Also, invisible items are sawn logs. Edit: Found out that sawn logs are supposed to be invisible for some reason? But these definitely still affected my carry weight at first.
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I've figured out how to change the color of the interior glow on Nuka-Cola/Vim bottles (Like Nuka Cola Quantum). I don't know if anyone read my post on that, but I need to be more specific in this post. Some might remember that I was working on a mod called Soda Heaven. I've changed the glow color of one of the bottles I'm working on. It's uses Vim Refresh as the base. Even though the bottle glows pink, the color that hits the ground is green. I refer to this as the exterior glow color. I've been scratching my head as to how to change the color of that. I see that it's a seperate item in the object viewer. But when I view Use Info, it's blank. I hope this isn't too hard to understand. If need be, I'll provide photos.
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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?
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There's a model of a blue Corvega sedan in Tenpenny's suite, sitting on the same table as the "Lying, Congressional style" book. I'd honestly love to take it and be able to place it in my player home, but it's placed in there as a world object and not as an item. What I'd like to ask for is a mod that adds an interaction marker at the car, removes it from the world upon interaction and adds a new item to player's inventory, which has a world model of a scaled-down Corvega sedan. Kinda similar to how Marie's crib in The Pitt DLC works. The model is in the game, and while I don't know a lot about coding or operating G.E.C.K., it should be fairly easy to implement IMO. I sincerely hope someone would make my dream come true, and thank you very much for reading this!
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Hi there, does anyone work on a option to recolor your clothes ingame? Like in the shipbuilder / charactermenü
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Hi there, does anyone work on a kind of replicators? A workbench, where you can replicate materials for your projects - surely not for free: Idea: LvL 1 materials cost credits (energy cost) 2-5 times more, if you buy them to keep a balance LvL 2 same credits and you need 1 lvl 1 ingots // as "fuel" or "structurally base" or somewhat LvL 3 same credits and you need 2 lvl 2 ingots LvL 4 same credtis and you need 4 lvl 3 Ingots This is just an idea, what do you think? I'm so annoyed to wait for new shop-deliveries etc. this could be a nice addition to a workbench or a new one? model of a 3D printer should work fine for this? (no i'm not a capable modder or programmer) best regards from Germany Amphess
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Hi! I'm currently trying to make an item with a permanent reduce passive status, the problem is that I don't really understand the status names, parameters, and the linked variables to the passives different variables, and I don't know where to start. I tried to look for a REDUCE reference in the gustavdev folder but the only reference I could find was in the Spell_Target.txt file I've been trying to come up with something by looking at the other passive elements structure and I've came up with this, (ignore the name it's just a placeholder) but still I don't know if this effect is going to last only a few turns, if on equip my character will do a saving throw or something like that. Or if I need the check another file to be sure if it's going to work. Thanks in advance.
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Hello, does somebody know how to make a sword usable in both 2handed and 1handed mode in patch 1.7? i already had it working with prior patches but since patch 1.7 they removed the <PieceUsages unavailable_usages="" /> from the crafting pieces xml, the game crashed when launching until i removed those lines from my mods craftingpieces.xml and now all my selfe made bastard swords from vanilla crafting parts are only usable in 2handed mode. EDIT: never mind, i found it out. you have to add the grip to the <WeaponDescription id="OneHandedBastardSwordAlternative" and the <WeaponDescription id="OneHandedBastardSword" sections of the weapon_descriptions.xml
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hello can anyone help me please help if :D whats wrong with my Mod Keep getting this error This is my Custom item. Module (crafting_pieces) </CraftingPiece> <!-- #region Axe Pieces --> <!-- #region Used Axe Blade Pieces --> <CraftingPiece id="axe_craft_252_head" name="{=m6CVEgTU}Spiked Battle Axe Blade" tier="4" piece_type="Blade" mesh="axe_craft_25_head" distance_to_next_piece="13.9" distance_to_previous_piece="4" weight="0.8"> <PieceUsages unavailable_usages="" /> <BuildData piece_offset="-8" /> <BladeData stack_amount="3" blade_length="25.328" blade_width="31.023" physics_material="metal_weapon" body_name="bo_axe_longer_b"> <Swing damage_type="Cut" damage_factor="3.8" /> </BladeData> <Flags> <Flag name="CanBePickedUpFromCorpse" type="ItemFlags" /> </Flags> <Materials> <Material id="Iron4" count="0" /> </Materials> </CraftingPiece> <CraftingPiece id="axe_craft_212_handle" name="{=HHVH0IoH}Hardened Redwood Handle With Fur Handle" tier="4" piece_type="Handle" mesh="axe_craft_21_handle" length="94" weight="0.296"> <PieceUsages unavailable_usages="" /> <BuildData piece_offset="21" next_piece_offset="1.5" /> <Materials> <Material id="Wood" count="0" /> </Materials> </CraftingPiece> <!-- #endregion --> <!