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OmalleyPike

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  1. Okay so I did some more work on this today and I managed to get the script to compile and link my Sound Property to my Sound Descriptor, but unfortunately it doesn't play the sound in-game. Any ideas? Scriptname Bodysoundloop extends ObjectReference Sound Property ArmorSFX_LP auto Int Property ArmorSFX auto Int Property Armorplay auto Event OnEquipped(Actor akActor) ArmorSFX = ArmorSFX_LP.play(self) Sound.SetInstanceVolume(ArmorSFX, 1) EndEvent Event OnUnequipped(Actor akActor) Sound.StopInstance(ArmorSFX) EndEvent Again, thanks! EDIT: I managed to fix the problem: The problem was, that using ArmorSFX - ArmorSFX_LP.play(self) attempts to play the sound from the script itself (to my understanding) instead of an object in-world. So instead of using that, we add an additional ObjectReference which is linked to the PlayerRef. This then defines the source of the sound to be the player, not the script itself. The finished script looks like this: Scriptname Bodysoundloop extends ObjectReference Sound Property ArmorSFX_LP auto Int Property ArmorSFX auto Int Property Armorplay auto ObjectReference Property soundsourceplayer auto Event OnEquipped(Actor akActor) ArmorSFX = ArmorSFX_LP.play(soundsourceplayer) Sound.SetInstanceVolume(ArmorSFX, 1) EndEvent Event OnUnequipped(Actor akActor) Sound.StopInstance(ArmorSFX) EndEvent
  2. I'm trying to add a sound to some armor i'm making, but I kinda hit a brick wall when it comes to adding sound. All I want, is, when my character equips the item, then a sound will loop until I unequip the item The problem: I've never used papyrus before. It seems similar to LUA, a language i'm familiar with but needlessly complex. I can't work out how I address a specific sound to play. The CK forums suggest using an identifier (ex. mysound), but how do I link that to a WAV file? All I have right now is this: Scriptname Bodysoundloop extends ObjectReference Hidden int intArmorSFX = ArmorBodySFX.play(self) Sound.SetInstanceVolume(intArmorSFX, 1) Sound.StopInstance(intArmorSFX) Does ArmorBodySFX refer to the ObjectReference of a Sound Descriptor or something? I have no idea... Help please!
  3. I agree with most of this, and have some personal observations: 1. We should treat console mods with the same respect as the PC mods, alike to race-free immigration. There's no need to shun console mods, since they are a good idea, but it's not without it's faults. 2. The whole DMCA thing is pretty crappy. The problem with the DMCA is that, in order to be covered, you need to have registered with the DMCA. This opens problems since a lot of modders probably haven't registered, or maybe don't even know about DMCA registration, meaning that proprietors of stolen content could potentially register themselves on DMCA, therefore meaning the content is *legally* theirs. 3. Bethesda.net seems to me to be a pretty bad idea, or at least they shouldn't have released it in it's current state. My problem with it is, that I don't feel the need to use it. I get that feeling about the Steam Workshop sometimes, but not because it's not where the modding community is, but I just find the site un-optimized and mods could be found quicker by going to a modding forum. Then again, I feel the whole steam site could be better. 4. Personal opinion, but if I was Bethesda I would have worked with the modding community so it does not require to migrate to a new service, but instead integrate it with the Nexus. I know this probably takes longer, as well as costs more, but a lot of these problems could have been avoided while giving users a good system from the get-go given that the core structure is already made. 5. Console mods: I feel like these may get official implementation from Sony / Microsoft, but I don't think that would be a good thing since it also opens the opportunity to charge for use of the service. I don't know if the current system requires a PS+ / XB Live subscription, but still, it's bad if they could. Ex. Bethesda, paid modding.
  4. No, these lines are already in-game. See Paladin Danse's companion quest.
  5. Hi people! I'm a novice modder and i'm trying to experiment with lights attached to clothing, but I can't seem to figure out how. I've tried this from 2 ways: 1. Adding a point light (+ controller) to the .nif - this just makes my game CTD when loading a savegame, but seems like it should work if I could get it right, but I'm kinda confused since I copied the light data from another mod ( http://www.nexusmods.com/fallout4/mods/13850/? , PlasRail_Core_04.nif ) which works flawlessly. 2. Following the tutorial on AddonNodes on the forum - This seems to be a very easy way to do it, if I could make it work. But in the comments, it seems others have tried this with no success either, so it may not work on clothing assets. My test bench is adding light to the holographic screen seen in front of the character's eye in this mod ( http://www.nexusmods.com/fallout4/mods/10566/? ), since I feel it looks a little weird that it has no emissive light at all. If anyone could advise me what I did wrong on my attempt at adding light, or just fixing it for me, it would be greatly appreciated! (see files below) (So the nexus forums won't allow me to attach the files, i'll just put them on a google drive, see link below) https://drive.google.com/folderview?id=0B4fVBOx_qVyRdi1aaU5BcTdSSFE&usp=sharing Thanks!
  6. This didn't fix the face texture problem. It resets clothing, weapons, etc. but the face texture isn't the default. Am also experiencing this problem! ;c
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