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Everything posted by BrendonLeCount
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It isn't exactly autoloot (yet) but my mod More Complex Wasteland lets you craft a bot that you can loot stuff to. You still have to interact with each body/container/piece of junk, but it "teleports" the loot to a central storage reserve so you don't have to mess with being overburdened or transferring stuff to companions. It adds an extra interaction option (press "e" to loot, press "r" to store in bot.) There is also an area-based autolooting drone that's part of the mod, but it is very slow (literally takes ten to fifteen minutes to clear an area). One of these days F4SE might catch up with SKSE, and I'll be able to make it work. The Skyrim version only takes a couple of seconds.
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Is there a mod that lets you stock up a container in each settlement that the settlers will then draw their equipment from? I'm looking to outfit them without having to micromanage too much.
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The wiki entries for SetAnimationVariableFloat, Int, Bool, etc. don't include a list of animation variables. Does anyone know what some of the common ones are, or how to obtain a list? Specifically, I noticed a "morphweight" related variable in a variable dump for Skyrim. Would this function be a way to adjust muscle and body fat on a character via script? Here is the function of interest: http://www.creationkit.com/fallout4/index.php?title=SetAnimationVariableFloat_-_ObjectReference
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Update on site work and NMM 0.50 around the corner
BrendonLeCount replied to Dark0ne's topic in Site Updates
Profiling sounds great, especially for mod development. If I could swap back and forth between the current version of a mod and the latest version that's under development, it'd be easier to continue tech support while an update is in development. As it's described it would also make it easier for an author to maintain compatibility patches for multiple conflicting mods. The servers sound like their falling victim to metastability issues, kind of reminds me of snorkling when you time it wrong and exhale just as a wave's about to fill the snorkel (which becomes a little more likely since you sink deeper as your lungs empty), then you don't have the air to clear it. -
Would it be possible to let authors move comments or reply threads from their main comments to one of their discussion topics?
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LE Animators needed for IMPS more complex Needs...
BrendonLeCount replied to sethwarner08's topic in Skyrim's Mod Ideas
I hope we're able to get some capable people interested in this. In the past I've really just focused on the numbers, but being able to include animations and other effects is a lot of fun, and great for immersion. Creating the actual assets is way beyond my capabilities though most of the time. -
LE Cooking: for the Realism Modders
BrendonLeCount replied to kedrick7's topic in Skyrim's Mod Ideas
The salt pile item only weighs 0.2 (pounds?) so it isn't that bad (well, ok, just looked it up, thats still 18 tsp.) There are a couple of ways to address it, one would be to reduce the weight of the "salt pile" ingredient, another would be to make a recipe for converting "salt pile" into "salt teaspoon" - it would convert one salt pile alchemy ingredient into 18 salt (tsp) items, probably misc. items since pure salt doesn't have a lot of nutritional content. Then edit the recipes to call for one or more teaspoons of salt rather than entire piles. Back in those days salt was an important preservative, it'd probably be good to keep it as an ingredient for most recipes. I'm planning to remake the needs mod linked in my signature for Skyrim. It approached hunger/thirst/sleep from a somewhat over-the-top realism perspective - it individually tracked protein, nutrients, calories (derived from the protein, fat, and carbohydrate content of each food), water, fullness, and blood alcohol content. I based the nutrition stats for all the edibles on real world data (mostly nutritiondata.com) and tweaked the recipes so that the stats for cooked foods were equivalent to the sum of their ingredients. There were both penalties for not eating right and bonuses for doing a good job of feeding your character. I'll be starting the Skyrim version as soon as the CK is released. As for seasonings, you could probably combine garlic and salt to make seasoned salt. I also introduced a sort of psychological stat in the New Vegas version of the mod that was related to how "good" the foods you were eating were. You could subsist entirely on barbequed radroach, but your moral would suffer. So for Skyrim, you'll be able to eat raw rabbit haunches (albeit at the risk of food poisoning), basic cooked rabit haunches, or seasoned rabbit haunches that are tastier and provide a better moral boost. -
I made a mod for FO3 and New Vegas that overhauled power armor to feel more like a piece of machinery than just another set of heavy armor with a minor stat boost. It'd be interesting to see something similar for Dwemer tech. If you want to check out the mod for ideas, or possibly collaborate on something in the future, here's a link to the New Vegas version. I'm planning to remake my needs mod first though. Basically the mod offers a bunch of major boosts (stronger/faster/etc.) but requires you to keep your power armor charged (microfusion cells and fission batteries could be replaced by soul gems or centurion dynamo cores). To help balance it I also tracked the armor temperature, so you'd have to be careful not to abuse things like super fast sprinting or you'd overheat. Basic power armor had strength boosts roughly equivalent to vanilla, but you could upgrade your armor for better boosts by adding upgrades that could be found or purchased (there were 20+ available.)
