• Announcements

    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

GitcheGumee

Members
  • Content count

    1,195
  • Joined

  • Last visited

Blog Comments posted by GitcheGumee


  1. BTW, I can add things to the game, such as new poisons, build buildings and sloppy interiors, and I can do some basic Navmesh work, although I'm rusty with that. I have several projects that need attention, but I'm way behind the learning curve for this stuff.

    0

  2. Also, I'm looking for a page that hosts the Morten Hairs mods. I have both files, but I'm looking for permissions.


     


    I downloaded CPU's Follower Tutorial today, and I would like to try to build my PC and release her as a follower for fun.


     


    If anyone can help  with that, I would appreciate it.


     


    P.S. Morten Hairs is no longer on the Nexus.


    0

  3. About the keys: I don't to be able to make anything that guarantees opening a lockbox. This should be a mod that encourages player to pick more locks (not that I have any trouble; I tend to unlock Master difficulty locks at very low levels. I just like it that much).


     


    I came to the conclusion that the player may be able to craft more lockpicks than needed, so I came up with an idea.


     


    This idea includes making these lockpicks contraband, and making the crafting of them a crime. Any time the player is arrested, any non-standard lockpicks would be confiscated.


     


    What do you mean, "non-standard?"


    -I intend to leave the current lock system in place, and somehow separate the lockbox lockpicks from those that can unlock standard locks. Something in the CK should allow these things to be kept separate; the requirements for opening lockboxes can be similar to unlocking a door with a key versus a lockpick.


     


    Now I see that setting special lockpicks as "keys" in the CK might be the way to go. I see your point here. I just had to think it through.


     


    Let me see if I have this straight; I can set a lock to be opened by a specific "kind of key", but make that key "common" instead of unique. I think that's possible. My head is pounding, so I won't be opening the CK until it quits; I've had enough of trying to build mods while having a nasty headache. It just doesn't work well enough.


     


    Anyway, thanks for that help, and I'll see what I can do.


    0