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KataPUMB

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    Skyrim

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  1. Yea the point is that that is probably controled in the minigame class because there's no reference anywhere else to the animation or such. For example i also found in the "Libs/Tables/Animation/Anim_Fragment.xml" in the line 1144 a reference to the animation, but i tried to change the total_duration and also seems to have no effect. Edit: Update. I also tried to modify the pickable_area_desc.xml and seems to do nothing as well Update 2: Tried to directly eliminate the animation placed in "Animations\humans\male\blendSpace\pick_place" seem to not work either.
  2. I found in "Scripts/Entities/WH/Others" a script called "PickableArea.lua" wich has the function that seems to control herb gathering. The script has a function PickableArea:Gather wich has a call to Minigame.StartHerbGathering(self.id); I tried commenting this line and using Utils.GiveItem() and Utils.CreateInvItem() with the self properties of the class but it seems that do not work so probably to remove the animation we will have to change the minigame class wich i can't find... this is as far as i can get in this topic because that class seems to be hardcoded. The creator of several mods like easy lockpicking fireundubh made a post in the KCD official forum https://forum.kingdomcomerpg.com/t/brief-modding-wishlist/41989 asking for some wishes and one of those is for this class to be open so we will have to wait.
  3. Here it goes dude http://www.nexusmods.com/skyrimspecialedition/mods/10100/?
  4. Or maybe he just realized by himself, is just reading the CK wiki. But it's ok o publish it here because google finds it easily so if someone is looking for this specific topic for his mod he have not to surf an uncountable amount of s*** as i had to :laugh: PS: those grenades have a really cool visual effect, the fade with the institute realay explosion works great :happy: EDIT: by the way i tested a bit more translate to ref, and as expected it has a problem when trying to teleport to irregular surfaces. Well it's ok but the main problem is that if you teleport from a high point to a lower one you die from fall damage. It's easily avoidable with a perk that makes falling damage to 0 and you can add it to the player once he uses the script so for example, script attached to the ref that will be placed once the explosion of the whatever you made: Event OnInit() Game.GetPlayer().AddPerk(nofallingdamage) Game.GetPlayer().TranslateToRef(self, 1000000.0) Utility.Wait(0.5) Game.GetPlayer().RemovePerk(nofallingdamage) Self.Disable() EndEventMain problem, is that in some ocasions the perk could be added as permanent (if something happens in that 0.5 seconds of time, like save&crash) but it's a minor bug because if he uses the teleport again the perk will be removed. EDIT2: psoible way to solve the surface issue is forcing to happen the same idle that is being played in the bug in this case the jump one: Game.GetPlayer().ApplyHavokImpulse(0.1,0.1,0,3) Game.GetPlayer().playidle(jumpInPlace) Then the full script can go like this way: Perk Property NoFallingDamage Auto Const ;to avoid being damaged by falling damage EffectShader Property TeleportInFXS Auto const ;the fade effect EffectShader Property TeleportOutFXS Auto const ;the other fade effect Explosion Property TeleportFXExplosion Auto const ;removed the explosion effect of the explosion just because i liked it to be handled by the script so i can contol better the effects Sound Property UIPipBoyRadioTeleportInterference Auto Const ; this is something that i found in a Mag Effect in one of the main quests, just decorative Idle Property jumpInPlace Auto Const ;the idle that will be played Event OnInit() If Game.IsPlayerRadioOn() UIPipBoyRadioTeleportInterference.Play(Game.GetPlayer());it just plays an interference that is nice for ambientation this is irrelevant EndIf Game.GetPlayer().AddPerk(NoFallingDamage) TeleportOutFXS.play(Game.GetPlayer(), 0.1) Utility.Wait(0.1) Game.GetPlayer().TranslateToRef(self, 25000.0) ;if you use more speed in the function it can be bugged more frequently TeleportInFXS.play(Game.GetPlayer(), 0.5) self.placeatme(TeleportFXExplosion) Game.GetPlayer().ApplyHavokImpulse(0.1,0.1,0,3) ;with this we force to remove the current idle with a force Game.GetPlayer().playidle(jumpInPlace); Then if its possible the jump animation will be played so it can be cancelable with another jump Utility.Wait(0.6) Game.GetPlayer().RemovePerk(kata_NoFallingDamage); we remove the perk so if the jarget teleports into a high place but to a wall he will die from falling damage anyway Self.Disable() Self.Delete() EndEvent
  5. I thought to make a kind of perk overhaul but honestly i won't do it because i've not time to do so, but i allways thought that the perks laks of activable abilities. I wanted to create an activable version of each final perk, for example instead of just giving you a plain buff of 100% mele damage, it gives you a plain buff of 25% and an ability set as a potion that gives you another 75% of mele damage for a period of time (15s for example) and costs you 60AP for example, also with a script you can make the use of that ability to reapear in the player's inventory once it's used.
  6. yup you're right, and there's no need of changing the ini option thanks :D http://www.creationkit.com/fallout4/index.php?title=TranslateToRef_-_ObjectReference
  7. I'll make a bit of necro in this topic; With ObjectReference.MoveTo(Ref) function you can evade the Loading Screen but you also have to add into fallout4.ini under [General] "fMinPlayerMoveToDistForLoadScreen= 800" which defines the minimum distance to call for a loadscreen, you can change that 800 for whatever you want. The only thing i'm searching for now is how to add a new Ini setting via script or a new plugin to not bothering the installation.
  8. Like this one? http://www.nexusmods.com/fallout4/mods/14729/? I think is better if you just do it with a potion and add it an effect so you can use OnEffectStart in the effect of the potion, it will run inmediately, then instead of place the Grenade projectile just call to the SMEventNode and handle how to start VFT quest, read BOSVertibirdSmokeGrenadescript to see how you can do so.
  9. So we can take as good to mutate the player, with an artifact/Rad exposure/fev to turn him into a psyker but not reward him with powers everytime he achieves something like the dragonborn in skyrim. hmmm, or maybe just mutate him at the begining of the quest and through some tasks reward him with the knowledge to use the powers... Well my major concern was more about of that being completely out of context or riped off from another game like Biotics from ME so... nice :laugh:. Now the first question, FEV or maybe something different? a kind of FEV chem? like a special FEV mixture made by the institute wich mutates exacly to a psyker instead to a super mutant or a ghoul, maybe something related with the Virgil investigation?
  10. Ok what i'm doing atm is a new quest in wich a psyker talks you in your head and gives you some quests to find a rare chem called FEV source of a lot of plots in past fallout games and now i'm starting to having doubts... The topic is overused by previous games? i mean i've played F3 and FNV, but never ran into Calvert, ant or harold (i made the poplar mission because the oasis was awesome but yea...). The main idea is to obtain psychic powers at the end and some "really good but very limited" chems like the mysterious serum (not that one but others similar). All of those works perfectly and already tested a lot of things but the quest is driving me with a lot of questions about the main topic. Is "lore friendly" to give the player psychic powers? I just wanna read some immersivescientist opinions, and it's not a reason to stop modding it (because it's already done and i'm going to keep working) but more a concern about how to approach the topic in the quest, because i would like to do some references to past games but if is not really lore friendly i would rather cut the bulls***... yup that's it
  11. Thanks dante he got my nerves EDIT: here you got the reason why moders left just for ungrateful entitled brats.
  12. No his rights are not gone anywhere you have no right to redistribute his work and you're being part of the problem why he left
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