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africaisstarving

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  1. Ok Thanks a lot! So they added this thing called bouncy multiplier which I have no idea what it means. Tomorrow I need to redo the animations as it seems that the animations are not centered making projectile off or shoot over heads etc. Thanks a lot!
  2. awesome thanks a lot.. I just created throwing animation and I'm making throwing spear knife rock and baseball but I just wanna make sure spear matches the one in NV somewhat.
  3. Hey guys! I need help . I have FO3 and I'm working on throwing animations but my animations are off due to in game geck settings. Still is working somewhat. But I wanna match spear damage and range and other settings with the one in NV. If someone could look into Fallout New Vegas using FNVEdit perhaps and print screen the settings for spear and spear projectile would be great and very helpful. Or at least report here the following: Projectile type gravity speed Weapon damage range crit damage spread/min spread aim arc anim speed weight value Regards, Africa My animation has some ballistics issue I am not sure why but I gotta figure that one myself. The other bits from geck I have no idea the proper way to do it that's why I am asking for help.
  4. i figured it out! But can't be fixed. Write this down for future reference. When projectile is missile is travels a straight path. If you add gravity then the game will use it's built in ballistics which may be broken. Disable gravity and it works fine.
  5. this implies that EDEREF exists, because you think about vanilla. In the case of companion mods, you should put it as master, or do a patch, or you should buildref it, using the new nvse functions to get the variable values, but this will break if the modder will change something on his companion mod. So I don't consider it a stable solution but your solution, although compatible, is very complicated script code and very slow to process. would be easier and more efficient to simply create a patch or use getactionref / is action ref instead in conjunction with lists. i don't like using getrefnext ref type code is incredibly slow have a blank quest with a script attached for holding variables have 1 obj ref obj have 2 lists - a permenent companion list - a waiting ajusted companion list add this code anywhere you wish set QUEST.obj to player.getactionref if QUEST.obj.getteammate == 1 ;track permanent companion refs if QUEST.obj == getFRomList QUEST.teammatelist == -1 ;not in list save QUEST.obj to list perm companions endif ; you just instructed a perm companion to wait ..or whatever trigger you wish..you if QUEST.obj.getcurrentAIProjecture == follow ;he is set to follow you if condition..ye youre moving to a new space/youre in aspecific spaceetc set that teammate to do stuff remove teammate package etc ;save it to the list if not QUST.obj == getFRomList QUEST.waitCompanionsList -1 ;not in list save it to wait adjust list endif etc any other code you want adjusted here ..... This will trigger on any activated actor ref and if conditions are true will do the code and save a list of perm companions as you interact with them. Makes more sense. actionref works with companion wheel, works with dialogue , works with attacking , healing, anything. And the key thing is it always works THE INSTANT you use that actor so it always works. remember that in Quest Scripts refs and ref lists are persistent and kept in gamesave ..you can just build a companion list as you find/add/interact with them rather than permanently scanning you don't need tocheck for individual packages..or packages with target player..check if actor is teammate 1 check if AI procedure is follow..they WILL ALWAYS be companions...thats it..ez to identify companions and dynamically build yourself the list of companion refs from any mod will be added to the perm comp list forever also companion refs can be accessed from the list directly using getlistfromIndex or something and manipulated directly ..once you get the ref you can do anything you want with it. you can mass set them all to follow if you wish. iterate trough the list get each ref set each ref to changepackage etc. you can look to see if any of them is too far away from you get them to teleport to you or even if they are in combat to run way etc
  6. also speaking of not liking the wheel. In my mod I made a COPY me method in which a follower imitates the player as in changes packages dynamically goes in sneak mode etc and you won't need teammate mode to do it. Is all scripted. If you wish I can share the code with you. So you can simply add a new dialogue option or simply add the script to your followers as a token even to make them teammate 0 but still be able to imitate you go sneak change packages melee/ranged etc based on what you're doing is like 2 dialogue options all you need something like Let's go/imitate Me and Wait here. Easy.