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Been having a problem where, when I launch the mod manager, if an update is available the message that asks whether I want to update pops up behind the "checking for updates" dialog box, making it impossible to click any of its buttons. Only way to bring it to the front is to use alt+tab. Usually when I launch the program I'll switch to another program, like a web browser, while I'm waiting for it to launch, so it could be that that's causing the problem. Sorry if this is the wrong place to post this, but couldn't find a link to a mod manager discussion anywhere on the skyrim nexus home page. Also it just updated, so for all I know the problem's been fixed.
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I think this is a great idea. One thing to add though, one of my mods includes a compatibility patch for another mod. I've said in my readme that it requires the other mod if you want to use it, but it still seems to trip a lot of people up. I'm not 100% sure if I should add that mod to the "required files" section though, since it isn't technically required. Would it be possible to divide the page up into two sections - required files, and optional or compatible files?
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I'm using a ref walk in one of my mods to put token objects with object scripts running on them into the inventories of NPCs wearing power armor. I use those scripts to make the power armor explode if the NPC gets hit in the MicroFusion Pack, to add power armor upgrades to their inventory, and to break their armor down into component parts depending on armor condition. When I thought up another use for scripts like that, I decided I'd rather just perform the ref walk once even if I had both mods in my load order, to improve stability and reduce the impact on performance. So I restructured the walk to make it more generic and separated it out into a separate .esm. I posted a thread on the Bethesda Forums to see if anyone else would be interested, and based on the responses I got, it sounded like there might be some interest in a ref walk resource that could be shared by a number of mods. The way this resource works, you include it as a master for your mod. In your mod, you use a quest script to add your token to Inventory Access' PiggyBackList formlist. Inventory Access then makes sure that a copy of your token gets placed into the inventory of every actor the player encounters. You can use a script running on that token to do any number of things. I was thinking of using it to make it so that NPC's equipped gear matched the weather. There are a ton of applications. You could just perform your own ref walk, but using this shared utility means that the performance impact of having a dozen or so mods that use this method will be minimized. There are also some quirks that I've found while performing ref walks, and this utility addresses those. If it sounds like something you could use, you can check the mod out here.
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[WIP] Malos Fallout Body Resizing Mod
BrendonLeCount replied to Kalten1979's topic in Fallout 3's Discussion
I've got a needs mod that alters player height based on SPECIAL stats, and keeps track of skeletal muscle mass and body fat percentage. They're used to alter other stats, but at the moment there's nothing visual. This would change that. This sounds great. -
Exporting a plugin from the G.E.C.K.