-- #endregion --></CraftingPieces> (crafting_templates) <CraftingTemplate id="JamesOneHandedAxe" item_modifier_group="axe" item_holsters="axe_right_hip:axe_right_hip_2:mace_right_hip:axe_back" default_item_holster_position_offset="0,0,-0.45" use_weapon_as_holster_mesh="true"> <PieceDatas> <PieceData piece_type="Handle" build_order="0" /> <PieceData piece_type="Blade" build_order="1" /> </PieceDatas> <WeaponUsageDatas> <WeaponUsageData id="OneHandedAxe" /> </WeaponUsageDatas> <StatsData> <StatData stat_type="Weight" max_value="7.0" /> <StatData stat_type="WeaponReach" max_value="300" /> <StatData stat_type="ThrustSpeed" max_value="200" /> <StatData stat_type="SwingSpeed" max_value="200" /> <StatData stat_type="ThrustDamage" max_value="500" /> <StatData stat_type="SwingDamage" max_value="500" /> <StatData stat_type="Handling" max_value="200" /> <!--<StatData stat_type="FollowUp" max_value="200" />--> </StatsData> <UsablePieces> <UsablePiece piece_id="axe_craft_252_head" /> <UsablePiece piece_id="axe_craft_212_handle" /> <UsablePiece piece_id="mp_battania_axe_head" mp_piece="true" /> <UsablePiece piece_id="mp_battania_axe_handle" mp_piece="true" /> </UsablePieces> </CraftingTemplate>
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Hey guys, in general i love to change the exploration radius with valheim plus, but sometimes i get the feeling of cheating too much with that. What i would really love to have would be a much higher exploration radius, but only when i travel trough the sea, because you can already see so much further if there are no trees and hills in your way, right? Would be cool, because so it would be more satisfying to uncover the sea parts of the map :) In Valheim Plus the exploreRadius is set to 100, maybe something between 200 and 300 would fit, or anything reasonably enough. In addition you could add an item to boost the radius further more, like a telescope or something. I have no idea, if that is too much effort or it is easier to just add an item for it, let me know if someone wants to work on that, i could maybe do the model for the telescope :)
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I want to create a player home with a ring or spell that will teleport you there when you use it. I could make a local script and attach it to the ring, this won't be very difficult to do but then the PC will continiously have an extra active script when carrying the ring around. This seems like a bad idea perfomance wise but perhaps this isn't much of an issue anymore in 2022? I figured it would be easier to add a spell to the PC and have the script activate when you cast the spell but I don't know if that's possible without MWSE. Should I create the ring with the local script or can I make a spell?
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Hey there, I was wondering if it would be possible to have a safe for online play savegame by obtaining items "legitimately" by editing the regulation.bin file. While using Yapped Rune Bear i came across the parameters and drop rates for enemies, as well as Event IDs in the map section for pickup items, i messed a bit with it and made it so the wizened finger location gives more than just the wizened finger. My question is, is it possible to, well, sort of "legitimatize" an item if it's been picked up from the world itself this way, without being added by 3rd party software, or would the game recognize that item isn't supposed to exist from there once you revert the regulation.bin file back to its original with the item in your inventory?
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EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
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Does anyone here know why some Legendary items (ex: Wildman's Clothes) can be added to inventory via the console with their Legendary properties intact, whereas others (such as the Apolcalypse Armor and legendary items created via the method in your tutorial) will appear in your inventory sans their Legendary properties?
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There are a lot of armor types that don't really see any use since there are no unique versions of said armor. The armor types I really feel don't get enough love in Origins are: - Heavy Plate Set (looks great, but it rains better massive armor in DAO) - Commander Massive Armor (I know that Loghain wears a silverite version but it's restricted to him) - Heavy Dwarf Armor (with the exception of the superior dwarf armor you find in the DN Origin you never really see anyone use this set) - Duster Armor (we have gloves but the rest of the set feels forgotten) - Dalish Armor (fantastic for early game but meh when you start getting the juicier stuff) - Leather Armor (We have shadow of the Empire which is swell but otherwise I never use leather) - Every Medium Armor Set (we have varathorns and dragonskin but I feel they are overlooked. I barely consider ancient elf medium armor since it has the heavy silhouette) - Dwarf Massive (We have the legion and blood dragon armor sets but they're not really the classic dwarf massive set) So I'm no stat distribution god but here are some ideas I had for stats for these underused looks: Plate of the Dog Lord - Heavy Plate Description: Named by an Orlesian Chevalier, the former wearer of this armor supposedly rode a chariot drawn by mabari hounds leading to him not being just A Fereldan dog lord but THE Fereldan dog lord Material: Veridium Helm - +2 Armor/-1Willpower Chest +4 Strength/-2 cunning Arms - 20% critical damage/ -5 defense Legs - 15% dodge chance/-3 magic Set - +3 combat health regen/+3 combat stamina regen Avvar Shield - Commander set with Executioner helm for the complete set Description: The intricate carvings on this armor seem to tell the tale of Flemeth. Whether they're meant to serve as a warning or as simple adornment