Jump to content

abborre

Members
  • Posts

    102
  • Joined

  • Last visited

Nexus Mods Profile

About abborre

Profile Fields

  • Country
    Sweden

abborre's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. As part of a wacky system I'm trying to cobble together, I ran into this hiccup. I've got a Perk that adds an Ability, and the Ability has a Constant Value Modifier effect that modifies a custom actor value. The Perk also contains a Mod Spell Magnitude entry, that is supposed to help govern the magnitude of the Magic Effect in the aforementioned Ability, cuz reasons. Only, I can't get it to affect the amount of the actor value that gets modified by the Magic Effect. I just get the base magnitude, even if I try to modify it with an entry from another perk. Is there some really basic principle that I somehow haven't understood? Can Ability Magic Effects not be modded like I want them to, is there something wrong with the flags somewhere? The Ability Spell: Flags: Manual Cost Calc, Are Effect Ignores LOS (the ability also handles cloak effects)Type: AbilityCast Type: Constant EffectTarget: Self The Magic Effect: Flags: Recover, No Duration, No AreaArchetype: Value ModifierCasting Type: Constant EffectDelivery: Self
  2. So we can plant trees, we can sculpt the terrain, so how about being able to place large stone formations, from boulders, to large bodies of rock, to mountaintops? I think something like this would be very useful if you for example wanna build some kind of tunnel underground, or make your structures blend into the environment more. So let's get discussion going about it. Exactly how would this work? Clearly, "building" a enormous slab of rock can't cost the same amount of stone as you'd get from quarrying a normal rock of equivalent size, because there's no way you could fit that much stone in your inventory without being overencumbered. So the player-made rock formations would have to be a lot "cheaper". So if they can be broken through with a pickaxe, they should obviously yield little to no stone, to keep it consistent. Another question could be what kinds of requirements for this sort of thing, should it require some special tool with it's own build menu, or should it require some unusual resource to help separate it from normal stonecutting? Also, would it be overpowered? Like, if I made 4 different Plains-type megalith pillars and just build a giant castle on top of them, would that be unfairly useful? Maybe kinda, but that would require a lot of resources and effort, and there are other ways to make very secure bases, so it doesn't seem like a huge problem.
  3. I'd like to have a propper explanation to this as well. I understand at least the bare basic usage of the "LLKC - Filter Keyword Chances", you can put a keyword and set the "chance" to 100, and that means that for the item(s) in the Leveled List Entry(ies), you will get an item that uses one of its object templates that matches that keyword. But what if you add multiple keyword filters? Does that mean that the item template you get randomly matches one of the keywords? How does the percentage chance work on multiple filters? And also, can you put a keyword filter on one LLI, which references a different LLI, which contains a weapon, and get the object template for that weapon matching the keyword from the first LLI?
  4. You could attach the mod object to the item ingame by using "itemRefID".attachmod "omodID". If you want to create a custom object that spawns with a particular mod, you´re going to have to look up how "object templates" work. Just google "Fallout 4 Creation Kit Object Template" and you´ll probably find a tutorial or something. Mind you, this should only work for items that spawn in the world after you´ve done the edit, items that are already in your game won´t automatically get the mod object.
  5. Is it possible to add or even remove forms from a FormList through console command? It's possible to find particular FormLists through the help command, provided they have actual displayed names, but is it possible to actually manually edit them in-game this way? I tried simply typing "<FormListID>.addForm <itemID>", but that didn't work. Is there some similar way to do a thing like this? Also regarding keywords and weapons, I've had trouble adding keywords to weapons in-game. When I drop a weapon I can click it or use "getplayergrabbedref" to get its RefID and use the ".addKeyword" command to add a keyword, and I can use ".hasKeyword" to confirm that it has the keyword. But when I actually equip the weapon and re-type the ".hasKeyword" for that RefID, the command does not return 1 or 0, it returns nothing at all, not even an error, as if the weapon doesnt have the same RefID whilst it's in my inventory or something. And when I equip the weapon and type "player.wornHasKeyword" I get "0", but if I then drop the weapon again and check the dropped weapon for the keyword it returns 1 again. Is there some "right" way to apply keywords to weapons with console? Or to edit FormLists manually? I really only need an answer to at least one of these questions to solve my personal problem, but answers for both would obviously be great.
