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Solarium228

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  1. Tell me please: how do I check the race of creatures and add items to the level lists depending on the race? Is this design suitable?
  2. Greetings to all. There is a modification called Hunter of the Commonwealth(The version is not Beta, but 1.3.2.) and there is a modification of Horizon 1.8.0. These modifications have serious compatibility issues related to the fact that there is an intersection of the Entry Point, associated with the Space key, at which disposal occurs in the Horizon, and Hunter of the Commonwealth is cutting the carcass. After talking with one person, I came to the conclusion that it is necessary to transfer all the Conditions from the Entry Point modification Hunter of the Commonwealth to the Z_PerkSalvageCorpse modification Horizon, but with blocking the values that intersect, by changing their operator. Where was ==, I did != and so on and so forth. Unfortunately, due to the large number of keywords and a very poor interface of the CK, I can not do what I want to do, namely, in a human way: 1. Remove the Hunter of the Commonwealth modification functions in relation to Humans and Human Ghouls(like Raiders or Daisy), giving priority to the Horizon and its method of disassembling junk. 2. Remove the Horizon functions using the disassembly method in Animals and Creatures, giving priority to Hunter of the Commonwealth for cutting carcasses. I have tried many times and always something is wrong. It is also possible to do the same via MessageRef, but this will require a lot of effort. Can anyone help me make this a reality? (I apologize for my poor eng.)
  3. Hello. There is a modification called Better Power Armor. The author, unfortunately, decided not to continue the development of his project. He wanted to translate this modification into scripts. I have some knowledge of the Phyton language, but I ran into a number of problems in Papyrus and have no idea how to proceed further. The bottom line is that the author's modification is implemented via PERK / MGEF. Help us with advice on how and what to do next to achieve 100% damage blocking before breaking parts, with the exception of certain types of ammunition. ScriptName Yagami:PowerArmorBlockingDamage extends ActiveMagicEffects ActorValue Property PowerArmorLeftLegCondition AutoActorValue Property PowerArmorRightLegCondition AutoActorValue Property PowerArmorLeftArmCondition AutoActorValue Property PowerArmorRightArmCondition AutoActorValue Property PowerArmorTorsoCondition AutoActorValue Property PowerArmorHeadCondition Auto Actor Property PlayerRef Auto Constfloat Property armorHealth AutoObjectReference Property armorPiece Auto
  4. Help please.Departure occurs when you try to quickly move to any heavy location.It also happens if I am already practically near this location.
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