Jump to content

tjzil

Premium Member
  • Posts

    35
  • Joined

  • Last visited

Nexus Mods Profile

About tjzil

Profile Fields

  • Country
    United States
  • Currently Playing
    Fallout 4
  • Favourite Game
    New Vegas

tjzil's Achievements

Contributor

Contributor (5/14)

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

Recent Badges

0

Reputation

  1. I am starting my BL modding journey by editing the faction leaders' battle and civilian outfits to make them look more unique and kingly. I did this by adding in custom EquipmentRoster entries to sandboxcore_equipment_sets.xml from the SanboxCore folder and then edited the Lords.xml in the Sandbox folder and replaced the equipment templates for the various lords to point to the new EquipmentRoster entries. When I overwrite the two XMLs inside the vanilla Sandbox and SandboxCore, it works every time like a charm. The problem arises when I try and make a custom module for publishing. For whatever reason, the changes seem to only apply to some lords some time. When re-rolling a new sandbox game with the mod activated, 1 - 3 of the 7 lords have the new equipment while the rest is vanilla. It is never the same lords each new Sandbox re-roll, either. If I had to hazard a guess, it has something to do with the fact vanilla lords equipment roster has multiple options they choose from at random, and for some reason, my custom entries are competing with their other vanilla outfits so they only get chosen some of the time. I dont understand why this is happening as for the lords to use even one of my custom equipment roster entries, then it should indicate that both lords.xml and sandboxcore_equipment_sets.xml are being touched successfully. Any ideas?
  2. Ok so I figured instead of trying to figure out how to make an armor reduce an individual limb cripple damage (which probably isnât even possible) that instead I can have a headshot system where any real damage to the head cripples the head, which then instantly kills the NPC because of the crippled head = kill script. Then, have helmets reduce the cripple damage. Even though it will reduce all limb crippling, the damage in my Overhaul will be so sever anyway that it is a non issue. Thusly helmets can protect from headshots independently from the body. Now I just need to figure out how the proper syntax for a script that simply is âon head crippled, kill actorâ.
  3. So Iâm thinking about making a health system where: #1: when a humanâs torso or head is crippled they die. Thatâs one separate issue I am trying to figure out scripting wise. #2: A way to have an armor item reduce crippling to one specific limb only While there are armor modifications in the base game that globally reduce limb crippling, is there a way to make this effect only apply to the head? In this way, my health system will allow helmets preventing headshots, and then also using a similar effect to have body armor protect the body but not the limbs. Any ideas for either point? Cheers :)
  4. But would that actually cause damage to be uniform for the whole body?
  5. Or some other way of making incoming limb damage multipliers change dynamically. Basically, I want headshots to do 5x damage without a helmet and to only do 1x damage if an NPC equips a helmet. I had the idea to simply copy the human race and make a new âhuman helmetedâ race that uses a new set of body part data with the 1x multiplier. Any ideas? I know Iâm basically trying to force the game to work in ways the devs didnât intend. I know this can be done through the script extender since thatâs how better locational damage does it but Iâd like to be able to release my Overhaul mod to Xbox.
  6. Now my current task is trying to figure out how to get an NPC's race to change when they have on a certain armor. I basically made a new race using the human race for the data and simply changed the bodypartdata the new race points to so that the incoming body part damage multipliers are changed. Basically trying to change the head damage multiplier when a helmet is equipped.
  7. That worked! Thanks Reneer. You know I have very limited scripting knowledge but I have "if/then" logic understanding from Redstone in minecraft, logic gates in FO4, etc, so I figured there was some way I can establish conditions like you outlined but I couldn't figure out the actual syntax. Thanks for the hand holding, and being a visual learner this experience has helped me get a better understanding of the scripting language and I think I'm going to take to learning the scripting more in depth. Only thing thats weird is that the object mod I made is supposed to set fweight to 0 but the weapon still has .5 or 1 weight. I'm guessing this is the weight of the weapon mod itself? I'm going to try making the set weight to mult weight by 0 instead or look at the object mod and see if there is a weight stat. **Edit** Just tried a heavier weapon too and it seems to take exactly 5 weight off of the weapon for whatever reason.
  8. Much appreciated, I'm trying to figure out how to prevent the loop but having a hard time.
  9. Ok, so this is what I got for the script and it "works" in the since that it DOES reduce the weight of the weapon... but it does the infinite looping so the weight fluctuates between having weight and not having weight as well as making the noise. This loop keeps going until the gun is unequipped. Scriptname noweightweapons extends ObjectReference ObjectMod Property NoWeightMod Auto int DoOnce = 0 Event OnEquipped(Actor akOwner) if (DoOnce == 0) AttachMod(NoWeightMod) DoOnce = 1 endif EndEvent Event OnUnequipped(Actor akOwner) RemoveMod(NoWeightMod) DoOnce = 0 EndEvent
  10. Iâll try when i get home tonight from work. With some finagling right before I had to leave to work I noticed th weapon would appear to take away from the carry weight when I added the ap_weaponmaterial keyword to the 10mm pistol because for some reason it was missing
  11. Sorry, should have included what I did. Scriptname noweightweapons extends ObjectReference ObjectMod Property NoWeightMod Auto int DoOnce = 0 Event OnEquipped(Actor akOwner) if DoOnce = 0 AttachMod(NoWeightMod) DoOnce = 1 endif EndEvent Event OnUnequipped(Actor akOwner) RemoveMod(NoWeightMod) EndEvent
  12. Trying that script generates this error: Compiling "Testscript11"...C:\Users\TJ\AppData\Local\Temp\PapyrusTemp\Testscript11.psc(9,18): no viable alternative at input '='No output generated for Testscript11, compilation failed.
  13. So something like this? Scriptname noweightweapons extends ObjectReference ObjectMod Property NoWeightMod Auto Int Property DoOnce Auto If DoOnce = Event OnEquipped(Actor akOwner) AttachMod(NoWeightMod) EndEvent Event OnUnequipped(Actor akOwner) RemoveMod(NoWeightMod) EndEvent Set DoOnce to 1
  14. Alright, so it works, at least in the creation of the script. Using it in game, when I equip the weapon it still has its weight the same but the equip and unequip sound plays at a high rate of fire, making it sound like a hundred typewriters typing at once lol. If I drop the gun it hovers in the air for a second before droping while the cursor text of the weapon flickers. I'm guessing the script is somehow looping something.
  15. I see the issue then, for me there are no properties when that menu pops up, I only have the option to create a *new* property. For some reason the creation kit isnât detecting the fact âNoWeightModâ should be a property. It could be because I didnât make sure everything was unchecked. Iâll try that tonight.
×
×
  • Create New...