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DominusSicarum

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  1. Nah, these are amazing even as they are. Besides, vaultboys aren't displayed in big enough resolution to really notice the quality impact.
  2. Yeah, I tried 0.1 and 0.2 as well. They work. Gonna try 0.5. You are both activated your plugin and have the perk, right? EDIT: yeah, 0.5 works like a charm.
  3. You could also make override for SlowTimeJet effect and change VMAD - Unknown entry there from this: 02 00 11 00 4A 65 74 53 6C 6F 77 54 69 6D 65 53 63 72 69 70 74 00 02 00 05 00 55 49 4A 65 74 01 01 00 00 FF FF 0C 90 24 00 10 00 50 6C 61 79 65 72 43 6F 6E 73 75 6D 65 4A 65 74 01 01 00 00 FF FF A3 90 24 00 1B 00 50 65 72 6B 4E 69 67 68 74 50 65 72 73 6F 6E 45 66 66 65 63 74 53 63 72 69 70 74 00 04 00 07 00 49 6E 74 72 6F 46 58 01 01 00 00 FF FF 64 8E 21 00 0B 00 62 50 6C 61 79 65 72 4F 6E 6C 79 05 01 01 07 00 4F 75 74 72 6F 46 58 01 01 00 00 FF FF 65 8E 21 00 06 00 4C 6F 6F 70 46 58 01 01 00 00 FF FF E9 70 21 00 To this: 01 00 1B 00 50 65 72 6B 4E 69 67 68 74 50 65 72 73 6F 6E 45 66 66 65 63 74 53 63 72 69 70 74 00 04 00 07 00 49 6E 74 72 6F 46 58 01 01 00 00 FF FF 64 8E 21 00 0B 00 62 50 6C 61 79 65 72 4F 6E 6C 79 05 01 01 07 00 4F 75 74 72 6F 46 58 01 01 00 00 FF FF 65 8E 21 00 06 00 4C 6F 6F 70 46 58 01 01 00 00 FF FF E9 70 21 00 Be sure to just click on a field, not right-click -> edit. Otherwise the whole string wont paste properly and will be truncated for some reason. This way you'll have no jet sound effects or subtitles, but stil retain visual effects for jet. But if you wish to retain all sounds effects besides "Yeah\Oh yeah" from the character, change to this instead: 02 00 11 00 4A 65 74 53 6C 6F 77 54 69 6D 65 53 63 72 69 70 74 00 02 00 05 00 55 49 4A 65 74 01 01 00 00 FF FF 0C 90 24 00 10 00 50 6C 61 79 65 72 43 6F 6E 73 75 6D 65 4A 65 74 01 01 00 00 FF FF 00 00 00 00 1B 00 50 65 72 6B 4E 69 67 68 74 50 65 72 73 6F 6E 45 66 66 65 63 74 53 63 72 69 70 74 00 04 00 07 00 49 6E 74 72 6F 46 58 01 01 00 00 FF FF 64 8E 21 00 0B 00 62 50 6C 61 79 65 72 4F 6E 6C 79 05 01 01 07 00 4F 75 74 72 6F 46 58 01 01 00 00 FF FF 65 8E 21 00 06 00 4C 6F 6F 70 46 58 01 01 00 00 FF FF E9 70 21 00 There is small sound playing at the start of the slow time magic effect. With this you'll retain it and cut out just the player voice. EDIT: More detailed explanation below. In the first version we remove JetSlowTimeScript completely. Thus, it doesn't play sounds at all. Including this one: NPCHumanChemsJetFX [sNDR:0024900C]. In the second - we pass a NULL keyword to a script instead of "PlayerConsumeJet". Based on that keyword the script fires one of the dialogue lines. It recieves NULL, doesn't find any dialogue with NULL keyword, doesn't play the sound files or subtitles.
  4. Well, you can make it work, actually. http://s17.postimg.org/p8miioz73/Is_In_Combat.jpg Here's your basic setup (this makes sprint ap drain zero when not in combat). Note: all fields are important.
  5. Ugh. I was successful in attaching a script without properties to a magic effect, but damageav doesn't seem to work. Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Notification("Script fired!") akCaster.DamageActorValue("health", 20.0) akTarget.DamageActorValue("health", 20.0) EndEvent Either I'm doing something wrong, or there's no more damageav function. Debug message works though. Sigh. After I digged through actor.pex, actorbase.pex and actorvalue.pex I didn't find anything even related to setting actor values. Wtf.