  6. I have a particular issue where I want an effect of a perk form one mod to NOT apply to certain weapons I use from other mods. Instead of creating a net of dependent mods and conditions, what I figured I'd do would be to attach a condition to this particular effect so that it does NOT apply when the weapon being used has a certain special keyword. The idea is that I could then use Console Commands in-game to simply add that keyword to weapons I don't want to have that effect. It's a crude solution, but I also think it could be quite satisfactory for my needs. Problem is, I'm testing out the idea of adding keywords to a weapon in-game, and it doesn't seem to be working like I thought it should. I drop a weapon, grab and hold it in front of me, open console, select the weapon(which doesn't even work half the time unless I reload a save). With the weapon selected (I use Better Console - F4SE to make sure I selected the right item) I type: "addkeyword <keywordID>" I then type: "haskeyword <keywordID>" and the console returns "1", confirming that the item has received the keyword I put on it. But when I then equip the weapon and type: "player.wornhaskeyword <keywordID>" the console returns "0", meaning that the weapon is not actually registered as having the keyword I put on it whilst I wield it, meaning that this method won't work for my idea. I'm starting to think that weapons don't have the same ref ID when in your inventory as they do when they're loose in the world. Does anyone know why this is, and how I could achieve the idea I'm going for? Do I have to get the "in-inventory" version of the weapon object, and if so how?
  7. I seem to be having the same problem in Fallout 4. I'm making a mod that includes a perk with a really crazy combat hit spell that has a whole host of effects on its target. Problem is, the character I intend to use it on already has a perk from another mod, which applies a bleeding damage combat hit spell to all their attacks, and this is apparently taking precedence over the spell I'm trying to apply from my own mod. I could solve this by removing the bleeding damage perk from my character, since I'd rather have my hit spell, but the hit spell in my mod only actually gets used when wielding a certain weapon, so it would feel like a bit of a shame to remove the bleeding damage perk just to enable my own htispell for this particular weapon, and lose out on all the bleeding damage for all other weapons. So is there some way to simply give the spell in my mod "higher priority" than the bleeding damage spell from the other mod? I tried setting the Priority property in the perk entry for my perk to 100, hoping that this would ensure it overwrote the apply combat hit spell in the perk from the other mod, which has priority 0, but it made no difference. Do you know any trick for giving one perk a "high priority" compared to another?
  8. The whole point of the Fallout 4 apparel system is that you can combine and layer outfits and armor pieces. So just put on a vault-suit fo your choice and throw some leather armor or metal armor pieces or whatever on top of it, and the result should be pretty similar.
  9. A limitation of the Fallout 4 crafting system is that you can't craft multiple different items in the same recipe, nor can you actually see how many instances of an item a recipe makes. One solution to this can be seen in the mod Horizon by Zawinul. In that mod, when crafting multiple items at a time, you instead craft a dummy item which is would be named something like "Ammo Pack - 10mm (20)", which then has a script that removes the dummy item from your inventory when you craft it, and replace it with 20 10mm rounds. That way, by having the actual quantity of the final items in the name of the dummy item, you can actually see how many items you're about to craft. So what I'm wondering about would some sort of resource mod that has a script like this that other mods can use as a master file. Just a simple, generic mod that adds useful scripts for this (and maybe other similarly useful things) as general mod utilities, that other mods can then have as a requirement on which they depend so that they can use those scripts as well. The simplest, most flexible way to make this work would probably be to make a dummy item that can exchange itself for a leveled item, that way you could set the leveled item to add multiple new items, include random chance and level conditions, etc. If a mod like this exists, i'd be happy to know about it, and I'd be even appreciative if someone made it in case if doesn't, I think this could be a useful modder's utility for lots of people.
  10. I always thought the effect for the plasma flamer barrel was really lame (don't get me started on the ammo inefficiency). It looks like a hose of flat, green steam, with no real pattern or contrasts or glow or vibrancy to it. It's also very unsatisfying that it doesn't really do anything when it hits something, it doesn't splash against surfaces, and it doesn't do anything visually to targets that it hits. So I think it needs some overhauling, ideally give it a more distinct, plasma-like pattern with more contrast to the spray, work in some shades of lime green and blue-green, make it glow a little. Make it actually have some kind of impact against surfaces, or at least give it some sort of appropriate shader effect that envelops target enemies when you hit them with it. I had a go at doing some of this myself, but I mostly just encountered weird results were nothing really seemed to work, so I'm going the lazy rout and seeing if there is someone else more suited to do it.
  11. I've long been thinking that it would make sense for some weapons to only apply effects such as bleeding damage, poison damage, etc if the attack in question "pierces" the targets damage resistance. Becuase if your poisoned weapon can't propperly pierce through the targets tough armor, then it makes sense that the poison effect shouldn't happen. So what I'd be interested in playing around with would be a weapon enchantment that makes the attacks have additional effects if and only if the attacks do a good enough job of making it through the damage resistance. I imagine that would be done by somehow comparing the potential damage your attack would have done if the target had no damage resistance to the amount of damage actually inflicted, or perhaps by somehow getting hold of the Damage Coefficient calculated in that particular attack. Or maybe one could compare the damage your attack dealt with the amount of damage resistance the target has. The result would then be used in some sort of condition to determine if the armor should be considered "pierced" or not, which could then potentially trigger additional effects, such as extra poison damage, radiation damage, etc. But as you can probably tell, I don't really know how one would go about doing something like this. I've tried rooting around the Creation Kit trying to reverse-engineer similar effects to see if I could figure out some way I could get a hold of the values I need. I tried looking at the "ReflectDamage" effect hoping that it would allow me to figure out some way of learning how much damage a particular attack dealt, but that didn't get me anywhere. So how would I do this? Could it be done entirely in the basic Creation Kit? Or would it require scripts? Is there some smarter approach to get similar results that I haven't even thought about?