BrendonLeCount replied to lowhkhee's topic in Fallout 3's Mod Troubleshooting
I brought this thread up with a google search. In FO3Edit there seems to be a difference between choosing "clean masters" and manually removing masters from the header. I kept trying to remove the masters manually (I was splitting up a merged DLC compatibility file into 5 seperate files for each DLC) but upon reloading the split .esps, I'd get italicized formIDs for all of the ingestibles, meaning it was seeing them as new items rather than overrides of existing items. "Clean Masters" worked right though, and when I did it it put a number of the items in bold, meaning changes had been made to more than just the header. I'm not sure what exactly it does differently, but it's definitely the thing to use. -
Hi, relatively new to Oblivion, but I'm thinking of translating my Hunger/Thirst/Sleep mod over from Fallout and wanted to see if there would be much interest. It would be my first mod for Oblivion, and probably take a little less than a month from start to a working beta. The major feature is independent tracking of protein, calories, hydration, nutrients, and blood alcohol content, though I also implemented optional weight gain via muscle building and bodyfat, as well as a rescaling feature that adjusts the player's height according to their base stats. If you'd like to take a look at or try out the Fallout mod, the link is below: http://www.fallout3nexus.com/downloads/file.php?id=11418 I came across an interesting thread on the Bethesda forums regarding posts like this, and wanted to say that it's primarily user feedback that keeps me motivated for this stuff.
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fully disabling auto aim for laser sights
BrendonLeCount replied to BrendonLeCount's topic in Fallout 3's Discussion
Never mind, I figured it out, there's an explanation in Bethesda's GECK wiki. Set fAutoAimMaxDegrees to 0. -
There are a number of mods out there addressing autoaim, and a few of them have authors that claim to have initially tried completely disabling auto-aim, only to fine that the projectile then fired in the direction that the gun model was pointing, rather than at the crosshair. I'm trying to figure out how they did that, because it's exactly what you want if you want to aim with laser sights, like the ones in Weapon Mod Kits. It would look cool, work as a perfect auto aim disabler, plus if you're using nVidia's 3D Vision, the default crosshair is worthless, while a laser sight would work great.
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I've got a hunger/thirst/sleep mod that I've just created a grill for. It's all coded up, and I found a couple of good stock models to use (the barbecue for the grill, and a sack to represent charcoal). The trouble is, one of those objects is a moveable static, and the other is a container object, so by default the models don't have accurate havok behavior - if you drop them from your inventory, they just hover there like a static. I checked them out in Nifscope, and copied over some of the Rigid Body data from a miscellaneous object, and now they at least obey the law of gravity, but they continue falling through the ground and out of sight. If anyone has any advice or knows of a tutorial that could help me, I'd appreciate it.
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Maybe you could spawn an object either above or right at the region in space that you're interested in, then check back in on its elevation every couple of frames? Once it stops moving, it's hit something. If it's immobile to start with, you know there's a collision issue. You can then delete it and do whatever based on whether the spot was occupied. I really need to figure out a way to tell when the character is airborne (and prevent it if possible) - checking the currently playing animation group doesn't seem to work, so liberty prime's footstep sounds keep playing whenever you leave the ground. I do have a file for it out though, finally.
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Here's the head laser in action (no Liberty Prime file yet, though I did just work out the two major bugs that were holding me up). Imp's Laser Vision Perk http://www.fallout3nexus.com/downloads/file.php?id=12041 I cleaned up the code used to create and place the Prime activator object, and haven't been able to reproduce the problem since, though there's another issue - the activator get's placed where the player is standing, using placeatme, setpos, and setangle (I tried using moveto with an activator that never got deleted, just moved to a dummy cell, but couldn't get it to work right even with those coding tricks) the player then gets moved to a spot a few feet behind the activator object, like you were set down behind it (there's an imod visual effect that hides all of this from the player). The problem is that if the player is standing on a steep slope and facing downhill when they take off the armor, they are then moved into the hillside and get trapped inside of that geometry. Unless there's a way to check if a certain spacial coordinate has something occupying it, I'll need to provide a caveat that they have to dismount in a reasonably level area, along with an explanation of how to use "tcl" in the console.
