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DarianStephens

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  1. It doesn't seem like SetPlayerCurrentAmmo actually exists, which removes a big way I was hoping to circumvent the problem. It also seem like there's no way to remove a weapon's ammo, since the game at least stores the current ammo, which means I'd need a way to nullify the player's equipped ammo, using the command above or one dedicated to removing it (But then if I can just remove it, I need a way to set it again, or I'll have to do some really hacky counting tricks). As it stands, this seems to be quite a roadblock to making this work flawlessly. At the very least, I could release the previous version without power attacks (After backporting the reload delay) and ask JIP for the function, since they seem like my only hope. Unless I learn how to make my own NVSE plugin, but that's at least a little bit further down the line. On the plus side, in my experimentations with XML, I've managed to create a mod I've been thinking about for a while: Replacing Atomic!'s message with a dedicated hud element. It looks pretty snazzy, and I've even got it activated the same way as the perk, and the quest is stopped when there's no point to it running. It also changes based on just how much radiation is in the area, instead of a flat rate. I'll either release that before, at the same time as, or after the Melee Ammo Framework (And example mod).
  2. Alright, I've figured that xml thing out. It wasn't as bad as I thought, though some things were a bit unintuitive (Like justify being a float when it's always set with strings in the vanilla menus... 4 is justifying from the right). I could have probably released it then and there, but I'm going through another rewrite to eliminate the remaining gamebryo issues with ammod melee weapons, primarily the lack of power attacks and repeating hit (Ripper, for example) not working right. I've already got the mod to a state where you literally just need to configure the weapon like any other and the script handles the rest (Formlist was eliminated, it detects it on its own and will soon remove the reload animation, which is buggy since these weapons aren't set up model-wise for them), but in order to fix the power attack issue, I'm removing the ammo from the melee weapons as they're equipped, so all normal controls work. I've already got my custom ammo system, so that's not much of an issue. It shouldn't technically be too hard to replicate the abbreviated ammo type name either, though it kinda sucks to lose the vanilla implementation of that. I also need to handle ammo switching myself now, and now would be as good a time as any to also fix switching ammo in your inventory, since that just didn't work with melee weapons. The only problem is I'm not sure there's a function to set the player's currently equipped ammo type. I would guess that it's 'SetPlayerCurrentAmmo', but the only reference to it on technodeep is a red link in 'GetPlayerCurrentAmmo'. I'll be testing that tomorrow. If it doesn't work, I've got another idea to work around the workaround. I'm also trying to reimplement the reload time, but a bit differently.
  3. Okay, I now have an apparently-functional melee ammo system! All I need to do now is learn how to add an XML element to emulate the normal ammo counter... It seems totally usable now, but the ammo counter is displayed with the message box system, which gets tiresome during a fight. If anyone could direct me to a resource or person that could help, I would appreciate it.
  4. Thank you for taking the time to help; this is the biggest thing I've attempted so far. Not that I've attempted particularly large things in the past, but this is much more advanced. Huh, I did use the <> thing, but the lines went coloured after I edited my post. I thought the 'Start Number' thing would highlight the line I told it to, oh well. Anyway, I've put the check in to a variable first, and that seems to work. However, now a new issue has cropped up that I'm not sure about. I've also done a bit more work in general, but while attempting to implement a custom reload animation (It's not a real animation, I'm just trying to make it force the player to holster the weapon for a few seconds, then pull it back out to simulate it), according to NVAC, I've introduced a syntax error. It's a shame there's nothing that can simulate running a Geck script, it would make this so much easier. I also need to learn how to make a hud element, so I can emulate the ammo counter for real, instead of through messages. EDIT: I've made a few more changes (Mostly removing the commented-out code for legibility), but it's still saying there's a syntax error. It's weird, because I didn't think I changed all that much. EDIT Number 2: Found it, I was trying to use the 'PreviousAmmoType' reference before declaring it! Heh!
  5. If I use that function in my if statement, not even the ELSE part will run if it should be false. I know it's getting down to that point, since if I re-enable the console print just above it, it tells me if "Ammo is Formlist", but nothing in the if is going. Heck, not even the part to reload the weapon will work more than once if I don't reset the quest. I'm sure I've made tons of logical errors, and I know it could be more efficient (I actually deliberately made it less efficient in certain parts to try and debug this), but this has gotten me a little frustrated. I have no idea what's going on with the coloring of that code, and I don't know how to fix it or if anyone else sees it.