  12. I would very much like a mod like this. I've also been thinking it would be cool if the player got increased radiation resistance the more irradiated they were, so that the more irradiated you get, the more difficult it is to irradiate yourself more, unless you have a radiation source strong enough. Another, more complicated idea would be that the player could have a cap on the ammount of radiation they can receive per second, and some percentage of radiation points that exceed that threshold instead gets turned into energy damage. That way, you still have to watch out for sources of radiation that are too intense, especially gamma weapons, so you still have to be careful in certain locations or around the CoA. Also, if you were going to play as a ghoul, you'd want some of the perks to be overhauled: Lead Belly - If you're a ghoul, getting LESS radiation from food isn't that useful, so instead you could rename this to something like "Radiation Retention", and have it decrease the rate of radiation drain.Rad Resistant - Decreases the negative effects of irradiationGhoulish - You get more bonuses from high irradiation. Feral ghouls become more likely to be friendly.Solar Powered - Renamed to "UV Rad", you now become irradiated simply from being out in the sunlight.
  13. Thi should help Automatron Dialogue Fix - Less Annoying Robot Companions, seems to work alright for me.
  14. I know this is an old-arse thread, but whatever. I've been toying around with and writing down ideas for how one would potentially do some sort of mod worthy of a propper Great Khans character playthrough for a while now, so I 'm gonna see if I can raise this thread from the dead, here are some of my thoughts (a lot of them): First you'd need the aesthetic. Porting the armors from FoNV would be easiest, but it may need a bit of detail added onto the texture to not look terrible. As for the legality of doing so, I don't actually know. Alternatively, someone would have to make GK armors from scratch, or approximate it by mashing up and re-texturing existing game or mod assets. But just an aesthetic on its own is kind of pointless, so you'd probably want an actual GK faction of some sort, that can be interacted with and which has presence in the world. One question is if the GK would be right in the the playable Boston area, or if they'd be in their own worldspace, either "right next to" the vanilla map, or maybe relatively far away, in the territories that seem more close-to-home for them. But it'd be kind of weird to put them somewhere geographically distant like that one dead Wyoming mod project wanted to to at one point. So I think you'd want them relatively up-close, so you feel you could conceivble travel abck and forth, and so that you can buy them ahving an investment in what happens in Boston and vice versa. Regarding where on the map they should be placed/what kind of new world-space you'd want for them, giving them some sort of rocky, cannyon-ridden HQ would seem like a nice throwback to FoNV, but maybe giving them open plains would be more fitting, since they're supposed to be based on the Mongols? But putting them in a more confined space would be more tactically realistic, because in open areas you'd want more long-range firepower and support(more akin to a conventional military). Since the Great Khans tend to be more of a band of rugged thugs that like melee and short-ranged weaponry, it'd make way more sense for them to be in a rocky place more akin to like Red Rock Cannyon. Presumably, if you were going to mod in the Great Khans, you'd want them to be a joinable faction. You could maybe use an alternate start mod and then assume you're already part of the GK, but ideally there would be some sort of quest to join, since you're probably playing as the Sole Survivor pre-war widowed parent character. According to FoNV, joining the GK requires some kind of test involving getting severely beaten up by GK members for a minute. There could probably be multiple ways of implementing this, or you could just substitute it for a ritual brawl, or some sort of challenge that toughness, strength and speed, presumably whilst not wearing too much fancy armor. What kind of pressensc would this GK faction have in the world? Would they be invaders? Would they be settled? Do they farm? Do they have a stable society? Would they need custom building model, maybe even new settlement mechanics? Are they looking to somehow take over other settlements? Would have to strike some sort of balance between what's practically realistic, and what is necessary for the faction to feel interesting and engaging, impactful, etc. Regarding the question of what they'd need to have in order to feel like a worthwhile faction in the game, I think they'd need to successfully pull off at least one out of these 6 things: They could be involved into the main quest somehow. That sounds like it'd be complicated and awkward to do practically speaking, and it'd pretty much have to mean they'd have to be given some political position in regards to the synth question, which isn't something I imagine they'd really be especially concerned with. I guess they'd dislike the Brotherhood, Institute and maybe even Minutemen, but that's not very interesting dramatic motivation. They could be involved in the settlement system in some impactful way, maybe you'd have to