Jump to content

Elec0

Premium Member
  • Posts

    48
  • Joined

  • Last visited

Nexus Mods Profile

About Elec0

Profile Fields

  • Country
    United States
  • Currently Playing
    Fallout 4

Recent Profile Visitors

10701 profile views

Elec0's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Keep an eye on this mod: http://www.nexusmods.com/fallout4/mods/479/? Assuming nobody does it first, I'll be replacing all the models of insects and bugs with other things (most probably molerats) in the near future.
  2. Here's a radroach one: http://www.nexusmods.com/fallout4/mods/479/?
  3. Indeed, thank you. I'd also like to point out that Imp's More Complex Needs also prevents the feed dialog from showing up.
  4. You should use the Publish to Workshop function in the CK, it'll pack everything into a .bsa file for you.
  5. The Killmove Plus mod didn't import in any animations, it only enabled ones that Beth disabled before launch for whatever reason. But I think it only has to do with that we haven't figured out all the quirks of the CK yet. Just be patient, it'll come.
  6. Yup. The CK will package your resources into .bsa files for you, if you just do the first step it'll make you your .bsa with all your scripts in it.
  7. As palasx said, since there isn't any base whatsoever for chameleon it'd have to be coded in completely from scratch. That means that all the behaviors would have to be modified so actors could deal with it. I don't know if it's even possible without SKSE, but it wouldn't be any shade of easy. But I agree it would be awesome.
  8. It should still be the walking animation that translates the actors root node. the locomotion anims used to be all animate in motion. Unless they changed that... Oh. Right. My bad.
  9. The .ckm and .bsl files are, I believe, just information on your mod. The actual content resides in the .esp and .bsa files generated.
  10. That is handled by the engine, you can't mess with it. The animation plays and the character moves ahead at a speed defined by a variable. The animation isn't moving the character, it just looks like it.
  11. Yeah, I suppose it would, but it just helps me keep it more organized in my mind. I'm trying to place the object, then rotate it to the rotation of the previous object. But the Furniture property extends Form, which has no rotation functions. Edit: It just hit me, I actually read about this on the Wiki: ObjectReference newBox = TargetMarker.PlaceAtMe(BoxBase) That's what I need to do. Sorry I didn't see this earlier.
  12. I'm doing this: Furniture property activatorToPlace auto ObjectReference toPlace float xRot float yRot float zRot Event OnInit() ; Stop the item from being picked up, since that's not what we want Self.BlockActivation() EndEvent Event OnActivate(ObjectReference activator) If Game.GetPlayer().IsSneaking() == True xRot = Self.GetAngleX() yRot = Self.GetAngleY() zRot = Self.GetAngleZ() toPlace = Self.PlaceAtMe(activatorToPlace) ;Debug.Trace("Place & deactivate.") Self.PlaceAtMe(activatorToPlace) Self.Disable() Else Game.GetPlayer().AddItem(Self, 1) Self.Disable() EndIf It obviously isn't working. I'm placing a new object of the activatorToPlace, but it's a Furniture which extends Form, which has no rotation functions. I'm aware this is because it turns into an ObjectReference when you place it, but my question is how do you figure out what said ObjectReference is called?
  13. It's most likely a variable, or condition, that would need to be changed. It probably wouldn't be hard to do.
  14. I can't find any documentation on looping in Papyrus on the CK wiki, which leads me to believe that looping can't happen at this point. Am I wrong?
×
×
  • Create New...