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ClarkWasHere

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  1. This is probably VERY late to the discussion but since this is one of the first topics that shows up on a google search: How you get if the user is in VR is simple: Ask for something only the VR version of the game should have. use the following function call in an IF statement, if it returns a valid form, your player is in vr! Game.GetFormFromFile(0x0BD7, "SkyrimVR.esm") For example If Game.GetFormFromFile(0x0BD7, "SkyrimVR.esm") DoVrThing() EndIf If you are curious, that function call is trying to get the quest form tied to the initial start menu VR space.
  2. So I wanted to make a mod that I can use to tag any item in the game that I want using the pipboy inventory menu. I was able to decompile the flash file using JPEXS and add a new input, and get that input working by making that input drop the item selected in the menu, but I notice that when I change the function from dropping the item to tagging it for search, the input does nothing. The ActionScript line of code is: BGSExternalInterface.call(this.codeObj,"ToggleComponentFavorite",this.List_mc.selectedEntry.formID); I suspect it's the Fallout4.exe filtering out any item that isn't a Component form. So I want to create a F4SE plugin to patch the check into a No Op and allow any item to be tagged for searching. I know how to make a F4SE plugin already, but I would like to figure out how I go about patching the game with a F4SE plugin? How do i find the memory location where I am supposed to patch? What tools do I need to do it?
  3. So I've been trying to make a mod that has sound effects play via a script. The problem is that the sound effects preview fine in the editor, but don't play when called via script in-game. Here's how the sound is set up in the Construction Set: Here's what the script call looks like: PlaySound KQBombDetonationSNDClick That script code is called via the caster of a spell. I know that the function call should work as I've already replaced the custom sounds with a default one and heard it work. I've even put the sound file into a BSA with the BSA's name being the plugin name, and that didn't work. I've attached the sfx file just in case if that's where I messed up. I used audacity and saved it as a 32-bit wav at 44khz. If anyone can help me, I'd be really grateful!
  4. Man, I wished they'd at least give us information on what the new script functions even were.
  5. Hey thanks! I think my issue was that I forgot to setup a player alias so that the menu loads properly when the player loads the game again. I feel really dumb now. Also I forgot to reedit that version number back to 2 because I was testing around to see what the problem was with the MCM menu not properly updating before making this post. I forgot to change it back when I uploaded the file. Thanks for pointing it out! I'm a bit new to MCM modding, but this stuff is really powerful! Yeah Mods lock the thread I got this fixed! Thanks cdcooley!
  6. Hey guys. Right now I'm trying to update one of my mods, but I am being hit with a roadblock. Here's what the mod should look like: That's what the mod's Version 1 currently is, but I've been replacing all the strings with $variables so that translation is easier, and I added new pages. The issue is that when I try to update the mod from a savegame that has the previous version, the second page of the menu doesn't appear and the first menu is completely blank. The source files for version 1 and version 2 are attached to the post. The scripts themselves retain the same "immersivecehatmenuconfig.pex" when compiled to properly update. Here's the errors I get when I compile in the CK, if they are relevant SCRIPTS: error: Failed to find variable ::CurrentVersion_var used in ImmersiveCheatMenuConfig.OnVersionUpdate() SCRIPTS: error: Failed to find variable ::Pages_var used in ImmersiveCheatMenuConfig.OnConfigInit() SCRIPTS: error: Failed to find variable ::Pages_var used in ImmersiveCheatMenuConfig.OnConfigInit() I get those errors when I compile the first and second version of the mod's script, but compile succeeds and the menu works perfectly fine in-game if the save hasn't had the mod installed yet. I feel I have erred in the implementation of either the updating or the way I stored variables that causes updates to have a critical error. I am trying to use the incremental update method that schlangster documented here. Can anyone help me please? Oh, and the quest is set to run once only, so I guess that might be a problem? Nope just tested it, it appears that the quest running once doesn't really change much. :/
  7. Yes, but I want this script to run whenever anyone dies, not when one specific actor dies. If they die by magic, which could be casted by anyone, that has that defined keyword, that item should be added. But I am not sure about how to make the Creation Kit or the scripting constantly check for actors dying, and how to properly set the victim with the "akVictim" property I have set up. I should also clarify that I am using a quest to enact this script.
  8. So, I've been thinking and trying to implement a mod that adds an item to anyone if they were killed by a magical effect with a specific keyword Scriptname CrispyBaconAdding extends Actor Potion Property CrispyBacon Auto Keyword Property MagicFireDamage Auto Actor Property akVictim Auto Event OnDying(Actor akKiller) If (akVictim.HasMagicEffectWithKeyword(MagicFireDamage) == 1) akVictim.AddItem(CrispyBacon, 1, true) Endif EndEvent This is how it looks. It compiles, but I'm not sure what I need to do with the akVictim Property to make it apply to anyone and anything who is viciously murdered by the Player. Any help would be appreciated.
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