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Removing Railroad requirement from ballistic weave


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Iv been working on a mod that redoes the armor values PA included and values for weapons and weapon mods (i know not very original). One of the things i wanted to do with it is remove the railroad requirement from ballistic weave, but i haven't the slightest idea on how to do this. any one know how i might be able to do this?

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there are already mods that do this

the basic idea is to add an item that unlocks the ability to use ballistic weave to someplace in the world (I believe ballistic weave has a hidden perk attached to it , so you just need an item that gives you this perk , similar to how the magazines work in the game)

as I've said , this has been done before , so you can look at the mods that already do this and learn how they've approached this

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Super simple, its just two global variables need to be set.

 

Console version:

set RailroadClothingArmorModAvailable to 1;

set RailroadClothingArmor_ChanceNone to 0;

 

Papyrus script version;

pRailroadClothingArmorModAvailable.SetValue(1)

pRailroadClothingArmor_ChanceNone.SetValue(0)

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Super simple, its just two global variables need to be set.

 

Console version:

set RailroadClothingArmorModAvailable to 1;

set RailroadClothingArmor_ChanceNone to 0;

 

Papyrus script version;

pRailroadClothingArmorModAvailable.SetValue(1)

pRailroadClothingArmor_ChanceNone.SetValue(0)

Can this be done in the CK or does it need to be done in xEdit and how?

Edited by RAZORWIRE666
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there are already mods that do this

the basic idea is to add an item that unlocks the ability to use ballistic weave to someplace in the world (I believe ballistic weave has a hidden perk attached to it , so you just need an item that gives you this perk , similar to how the magazines work in the game)

as I've said , this has been done before , so you can look at the mods that already do this and learn how they've approached this

i have looked the problem is i don't know what I'm looking for as this is my first mod I'm doing a lot of this joust to learn to use the CK and xEdit.

Edited by RAZORWIRE666
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If you want to use the script provided by SKK50 , you can just create a new item and place it in the world

to this item you add a script that upon pickup runs the two script lines

this shouldn't be a difficult script to write (a simple activator with these two lines , should be a breeze)

if you can figure out the scripting side , the entire thing shouldn't take you too long (I think it's best to work on the CK for this , not sure if xEdit will work)

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If you want to use the script provided by SKK50 , you can just create a new item and place it in the world

to this item you add a script that upon pickup runs the two script lines

this shouldn't be a difficult script to write (a simple activator with these two lines , should be a breeze)

if you can figure out the scripting side , the entire thing shouldn't take you too long (I think it's best to work on the CK for this , not sure if xEdit will work)

Ok i am familiar with coding just not with papyrus(the language doesn't seem all that complicated), i thought was trying to not have it liked to an item though, but i suppose ill stat with an item an work from there thanks.

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Sorry I just posted the variables, not a full script. This will run if you attach it to something that gets activated:

GlobalVariable    Property pRailroadClothingArmorModAvailable Auto Mandatory
GlobalVariable    Property pRailroadClothingArmor_ChanceNone  Auto Mandatory

Event OnLoad() ; automatic when object 3d loads
   pRailroadClothingArmorModAvailable.SetValue(1)
   pRailroadClothingArmor_ChanceNone.SetValue(0)
EndEvent

Event OnActivate(ObjectReference akActionRef) ; manual when activated
   pRailroadClothingArmorModAvailable.SetValue(1)
   pRailroadClothingArmor_ChanceNone.SetValue(0)
EndEvent
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Sorry I just posted the variables, not a full script. This will run if you attach it to something that gets activated:

GlobalVariable    Property pRailroadClothingArmorModAvailable Auto Mandatory
GlobalVariable    Property pRailroadClothingArmor_ChanceNone  Auto Mandatory

Event OnLoad() ; automatic when object 3d loads
   pRailroadClothingArmorModAvailable.SetValue(1)
   pRailroadClothingArmor_ChanceNone.SetValue(0)
EndEvent

Event OnActivate(ObjectReference akActionRef) ; manual when activated
   pRailroadClothingArmorModAvailable.SetValue(1)
   pRailroadClothingArmor_ChanceNone.SetValue(0)
EndEvent

Ok sweet thx. When you say something that gets activeated can that be something like a door getting opened or an object that gets picked up? I'm still learning this stuff sorry for the noob questions.

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