  6. The 00 after script name (orange data) might be null termination. Which makes sence, since it's basically a string. Or (after looking through skyrim's structure for this field) it's script's flag. It's either local (00), inherited (01), removed (02), inherited and removed (03). I have no idea what these do, but then again, I'm new to papyrus and ck in general. 01 01 00 00 FF FF - and this - property type and it's flags. Bold is value. I'm guessing that 00 00 ff ff corresponds to auto? Value is in little endian, btw. First bit is type: 00 - None. 01 - Object. 02 - String. 03 - Int32. 04 - Float. 05 - Boolean. 0b - Array of Object. 0c - Array of String. 0d - Array of Int32. 0e- Arrray of Float. 0f - Array of Boolean. As for arrays - I'm not sure how their value gets written. Second bit is edited flag. Better not touch it and let it stay at 01, I think. 04 01 9a 99 19 3e this is how float variable with value of 0.150000 should look. That should hold true, if they didn't change anything since skyrim.
  7. I think this might be amount of scripts attached. SlowTimeJet has two. So beginning of the data is 02 00. abProtectronRaceEffect has two as well. 02 00 again. CritPlasmaEffect has 4 (FXEquipItemOnEffectScript, FXScatterImpactEffectsOnDeath, AttachAshPile, FXaddItemOnEffectScript) and first two bits(?) are 04 00.
  8. There will be plants for those, yes? Or they're imported by trading caravans from outside of Commonwealth? Also would be great if brews had categories by type (wines, strong liquors, and so on). Had a good laugh imagining Sole Survivor prancing around the battlefield, muttering "hand's off my margaritas", while hordes of raideres and supermutants shoot at everything in sight. Chaos! Carnage! Margaritas.. On the note of alcohol: while alcohol is antiseptic, not all antiseptic is alcohol. My solution would be making an alcohol junk item, which in turn could be broken down into antiseptic if needed (similar to starch breaking down into adhesive in cooking station, perhaps?), but alcohol itself would be used for bewerages. Just putting my two denarii out there.
  9. After some further testing - I can't put permanent effects on ingestibles (and this makes me sad). The exactly same magic effect on spell of ability type is permanent, however. But, if I add an ability, I don't get the status effect. So, I can add the ability using a script. But can I use a script to add a displayed status effect as well?
  10. In Jet's item record there is a duration value, have you tried setting it to a huge number or 0 or -1? If that doesn't work you could always make a script in Skyrim's CK and upgrade the compiled script to FO4 with the PexUpgrader tool. Yeah, I can set it to a huge number. Equal to about 4 thousand ingame years. Zero doesn't work at all. Another problem - jet effect has 2 scrips attached. I know that one of them checks if player actually consumed Jet item, fires sound fx, does the slowdown (- i don't even know how), AND does something to GUI, so jet effect gets displayed. And forbids to use another jet item while effect is running. If spell condition actually removed magic effect from character once condition isn't true, that would be wonderful! But it doesn't. It just supresses it temporarily. On the other hand magic effect condition deletes it, but checks only once. Wonder if it will prevent script from firing too. Gotta check. Anyone knows what Parameter #3 in condition does? I swear I've seen it set to -1 on some occasions. I'll just wait for proper script disassembler (so I can read dem sweet-sweet pex files) and\or GECK. I could always write my own script with jet and hookers, but I'm not really feeling like it. Yet. Once I find an easy way to attach scripts (hex and hex editing in particular make my head hurt) I'll be desperate enough to create my own script anyway. Other chems will need their scripts too, lol. Update: humongous value does nothing! Just like these googles!
  11. Well, butter my butt and call me a biscuit! I've found it. In the PERK entry FNAM - Unknown field, right after NNAM - Next perk, can be added or edited to contain path to swf. Just tried changing gunslinger vaultboy to solarpowered (added that FNAM entry, pasted Components\VaultBoys\Perks\PerkClip_4d8a7.swf) and it worked (my gunslinger icon changed to solarpowered).
  12. My guess would be that after a lower dash there's a form id. For example PerkClip_4a09f.swf corresponds to gunslinger perk with FormID(004a09f). Might be hardcoded.
  13. Yeah, it's Constant Effect with Self delivery (that's what FO4Edit says). Alas, I need it as an ingestible.
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