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moriz

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  1. Thank you! Your example does indeed compile, but I'll have to add it into the game to know for sure if it's working or not.
  2. fixed. i previously just used the built-in code function, and it made the code lines really awkward. thanks for the heads up. I'm probably gonna need a more detailed breakdown on what's going on here. I'm not too familiar with Papyrus just yet, and I'm not sure what's going on. also, is there a reason why the OnKill event triggers so slowly?
  3. Hey guys, I have another scripting question: I've made a script that emulates Grim Reaper's Sprint, but removes the "in VATS" requirement, so it can be procced by a kill outside of it. I've done this by adding a script on the Player Actor, which goes kinda like this: ScriptName GrimReapersSprintTest Extends Actor Event OnKill(Actor akVictim) Actor Player = Game.GetPlayer() If (akVictim != Player) ;do stuff EndIf EndEvent This works, except for one problem: the OnKill() event seems to only trigger a few seconds after the target dies, basically removing all of the responsiveness of the trait. So my question is: is there a way to make this event trigger faster, or if there's a better way to do this? Thanks in advance!
  4. unfortunately that didn't work; got a compiler error for "Fatal Error: Unresolved function name 'RegisterForKey'" but as u can see Actor.pex, ObjectReference.pex, Form.pex and ScriptObject.pex have no this OnKeyDown() function. thanks for the tip! I'll look through those scripts to see if there's something else that I can use.
  5. interesting... the Caprica compiler seems to be able to compile OnKeyDown(), so I thought that it exists for Fallout 4 or F4SE. btw, am I even using it properly? the SKSE mentioned something about having to register the key, which I didn't do here.
  6. so I've been trying to get a test script to work. here it is: ScriptName KeyDownTestScript extends Actor Event OnInit() Debug.Notification("Started") EndEvent Event OnKeyDown(Int KeyCode) Debug.Notification("Key Down Event Started...") If (KeyCode == 51) Debug.Notification("Comma Pressed") EndIf EndEvent I attached it to the Player actor in fo4edit and fired up the game. on load, the OnInit() event seems to function, but the OnKeyDown() event doesn't seem to do anything. Am I using OnKeyDown incorrectly? Does it even exist for Fallout 4? ----------- Second question: is there a way to check if the player has made a kill? Thanks in advance, and sorry about the potentially dumb questions.
  7. hey guys, i tried searching this thread, but i don't think it's been brought up yet: does F4SE support custom events like OnKeyDown and RegisterForKey yet? I know the Caprica compiler will compile these events, but I have no idea if F4SE recognizes them or not. thanks in advance!
  8. I'm betting integration Because of the way F4SE works to inject itself into the game executable at runtime, it will never be allowed (by MS/Sony) on consoles. The F4SE devs have stated that the chance of console support is pretty much zero. And this can be a problem, since instead of consoles and PCs getting shared mods, there will inevitably be a set of mods that are incompatible with consoles.
  9. I wonder how F4SE will work on consoles... or rather, the impact on the modding community because of the fact that it WON'T work on consoles.
  10. as shown: looks kinda cool, except the glowing orbs aren't totally aligned with the eyes. appears to be the same glowing effect from draugrs. from what i can gather, the bug is related to the shout aura whispers. has anyone encountered this yet, and is there a fix for it?
  11. thank you very much. that appears to be what i'm looking for.
  12. so... nobody's willing to share? aww... :(
  13. i'm interested in adjusting existing armor meshes to better match up with type3 bodies. i don't really have any interest in doing anything other than that at the moment, so if it's possible, can someone please give me the tl;dr version on how to do this? thanks in advance.
  14. when using body replacers and wearing armor with bare arms, i've found that the arm with the pipboy always appear to be thicker. with no armor/clothing at all, the pipboy looks to be much too thick for the character's wrist. is there a way to avoid this issue? i guess another question is: is there a mod that shrinks the pipboy? thanks in advance.
  15. dual striking eliminates criticals and backstabs. since rogues basically depend on those two things to equalize with a warrior in damage, it is basically unusable on a rogue. you're much better off using momentum, and even then, the huge stamina drain makes it only worthwhile after you've burned your talents, or you have constant stamina regeneration effects active.
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