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ModBrains

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Everything posted by ModBrains

  1. Thanks for the replies. I had a feeling it was a pretty deep set attribute, but didn't realize it was set so early in the development pipeline.
  2. Trying to make a constructable concrete floor tile. Have duplicated a wood floor tile (shackmidfloor02 or some such) as the starting point. Cannot for the life of me find where to set the footstep sound when walking on it. Currently it sounds like wood, but looks like concrete. Have looked in the mesh in nifskope - can't find anything there. Have looked in the material file in Material Editor - can't find anything there. Have looked in Creation Kit and FO4Edit - can't find anything there. I've found the FSTP entries, but haven't found any way they are linked to materials/objects or materials/objects are linked to them. Anyone know how to choose the footstep sound that plays when walking on buildable flooring?
  3. Edit; Thinking about the constancy of this effect, I think I need to reevaluate my approach to this issue. ----- Anyone know how to apply 'Cloak' effects via script? I have this script attached to an item which is equipped on the player. The spell should highlight corpses. The spell/magic effect works normally, but doesn't reapply to corpses in the local area when waking up from sleep. Trying to "reapply" the effect, but it's not highlighting already-present-corpses. Have tested the register and unregister functions and they're definitely firing as expected, as is the OnPlayerSleepStop event. Scriptname CorpselighterItemScript extends ObjectReference Const Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() RegisterForPlayerSleep() endIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() UnregisterForPlayerSleep() endIf endEvent Event OnPlayerSleepStop(bool abInterrupted, ObjectReference akBed) CorpselighterSpell.Cast(Game.GetPlayer()) CorpselighterSpell.Cast(Game.GetPlayer(), Game.GetPlayer()) endEvent SPELL Property CorpselighterSpell Auto Const
  4. Thanks, but that's not what I was asking. The game already prevents it from being used (see picture). I want to know how the game is doing so. I've looked through all the MESG items and none of them have "Time is already slowed.", so I'm thinking it's handled in a script somewhere, but can't find out where. Edit; Searched through all of the base scripts and can't find the string "Time is already" in any of them. There is an archetype "SlowTime" which I'm now thinking handles all of that, including item usage.
  5. Which quest do you want to change the level of? Edit: I'll assume you were talking about https://www.nexusmods.com/fallout4/mods/41444?tab=files If you want to change the level requirement, it's done in a script. I'll assume you know how to edit and recompile scripts. If not I can give you directions.
  6. I've made a mod that has consumables that grants levels of various perks. The issue I'm facing is the item that grants levels of Chemistry (though I assume this issue would be the same for other perks in regards to crafting). The item grants level 4 Chemistry temporarily, but when I try to craft antibiotics it doesn't allow creation of the object. The solution is to have the item contain multiple effects, each granting a different level of the perk in question. Interestingly, the recipe for antibiotics verifies that player Chemistry level is GREATER THAN or equal to level 1 (>=). By all rights my object should work by just granting level 4, but only works when it actually grants level 1 specifically (tested by making the item only grant level 1 and it worked). Another interesting point is that lockpicking and hacking works as expected: I can lockpick/hack both Advanced, Expert and Master locks/terminals when I've only been granted the level 4 perk. What I want to know is if anyone has any insight on the how the magic effect is handled in regards to crafting beyond any checks done by the recipe.
  7. Heya Jajjo. Scripted anything, you cannot just "turn off" by deactivating the mod. In fact, that's even worse. Scripts get saved into your save game information. That means that once the script is saved into your game, it's going to try to keep running. Or try to run, whenever it is timed to run. If the rest of the mod isn't there, when the script runs, that's when you have problems. For what you're talking about, vanilla level listing is the best, because the mod itself has the level list (LL) contained within it. So... deactivate/delete said mod, and you delete/deactivate said LL. So the short answer to your question is "no". It's worst case scenario for what you're talking about. Hope this helps :smile: Cool, yeah I came to the conclusion that script injected LLs are good for compatibility between mods, but create more of a mess when trying to remove said mod. Ended up just modifying the LLs directly in CK and if there's any conflicts with future mods I install, I'll just create a merged esp or something.
  8. Regarding script injected leveled lists - are they "better" or "worse" than just directly modifying the leveled lists in Creation Kit? If you directly modify the leveled lists in CK, will it be easier to turn on and off (essentially toggle the .esp)?
  9. Anyone know how the game is preventing the user from consuming Jet if time is already slowed down? Would like to prevent item usage based on specific conditions in a similar manner, but can't find where the check is done. My searching has come up empty as to where the conditions are checked and when the item is allowed to be consumed.
  10. How odd. I found a mod that did what I wanted to do (https://www.nexusmods.com/fallout4/mods/8671?), so opened that up in Creation Kit and the approach that author took was the exact same as mine. The only difference was that the conditional checks (checking if something was alive or dead) were moved to the Magic Effect as opposed to leaving them on the Spell itself. I'd like to understand how that difference caused my mod to fail. Happy to see that my approach to the mod design was correct and I was only stifled by a lack of understanding of a couple of features.
  11. Just trying to add a "detect dead" feature to the "EnchPA_TargetingHUD" enchantment (the one that highlights living beings red when wearing the power armor helmet). I have it mostly working, but can't figure out why the shader is not applied to freshly dead entities without removing the helmet and putting it back on. To clarify: 1) If I spot an enemy it appears red. This is the base/normal functionality of the helmet mod. 2) If I then shoot that enemy dead, the red shader fades off. This is the base/normal functionality. 3) I then exit and reenter the power armor (or remove the helmet and put it back on) and the fresh corpse now gets a yellow shader applied. My problem is step 3. I want this to happen automatically. My approach to creating this mod was just duplicating the already existing MagicEffects, Spells and EffectShaders associated with the TargetingHUD enchantment, changed the color of the shader duplicate and changed the condition of the effect to look for GetDead to be == 1.00 instead of != 1.0 and ticked "No Death Dispel" on the duplicated magic effect. Again, it's MOSTLY working as expected, just not changing the shader when an entity switches from alive to dead. My suspicion is that it has to do with the conditions of the spell not being rechecked until the helmet is removed and reapplied. Can someone with more experience shed some light on this? Maybe there's a setting I'm not applying that I need to to have a shader change when something dies?
  12. So I'm trying to follow that (very old) tutorial on making a hair NIF that works with hats. I have a single NIF file that has two meshes - one is hat, the other is nohat. I have two egm files, named Hairhat and Hairnohat. The textures are in place. I have made an esp that assigns the hairstyle to the appropriate race/gender. I have made sure the esp was activates when testing the file. If anyone has experience in getting this particular thing working, I'd appreciate being able to pick your brain on this.
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