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woyosensei

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  1. I'm so sorry. Please, accept my apologise. As I said in my previous post it seems that the script is working perfectly. And it is. It's really cool. I mean, wow :D OK, I can show you what I'm working on. The First Tsurugi. 6 swords and one to rule them all :smile: You need to craft all 6 swords if you want to create this Big F*** Sword :D Here's some screenshots: http://i.imgur.com/w5YAYnZ.png and full version: http://i.imgur.com/ecmQrSy.png That screen was made before I decided to limit this sword for PA only. http://i.imgur.com/rUW1iVQ.png and here's in PA: http://i.imgur.com/GT5y3DR.png Thank you very much again for help with this one. I promise it's going to be a great mod! :D
  2. Yeah, I knew I forgot about something. Simple check if weapon is already equipped should do the job. Let me check your script on a fresh game. From what I see it should work perfectly. EDIT: so I've checked that script and it doesn't work at all. I can equip my weapon easily, even without PA. And that was a new game, just a minute after I left the vault...
  3. Thanks! I'll check it as soon as I get back from work (late evening). About this part: PlayerRef.EquipItem(PA_weapon) ; <--- this doesn't make much sense to me? equip weapon while it's already equipped? ; do you want it to auto draw when in pa? If so, check the script PA part it just mean that when you try to equip that weapon it will be automatically unequipped so it's just a precaution to make sure that you're not gonna use that weapon outside of PA.
  4. Compile was successful, but it still doesn't work when I place it as part of weapon script. At the moment it looks like this: Scriptname woyosensei_PA_weapon extends ObjectReference Const Weapon Property PA_weapon Auto Const Keyword Property PA_check Auto Const Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Debug.Trace("We were equipped by the player!") if (Game.GetPlayer().IsInPowerArmor()) Debug.Trace("The player is in Power Armor") ; Force the player to equip the tutu - but they can remove it Game.GetPlayer().EquipItem(PA_weapon) Else Debug.Trace("The player is NOT in Power Armor") ; Force the player to unequip the tutu - but they can equip it Game.GetPlayer().UnequipItem(PA_weapon) endIf endIf endEvent Event OnInit() RegisterForRemoteEvent(PlayerRef, "OnSit") EndEvent Event Actor.OnSit(Actor theActor, ObjectReference akFurniture) Utility.Wait(0.05) if(akFurniture.HasKeyword(FurnitureTypePowerArmor) && theActor.WornHasKeyword(isPowerArmorFrame)) ; Enter PA Debug.Notification("entered a PA") Debug.Trace("enter PA") elseif(akFurniture.HasKeyword(FurnitureTypePowerArmor) && !theActor.WornHasKeyword(isPowerArmorFrame)) ; Exit PA Debug.Notification("we exited pa lol") Debug.Trace("exit PA") endIf EndEvent Actor Property PlayerRef Auto Const Keyword Property IsPowerArmorFrame Auto Const Keyword Property FurnitureTypePowerArmor Auto Constand yet is not working. It doesn't matter if I equip that weapon or not. I checked the logs and they're empty for that second part as well. My part of the script is working just fine, but that was pretty easy even for a noob like me :P The second feature (unequip if leaving PA) is like a hell... Maybe there is other solution? I don't know, make something like universal script for PA or something like empty quest or something?
  5. Unfortunately it doesn't work. What about that second function: OnExitFurniture - ObjectReference? This one seems to be specific for exit PA (or anything else connected to that). I'll try it in a second when I get back home. EDIT: I can't get this one to work... Really, I have no idea what else I can do to solve it. Please, anyone? Help? :)
  6. Hi guys, OK, I have some trouble here as well. I'm trying to make a mod with huge sword for PA only. What I've done so far is when you try to equip that weapon when you're not in PA then that item is automatically unequipped. You just not allowed to do this. When you are in PA you can equip that weapon and draw it. But the problem shows up when you exiting PA. Then a weapon is holstered but still equipped. I have no idea how I can implement the script which will activate PA exit event and unequip that weapon. Here is my script: Scriptname woyosensei_PA_weapon extends ObjectReference Const Weapon Property PA_weapon Auto Const Keyword Property PA_check Auto Const Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Debug.Trace("We were equipped by the player!") if (Game.GetPlayer().IsInPowerArmor()) Debug.Trace("The player is in Power Armor") ; Force the player to equip the tutu - but they can remove it Game.GetPlayer().EquipItem(PA_weapon) Else Debug.Trace("The player is NOT in Power Armor") ; Force the player to unequip the tutu - but they can equip it Game.GetPlayer().UnequipItem(PA_weapon) endIf endIf endEvent Event OnGetUp(ObjectReference akFurniture) if akFurniture.HasKeyword(PA_check) if (Game.GetPlayer().IsEquipped(PA_weapon)) Debug.Trace("The player has the uber sword equipped") Game.GetPlayer().UnequipItem(PA_weapon) endIf endif EndEventWhen I'm trying to compile I'm getting an error:" new event ongetup cannot be defined because the script is not flagged as native" Does anyone knows how to solve it? All I need is unequip that weapon when player will exit PA. Thank you in advance for any help.
  7. Hi guys. I am currently working on a mod to add a First Tsurugi sword from FF7 into the game. I've done this model couple years ago as part of my Skyrim mod, but now I've decided to move it for Fallout 4.I know, most of people know it as Buster Sword, but in FF7: Advent Children just simple Buster Sword became something more than just a single sword. So I've made a model and textures and everything else, sword is added in the game already and what I actually need is someone who can make really good textures for me. I mean, really good textures. The model itself is pretty detailed (over 8k polys) and its because of that actually this sword is made from 6 other swords. Connected together, crafted separately. Heavy, slow, and huge, main idea is to limit it for Power Armor only (I have an idea how to write a script as I've done it before, just don't remember a thing :tongue:, if you want to help with the script as well, well, even better). So, this is my model render http://i.imgur.com/Y2Ff1nj.jpg and this is how it looks in-game (covered with blood already as I really had to try it :tongue:) http://i.imgur.com/ekN3Axx.png So, I really need someone who can create a textures for this model. Obviously full PSD file will be provided for volunteer. Except credits I can't promise anything else. I've done it for free in my free time and I expect the same from any volunteer as well, just to be clear :smile: Thank you in advance for any help you guys can provide. Cheers!
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