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I'm facing a collision issue right now - if you exit prime while in a cluttered area, the static prime model that is placed in the location you were standing doesn't seem to be created, or something, which dumps you out of my script. I'll either need to rethink how I handle that part, or issue a warning that you need to be careful to dismount in a relatively level, uncluttered area. I'm hoping I can at least create some kind of error handling, maybe based on whether the reference object I use to keep track of the spawned prime object contains a valid reference. As for the turret, I haven't tried it out yet, but apparently the trig functions I would need to use to keep it in the right location relative to the player are really slow, and not supposed to be executed every frame. I'm hoping I can get around that by updating the thing's position only once every 5 or ten frames - only its projectile is visible, so it shouldn't be too horrendous visually. As for colliding with the player, I think I can set the turret's base scale to something really small to make that easier to avoid. I'm also hoping the small scale, or the Invulnerable flag, will keep the invisible turret from blocking shots that would otherwise hit the player in the head.
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You can use getpos and setpos on creatures, so I'm guessing if you had a gamemode script that repeatedly relocated the object to a position fixed relative to the player, it would be stuck there regardless of whether it could move or fly. You could position it above your head so that it could hit stuff in any direction, and from 1st person view it would look OK, but to look right in 3rd person it would really need to be right at the spot where the projectile is supposed to be originating from. That means either having a model of a weapon sprouting from your head or shoulder, or having the projectile originate from the location of your eyes or a gadget stuck to your helmet (the BOS helmets have plenty). I think if you borrowed whatever script or AI package prevents your followers and allies from friendly firing (it might just be default behavior for anything not hostile to the player), that would be enough to prevent it from turning around and blowing a hole through your head regardless of where it was located. Turrets are creatures, and are also incapable of movement. Looking through their data, there's an "Immobile" flag that can be set on the animation tab. So an invisible turret (just set scale to 0.001?) with friendly AI and a position update script might be it. Giving explosives to followers though is usually dicey, so you'd probably have to write your own friendly fire prevention code for AOE weapons.
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That it would. I use an auto-aim disabler myself anyway (although those don't do it quite as effectively), but something like the predator's shoulder cannon or self-guided shoulder missiles would be cool. I just recently tried out Oblivion, and the protector creatures you can summon are basically the same thing, except they go about their own business after being spawned instead of having their position linked to the player's. I'm actuating the laser via FOSE's getkeypressed, so you can fire the laser at the same time that you're firing another weapon, but you can't simultaneously target two different enemies. Having the option to switch between manual control and autotargeting would be awesome. One potential problem - in order to look right, the projectile needs to originate from right in front of whatever visual prop is supposed to be firing it. If the visor creature decided to target something behind you, the projectile would pass through your head, killing you. Maybe the AI already prevents that though (I can't remember ever being shot by one of my companions).
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The mod I'm working on puts the player in the driver's seat of a brainless "Mech" version of Liberty Prime. It does this by putting the player in a suit of gorrow333's Liberty Prime armor, from his Monster Costumes mod, rescaling to match Prime's size, and doing a number of other things to make you act and sound more Prime-like. I've been trying to implement the laser cannon that fires from Prime's visor. Adding a projectile node to the player's body .nif might work, but it would mean having to create compatibility files for any other mod out there that alters the player's human body .nif. I've managed to make it work, though (check the FO3Nexus link I posted above for screenshots). I use placeatme to spawn an invisible (no model specified) dummy object at the player, then use getpos, setpos, getangle, setangle, and some trig functions to move the dummy object right in front of the player's face, oriented in the direction the player is looking. I fire the projectile from that, then disable and delete it. The code is in the gamemode block of an object script, so it can be attached to any item placed in the player's inventory (which is fine for this application, but I'll need to come up with a different method for any application where there's a chance that more than one of those objects will be in existence at a given time, like with a purchasable laser helmet). It fires, there's no auto aim but it hits what the cursor is pointed at. If you do create a projectile node, does it then take advantage of auto-aim?
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Or maybe I could make an invisible helmet, and fire from that.