conquer settlements for them or something? I don't know how easy/difficult that'd be to implement. Or maybe they'd have interesting special settlement objects? If so, what? They could serve to introduce some sort of new gameplay mechanic, to make them more attractive to be part of. Maybe they could be bikers or something(more on that later)? They could have some well-made quests to get you feel involved and engaged with them. They could grant access to new and attractive gear. This would require a modder who can actually make suitable pieces. And what would it be? Scimitars would be interesting and fit the mongol theme, but may be a bit underwhelming. Some kind of pistol? Break or pump-action shotgun? Some kind of SMG or PDW? Not very revolutionary, can't think of anything obvious for them that'd really be worth getting excited for. I guess bows could be kind of fun and fitting, but it's presumably out of the question. They could have really good NPCs, maybe a voiced companion or two. They could simply be aesthetically, culturally, societally and even philosophically fleshed-out to the point where they feel like they have a meaningful identity worth being part of because it may suit your roleplaying.Speaking of which, I'm not really sure exactly what the GK would be like culturally. It's maybe because I'm only really familiar with them in FoNV, but I'm a little unsure what they're really about. Most of what I know is that they like Mongolian aesthetics, they make/trade/use chems, they raid/pillage/enslave, and they have this rough, violence-focused survival of the fitest ideal of strength and whatnot. So I guess this means they're basically raiders? Or at least I think they used to be in Fallout 1 and 2, they I get a sense they're more defensive in Fallout NV. Problem is, we already have a set of raiding/enslaving factions to join in the Nuka-World gangs, so making the GK too similar to that might be a bad idea. They probably wouldn't be above raiding, but maybe it shouldn't be the thing that defines them. But then, if they're not really raiders at this place and/or time, I'm not sure what would really bind them together as an identity. As far as I can tell, the only reason they had the Mongolian theme to begin with is because they like to pillage, without that, there's nothing thematically for that aesthetic to tie into. The Great Khans don't really seem like empire-builders to me. They're not really nomads or herders. And they don't ride horses, or anything equivalent.Then there is the whole warrior/general violence-glorification thing. I guess that makes sense if they're really brutal raiders, but if they aren't, the warmongering would instead have to be based on some really serious ideological or nationalistic fervor, which I find a little difficult to really imagine how they'd motivate on a large scale and over a long time. They seem too brutish to be inclined to build some glorious nation, and they're not authoritarian enough to force themselves to do so, like Caesar's Legion.Then there is the whole chem thing, which could at least be a reasonably interesting faction theme. But I don't see how it really ties into the whole Mongolian theme or warrior thing in any clear way.So they'd need some sort of theme to be centered around, that can tie together their other traits, some kind of lifestyle that makes them culturally attractive. Of course, you could just bring back the whole raider thing, but there is already competition in that faction market, and frankly I find it kind of difficult to get that excited about being a destructive, murderous, slave-driving douche-bag. So what else could you have them do? Maybe something productive like being farmers or herders? A little lame though?Maybe they could have an artistic thing going, maybe they play music or something? The band "The Hu" comes to mind. But that seems like a bit of a filmsy thing to center their culture around.Or better yet (going back to what I mentioned earlier), they could be bikers! They already look a lot like bikers, and it could serve as kind of post-apocalyptic equivalent to the horse-culture that defined the Mongol Empire. Honestly, this is the direction I like the most. Question is how it'd work practically. Well, there is one mod that I've tried out a little bit that adds motorcycles that work sort of ok-ish. But the bikes don't seem much use for fighting, and you've got to either go relatively slowly, or risk wizzing past all the various locations you're meant to interact with, if not out-run the world's ability to load the land as you go. I also don't know how feasible it'd be to make NPCs use the bikes on their own. Another possible, simpler approach to the biker theme would be to simple make some sort of bike-based fast travel system. You'd probably want chems to be a fairly prominent theme in the faction. Maybe the GK would grant access to chem recipes for chems that aren't craftable in vanilla Fo4? Maybe they would grant access to buying and crafting new types of chems? Or maybe they give access to stronger variants of chems. Another take could be that they give larger scale chem recipes that make it easier to produce lots of chems, but which have more complex and interesting recipies? Regarding what quests they could have, some ideas are: Fight monsters.Destroy enemy groups.Destroy enemy encampment.Single target assassination(with optional shotgun approach).Allied defence.Ambush enemy.Take settlements.Run chems from point A to B. Problem here is that it'd risk being just a fast-travel quest.Escort chem-runner.Find chem customers - visit locations and talk to possible buyers until you find one who is willing, or until you pass some kind of speech check.Make/find shipment of chems.Gather resources (specific kinds of junk, ingredients, food, etc)Yeah, that's probably all my thoughs about this idea. Maybe someone will like some of my thoughs? Though, even just hoping someone will even bother to read all of it might be too optimistic...
×
×
  • Create New...