  7. Wouldn't something like this be easier? is EdeRef.Hired == 1 ;check if is hired if EDEREF.getPlayerTeammate == 1 ;check if is a teammate EDERef.setPlayerTeamate to 0 ;set teammate to zero change package to wait..he won't follow you anymore now simply revert him to wait package and he wont follow you anymore and will stay outside but still be hired etc. endi endif or simply set him to wait package from code would also do it no?
  8. hey fScopeScissorAmount is what is causing it. The clipping outside borders of overlay is exactly what zeroing that setting turns off. I highly doubt is the actual scope mesh that's cuasing it. Is because the game limits visibility of a scope nif to about 60% of the screen. Increasing FOV to higher than 75 does not fix the problem is a well known workaround that affects all other FOVs in the game including scopes to be less zoomy and therefore not show the gray bars anymore. Is a trick. It works. But I don't recommend it. Will make the game look distorted in some areas. The game is designed with FOV 75 in mind. If you use NVSE for your mod you can change ini settings from code SetINISetting "fScopeScissorAmount" "0" ; both need to be string variables in double quotes or setINI Put it in a quest running on a 1 2 sec delay with the code Begin GameMode if GetGameRestarted SetINISetting "fScopeScissorAmount" "0" endif Endand every time the game restarts the scopes will be removed . They only need to be removed once . GetGameRestarted only returns true ONCE first time is loaded then false no matter in which save you load from or what you do. That way everyone won't see the gray bars. But thats if you use NVSE. Some may never see the gray bars due to the screen size /width resolution they are using. Etc.
  9. I recommend looking at gastrap effect. Just copy and duplicate gas trap but replace fire effect with nothing. Disable your copied gastrap effect activators and when person is in the area or steps into the gastrap activate it. or activate it any way you wish. Simply enable it. All the sudden you see gas around you. Add a imagespace modifier probably blur or double vision . And playsound cough . Find an NPC coughing sound. Sometimes they are used as dialogue. I think you can even give it to the player ad dialogue. See playervoice add your cough sound dialogue with a condition. Turn the condition on player.say yourcoughtopicname and will make player cough and or choke whenever you wish. Ideally you want to have it be reuseable which is why activators are good as you can embed the script in the activators . So you can make a whole area filled with toxic gas traps. if you know how to edit nifs you can also color your gastrap effect blue or green or red eetc whatever you wish make it all toxic.
  10. Hey Ranx31 Thanks for your reply i haven't tried anything you suggested. Can you walk me through? How do I change the pivot? Or how do I do all that you said. | I am using nifskope and blender. I have blender opened and have saved the kf animation and have blend file ready to continue changing things. I can easily change anim use the exported file transforminterpolator copy it in the new animation. Works perfect. The flaw, it seems, is in the kf I used as base. has the same centering issue. That's fine but how do I fix it. I need to change the quarterions for non accum or spine or is there another rotation setting I missed? I have experimented changing spine position/rotation randomly see what happens and it does affect the missile location. So my animation is off center. I am trying to take settings from other kf loops esp guns they are always centered but but doesn't really work at all. Help
  11. I m making a new animation and works fine except my projectile is off a bit making it almost impossible to use VATS but I can use it in normal attack mode cause i can manually compensate . Anyone has any idea how to change projectile direction or how to match projectile with crosshair?? I REALLY need some help here. Any advice would be appreciated. Even if you know nothing if you have an idea post it here maybe will trigger something useful. Thanks in avance Africa
  12. One way you may be able to fake it is when you click back you run a script to go back 2 levels then forward one or reload the menu instead as in exit menu, reload the menu from where you left off or try clicking force terminal refresh see if that helps.
  13. I think those globals are mostly made for Notes/General tab menu internally and I don't think they were too well tested in other areas.
  14. There you go. Is the simplest solution I found when I was struggling with binocular scope. Trying to make a scope to please the engine is a hassle. Simply tell your mod users that if they don't change /add that ini setting there may be gray bars because the scope is larger than default game scopes. Makes your life easier. Sad thing you can't change that ini setting from code. I have tried. [edit] Now that I think about it it may be something to do with the size of the scope (as a dds file) and screen resolution that can make bars show more/less. Widescreen probably gets more space and scopes can be wider. Best bet use that settings saves you lots of trouble. GL
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