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JackRob

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  1. I may not understand completely why your formula needs to be set up as such, especially since you can simplify it by combining Value and X into a single digit (I'm just not sure what "Value" is here and where it comes from), but I'm guessing you can cover it with 2-3 perk entries. Using your second formula example, you can have 3 perk entries as so: 1. Set Value = Critical Chance (If not already declared by another perk/setting) 2. Add Actor Value Mult - (Luck) x 1.0 3. Add Value = 25
  2. I'm trying to develop a system where I can sync actor values with global values so perk effects can be modified very fluidly (since perk formulas can utilize actor values, whereas if I want to use Global values, I'd need to attach a condition to check that global value and make a perk entry for each global value possibility, which can be numerous depending on range of input values). This system is to be used in conjunction with MCM, which will modify the global value. My initial lead was to use MCM's custom event "OnMCMSettingChange", but this seems like a dead end as if this can help me, I can't figure out how to utilize it correctly. In this instance, I was hoping to avoid simply using OnTimer to constantly check whether the values matched, even though this would be simpler. My current attempt script, I'm sure I did something wrong here. A lot of it was piggy-backed from example script here: GitHub: MCM wiki Compile error states: "new event onmcmsettingchange cannot be defined because the script is not flagged as native" So the main question is: Can I use "OnMCMSettingChange" to catch when a global value gets change by MCM, then modify actor values accordingly, or is this not possible and I should rely on "OnTimer" to constantly check for changes to global value? Any help is appreciated.
  3. Solution found, please disregard. I haven't quite seen this case presented in this forum in my search, so here it is. I've created a tweaked nif of the Combat Shotgun's Drum Magazine. I've already tested it as a new mod for the weapon and it works as intended, but when I rename the tweaked nif (in this case: "DrumMag") and place it in the correct folder (meshes/weapons/combatshotgun) to replace the vanilla mesh, it doesn't appear on the weapon the character is holding, neither in first nor third person, but instead shows the vanilla mesh. Though it does appear to replace it when the weapon is dropped in the world. Solution was there's in fact a second mesh that is responsible for the first person render, in this case named "DrumMag_1".
  4. Thanks for the opportunity, hats off to you. ;)
  5. The random template level list draws directly from the weapon's Object Template. If you open up the "LaserGun" weapon entry, located at the top middle just to the right of the name (if you're using the CK) is the Object Template button. In this are the templates for all possible combination, and each template can be called by a filter keyword that leveled lists can use to call that template, and if no keyword is specified in the Leveled Lists, it will select any of the templates at random and equal chance. Hope this helps you understand. Edited for clarity
  6. If you want radios to be initially disabled/off, best way to do this (if you want to make a mod with the creation kit or FO4Edit) is to find the radio in question under "Activator" and if you open its entry, there's a checkbox at the bottom right for "Starts Active" that you'll uncheck. Two radios that should cover most of them are "RadioDiamondCityReceiver" and "RadioInstituteReceiver".
  7. Looking at your current 1.1 version, things seem alright. Though next time you update your mod, don't rename the plug-in, even to add a version number. It can cause unpredictable problems, as its the same as uninstalling a mod mid-play and reinstalling a completely new mod.
  8. I've spotted that the weapon will also need the keyword "ma_WeaponMaterialSwap" in the keyword section in addition to the above mentioned attach point. If that keyword is already there, then I'm not sure what it could be.
  9. I didn't answer that last question directly so here it is. I believe firing loops can speed themselves up or slow down accordingly to the attack speed so you shouldn't have to worry about desyncing, though I would need to test it out to confirm it.
  10. You're right, .99 attack speed will make the in-game display 90, which is a rate of fire of 540 rounds per minute. All these edits should be compatible with Creation Kit paint jobs as long as you didn't remove the keyword "ap_WeaponMaterial" from the Attach Parent Slots section of the weapon entry (box on the right just under the keywords box). I'm not aware of Creation Kit weapon skins affecting the name dynamically (like weapon mods can), does it? EDIT: Either way, If you only changed the weapon's name, it should work fine with any dynamic name scheme. The simplest way I see to switch weapon firing sound to that of the semi is to look at all the automatic receivers again and look for the mod entry "pkKeywords ADD s_30_auto" and change this to "pkKeywords REM s_30_auto". It should do the trick.
  11. I edited the above with a new tidbit. The Assault Rifle's Automatic Receivers (mod_AssaultRifle_Receiver_Automatic1/2) adjusts the Weapon's Attack Speed (mod entry "fspeed SET 1.25") to adjust rate of fire. You'll want to edit the values found there instead of the value on the weapon itself, as the receivers will overwrite them. If you make the values too low, you will run into the problem of stuck looping weapon firing sounds, but from my testing I think this is only happen if you set it to around 0.5 and under, but in case it comes up, I can show you how to replace the automatic loop sound with the semi-auto firing sound.
  12. Attack Delay only works if the weapon is semi-automatic (the flag for automatic at the top unchecked). For automatic weapons, they will use the Attack Speed to determine how fast they shoot. I find that if you set the speed to 1.1, it will produce a rate of fire of 600 rpm if you want to adjust it comparatively to real-life values. Edit: If I remember correctly, in-game display for rate of fire is # rounds per 10 seconds, so the default 113 means a real rate of fire of 678 round per minute.
  13. On the Constructible Objects (Recipes), setting the Create Object to NONE will only prevent it from showing up in the workbench. To prevent the mod(s) from showing up on spawns, you will want to access the "Object Template" found on the weapon entry itself (Editor ID "AssaultRifle"). It will be a button near the top just to the right of the weapon's name. The Object Template is where the game will look to figure out what mods it will attach to the weapon anytime one is spawned. If you have questions after you look around it, go ahead and ask. Don't look at the Constructible Objects (Recipes) for point 7, you want to look under "Object Mods" and will be looking for Editor IDs "mod_AssaultRifle_Grip_<StockType>" (If fact leave all the recipe filters on the left blank, as the game will pick these up in the workbench as long as the mod is valid for attachment). These are the actual mods that attaches to the weapon and affect the weapon in many ways, including modifying damage, weight, ammo type, and keywords. There will be 4 grips that you will want to remove the mod entry "pkKeywords ADD WeaponTypeRifle" off of each of them. Then back on the actual weapon entry "AssaultRifle", you'll add the "WeaponTypeHeavyGun" on the right. Removing the keyword "WeaponTypeAssaultRifle" will not be necessary, as the perk is only looking for the keyword "WeaponTypeHeavyGun". EDIT: Actually, now that I reviewed the perk, you don't even need to remove the "WeaponTypeRifle" off the grips, as the Rifleman Perk is conditioned for weapons with WeaponTypeRifle AND no WeaponTypeHeavyGun keywords, just simply adding the "WeaponTypeHeavyGun" to the weapon will break the Rifleman's conditions and will meet conditions for the Heavy Gunner Perk, as it's only looking for the WeaponTypeHeavyGun keyword and won't exclude the weapon if it has the keyword "WeaponTypeRifle".
  14. Have you created a new Constructible Object (Recipe) for each of your new weapon mods? Without that, they won't show up on the bench at all. If you already done this, you may need to post some screenshots of most or all that you've create/edited so we can see if there's something you're not doing right. Primarily screenshots of the weapon you're creating, including the Object Template, the weapon mods you created for it, and the Constructible Objects (Recipes) for them. Either that or you can allow us to access to the mod through DropBox or such and we can look at it ourselves.
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