  6. In response to post #55574504. #55577944 is also a reply to the same post. I just checked a mod which didn't have it before, and now it's there. I swear, it was the 'Pipboy Needs Counter' mod, and all that was under the 'Logs' tab was mod page activity. I guess they fixed it, it as a temporary hiccup, or I became completely blind and/or lost all memory of the event. There still doesn't seem to be a way to access individual update changelog, but maybe I'm missing that as well?
  7. In response to post #55574204. #55575564 is also a reply to the same post. The old one does have use, though. It's not as if any of the features no longer work or it's in need of any more (As far as I know). In fact, the new one seems to be kinda broken and is even missing some features from the old site, though I'm hoping that's because it's still in development and they haven't decided to axe things like the changelog tab or file changelogs.
  8. Now that it seems to be permanent, I've got one immediate question: where's the Changelog tab for mods? I can't find one, the 'Logs' thing is just a list of things done to the mod. Uploaded a file, changed attributes, some people endorsed, etc. Not only does the full changelog appear to be missing, but I haven't seen anything about individual file logs. I don't know about anyone else, but I sure like to read up about changes to mods before installing them. I mean, what if an incompatibility or change I don't agree with has been introduced? I'd like to know in advance so I can avoid updating or ask about it. For something less pressing, why can we no longer read the short description of featured mods? It was a quick and convenient way to get some info about the mod, because the name and image are insufficient to make a proper judgement about whether I'm interested in something, while that short description gave a good overview of what the mod's about. Also, the fact that it's featured rarely means anything besides I'll check it out sooner; for example, I had no interest in the recent 'Armed to the Teeth' mod for New Vegas, because I play exclusively in first person and I would never see its effects. With this new system, I wouldn't have been able to see the short description and would have to waste bandwidth loading the page and few of its images (At least one in exceptionally high quality for that banner) for something I wouldn't use in the end. There's also the strange inconsistency with the 'Latest' tab on game pages. I mean, it's present for things like New Vegas and Fallout 3, but then missing on Skyrim and up. Huh?
  9. The first things I noticed were inconsistencies with tabs; On the New Vegas nexus, there would be 'New Today', 'New This Week', and 'Latest', but on the Skyrim, Special Edtion and Fallout 4 nexus, the latest button was just plain missing. The other was that I had to go to a new page in order to start scrolling back through the latest mods list? That's just weird, especially because it shows the same list of mods again rather than at least switching to the second page. It would be nice to have that feature back on the main page, but if that's not feasible, then switching to the second page might be a nice compromise.
  10. Honestly, I've been modding for so long that I've entirely forgotten what Vanilla is like in most of my games! Then Skyrim Special Edition came out, and I was reintroduced to a mostly-vanilla game again. I have to say, having never installed visual mods in Skyrim (I never felt the performance impact was worth it), they certainly made it look pretty. I always love to hear people getting excited about mods, but try to warn them not to get too eager, for risk of destroying their saves by installing with reckless abandon. Also, Lowered Weapons is nice I guess if you don't care about having your weapon visually ready and the side effects don't bother you, but if you care about any of that in the slightest, you'd probably want Button Lowered Weapons instead, to have control over the effect with none of the downsides, and the added bonus of being completely compatible with anything. Lowered Weapons is also several game versions behind, having been released shortly after the game was, so there are likely issues there.
  11. In response to post #16487839. #16493059, #16493519 are all replies on the same post. Instead of not downloadable, warn the person before download, and give them the option to download anyway.
  12. In response to post #16033580. #16033965, #16034610, #16034765, #16064125, #16070960, #16072870, #16078275, #16086210, #16095540 are all replies on the same post. There's a bit of an issue: Accidental Smilies. ... I feel like I was going to write something more here, but it seems to have slipped my mind! Haha... That's been happening a lot lately...
  13. Considering that it supposedly wouldn't be hard to make the ponies un-anthro, when this mod's released, will there be a version where the ponies are, in fact, ponies? Also, I'M STOKED FOR THIS, even if they will only be anthro.
  14. I've been unable to download AWoP recently, could that be related to this?
  15. Well, could you at least make it less terrifying? Seeing text like that everywhere is a bit worrying, making me think that something might've infected the site/my pc.
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