is a matter of perspective Material: Dragonbone/Mikhael Dryden tint Helm - 30% fire resistance Chest - +50 stamina/+5 attack Arms - 10% magic resistance Legs - +15 physical resistance/+2 dexterity Set - +3 damage/+6 attack Surfacer's Glory- Heavy Dwarf armor with the Dwarven medium helmet Description: Orzammar's greatest folly is their willingness to exile their greatest to protect their pride. This masterpiece serves as a painful reminder Material: Red Steel Helm - +1 all stats/+1 damage Chest - +3 strength/+1 combat stamina regen Arms - +6 defence/+6 attack/+10% evasion chance Legs - +2 armor/+1 combat stamina regen Set - +2 combat health regen/-20% fatigue Carta Fearmonger - Duster Set Description: There are members of the carta whose very presence warrants the presence of a small army of guardsmen. There are dwarven scholars who wonder if their infamy is a sign of their effectiveness.....or a sign of their ineffectiveness Material: Inscribed Chest - +4 armor/+2 combat health regen/generates extra threat Arms - +2 str/+4 con/+4 attack Legs - +2 armor/+20 physical resistance/+5 defense Set - +4 con/+4 willpower - Phantom of Dirthamen - Dalish Armor Description: Dirthamen is a god of secrets and the Dalish will go farther than anyone to protect theirs. This armor looks unrefined and cheap but on closer inspection you'll see a masterwork made from every trick and technique the Dalish have reclaimed Material: Rough Chest - +1 combat stamina regen/+20% evasion chance/+6 dexterity Arms - 25% crit damage/+5% evasion/+6 attack Legs - +6 cunning/+6 defense Set - +10 armor/+6% ranged crit chance/6% melee crit chance Master Crow Leathers - Leather Armor Description: Some Antivan crows partake in dark rituals that give them unnatural abilities....and other wear damn good armor Material: Inscribed Chest - +4 cunning/+4 dexterity Arms - 10% crit damage/+3% melee crit chance/rapid aim -0.3 Legs - +4 defense/+4% spell resist/+3 willpower Set - generate less threat/+3 damage Templar Traveler - Chainmail + helmet (the helmet that's just named helmet) Description: Sometimes Andraste's flaming sword is too recognizable. Lighter armor like this one is used for such occasions Material: silverite Helm - +2 constitution Chest - +15% spell resistance/+2 armor Arms - +10 mental resistance Legs - +1 all stats/+10% healing increase Set - +20% spell resistance/+1 combat health regen Lordling's Armor - Scale armor + Qunari Infantry Helmet Description: Medium armor made for a foolish young lord whose thirst for glory in battle far surpassed his skills. His lord father made this armor with the intent of keeping his heir alive Material: Dragonbone Helm - +50 stamina Chest - +3 constitution/+2 combat health regen/+2 armor/generates more threat Arms - +20% spirit resistance/+25 physical resistance Legs - +4% melee crit chance/+4% ranged critical chance Set - -15% fatigue/+4 armor Carapace Armor - Splintmail Description: Whether it's a product of madness or genius this armor is made from the shells of large insects Material: Veridium? chest - generates less threat/+4 attack/+3 dexterity arms - +10% crit damage/-1 armor legs - +10% evasion/+5 attack/+6 defence set - +4 damage/+2 combat stamina regen Proving Grandmaster Armor - Dwarven Massive armor and helm Description: This armor was made to honor an undefeated proving champion. Shame he was killed for using the wrong fork at a royal dinner before ever wearing it Material: Silverite Helm - +0.5 combat health regen/+2 all stats Chest - +50 stamina /+1.5 combat health regen/generates more threat Arms - +6 attack/+1 combat health regen Legs - +20% healing increase/+4 willpower Set - +20% evasion chance/-10% fatigue The locations for each armor set would preferrably be in merchant inventories. Like the dwarf armors being in Gorim's store or one of Orzammar's stores etc etc I apologize for any spelling errors I made and if I accidentally made some set that was so outrageous it'd make mincemeat out of every boss in the game. It all kinda turned into alphabet soup in the end. This thread is more for me than a desperate plea but I especially feel like the medium armor sets in origin deserve more love than they got. If you read all the way through, just know that I appreciate you and hope you have a good day!
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Hi all. I was hoping to find someone that would make an item that grants the wearer the Enlarge-Reduce spell. Failing that, does anyone have some good resources on how to make your first mod? Why? For a new play through, I want to try and do a form of Goliath/Half-Giant type using the Enlarge Spell for the size. However, it appears that this spell doesn't really get much love. Thanks.
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so far I haven't found a mod that does what i am thinking about. what i want is for all the institute gear to have better stats because it makes no sense that they have been working on the equipment for 200 years and it still isn't better than prewar heavy combat armor and a laser rifle no matter what you do to it so what I'm thinking is a mod where you can select a percentage boost to the damage of all institute weapons and armor from say 20% boost to 200% or a similar amount maby with a price up to balance it. to be clear by boost I mean on top of the original amount not the other way.
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Hey guys, does anyone knows if there is a mod to increase that little banner at the top left corner that displays the items you gained or lost ? I'm using DEF_UI and tried to use their config program but at best the only thing I managed to do was zoom in on it and increase it overall but it still maintains the 2 item limit Thanks!