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ZerasCETA

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  1. https://www.youtube.com/results?search_query=fallout+4+creating+a+new+weapon Plenty of tutorials on Youtube related to adding weapons.
  2. Ah, like he said: There's a category in the Creation Kit called "Material Type". Everything listed in there has an associated sound and impact effect.
  3. I myself have done a lot of research and testing on this, and unfortunately, most of the power armor functionality is hardcoded, not scripted. The "battery" (fusion core insertion and drain) mostly isn't, but almost everything else is. You may have stumbled upon the power armor systems script; it isn't actually used, just an asset left in the game from before the dev's realized the scripting wasn't enough and they needed to hardcode the functionality. That said, what I think you need to look at to achieve your goals is the "Race" category "PowerArmorRace" and its associated "skin": "PowerArmorSkin" (which is an armor) and that armor object's associated armor add-on: "PowerArmorWhole". As you know, a power armor frame is a furniture, and if you didn't already know, upon activating one, your race technically changes to PowerArmorRace, instead of human, (although your base race remains human) and the player character automatically "equips" the frame "armor" skin. Compatibility issues with other mods can arise because you can't give multiple options for changing this object, but, changing that armor addon's material should do what you need it to. As for the fusion core material turning purple... no idea, sorry, haha.
  4. I have 4 projects currently in the pipeline. My current primary focus is what could best be described as an independent construction set for building seamless, gorgeous buildings, most similar to "Snap'N'Build" but with a focus and optimization on player chosen materials. This one, I'm only using your post to show off for the first time, in the hopes that people are interested, I don't want help with it currently, sorry... http://i.imgur.com/aOxZx5J.jpg http://i.imgur.com/hryFakS.jpg http://i.imgur.com/9S3KMVL.jpg The SECOND one however, I would love a REAL artist's help with. These are two screenshots from the original scrapped mod I started for Fallout: New Vegas: http://i.imgur.com/9YduozJ.jpg http://i.imgur.com/cuxxDqY.jpg The scripts for manipulating activator objects at the time didn't quite work, but they do in FO4. Keep in mind, F:NV had no airships, but the Prydwen revitalized this one for me a thousand fold, and even though I put a dummy version in just to see how it would look in FO4 (With a dummy texture set, not real textures): http://i.imgur.com/ptAldtF.jpg http://i.imgur.com/uGNjvO9.jpg http://i.imgur.com/vGuQH1i.jpg http://i.imgur.com/PzIOMCu.jpg I have scrapped this design in favor of a design more similar to the Prydwen mixed with the Heli-Carrier from the Marvel movies. Still Fallout-ish though, not immersion breaking. I'm confident I can script it, the problem is... I'm old now and my art skills are well below sub-par... Time and bills are cruel mistresses. I think I need a real artist to realize this. If you're interested in a project like this, shoot me a message and we can discuss. Oh yeah, project 3 is a grappling hook gun. Script works great, works like the hookshot from Legend of Zelda: Ocarina of Time, just need unique art for it. Looks like a generic laser rifle currently. There's also project 4 which is... Script heavy but I have that part under control. I need a real artist for that one too but I'm not ready to show it off publicly yet at all. Also, if you look up my history you'll see I have one release... Yeeeah, I got into some trouble over a skyrim mod a while back... Let's just ignore that.... I've been modding Bethsoft games since Morrowind. Ugh, Always read the rules.. The Nexus team has zero sympathy....
  5. I'm sorry, I'm assuming English is not your first language. That's fine, but I don't really understand your question. I'll do my best to answer anyway. The "BSX" flags node in a .nif file stores the material data for a mesh. When exporting from 3DS Max 2013 with the official BethSoft exporter, the "Collision Group" button on the 4th tab of the right panel in 3DS max controls this. Hopefully you know what I'm taking about. Just set a material type and an object type and you're good. keep in mind, not all material types are used by Fallout 4, wood, concrete, and metal definitely are.
  6. Sounds like you've tested the file structure extensively, so I doubt that will be the bug, if any. In my experience, just release it as version "1.0a" and explain that its currently in the alpha testing stage and that you're looking for feedback on potential conflicts and issues and hunt down the reports you get. Most will be user error in one way or another, as all modder's see, but some will enlighten you to real issues you need to fix. Once you feel confident it's ready, move it to 1.1r and beyond.
  7. Well, again, for my purposes I did it with the script attached to the frame. Power armor is a sitting furniture. The Actor event you should use is OnGetUp(). Example (in a script extending Actor, placed on a player alias): Event OnGetUp(ObjectReference akFurniture) if akFurniture.HasKeyword(FurnitureTypePowerArmor) ; do your stuff here endif EndEventYou're welcome :smile: This, should work to convert it to a constant script running on the player but I can't guarantee that as I haven't actually done it this way. Still, no reason it shouldn't work.
  8. That's a bit much for what he's asking. He literally means a set of scripts that use Game.GetPlayer().SetScale(1.15) and SetScale(1.0) upon entering and exiting it. I did actually write a set of scripts that do this, although they're highly intertwined with a lot of other scripts. I'll try to come back and post just the parts necessary when I have more time to explain how to implement them. It's actually pretty simple.
  9. This. A thousand times this. Coming up with the grand idea is the fun and easy part. You'll think that it's going to be fun to do the modelling until you're tearing your hair out trying to get a snap point to work because you forgot to rename a copied BSConnectPoints node (Happened to me for about 4 hours today), or when you can't get a script to work for an entire weekend because it turns out what you're trying to modify is a hardcoded system (Has happened to me), or when every attachment for your new gun works perfectly except one and you find out it's because of a typo in an unused box that the tutorial you read said was optional, but isn't (Happened to me too). The outdated information and misinformation is killer for these games. Do yourself the favor recommended above, pick something do-able, achieve it, then move up. Don't ever put the world on your shoulders from day one, a mistake I've made myself on more than a few occasions. If I were you, I'd start with a Texas flora overhaul. Change the terrain textures and local plant life to what you'd find in Texas. If you do work up to building a Texas mod one day, it will be an essential element, and if not, you still gave FO4 the environment you were looking for and I can almost guarantee that would get a good amount of downloads as well. When That's done, make a new-age texas ranger companion, then make a new gun that he has by default, then the quest to get the gun, and so on and so forth. If you're truly dedicated, one day you might have a Texas overhaul. If not, you still made some cool stuff. But i can guarantee if you start a city being your first project, you'll eventually get discouraged, it's just too much too soon.
  10. This is a very strange issue, since it's something so basic and i've never seen it not work before. My script wasn't working at all, no part of it, so i went back to the basics and wrote a simple test script and even it didn't trigger upon equipping the weapon: Event OnEquipped(Actor akActor) Debug.MessageBox("Equipped") EndEvent Does it get any simpler? I've got the weapon created from a basic 10mm with all mod options but the basics removed. the script is added, and compiles just fine. I've double, triple, quadruple checked... I've checked it a lot... And I can't find anything out pf place. My best guess is it's an issue with the mods on the weapon but i have no idea why that would be. Anyone seen this before? EDIT: Tried the script on another weapon and it worked fine. Something I did to the object template or the keywords seems to have screwed it up but starting over with a new weapon seems to be working. I had no idea that could happen.
  11. I'm sure there is but I don't know of one off the top of my head, sorry. It's very easy to use though. When you enter power armor in the game, first it plays the frame furniture's "getting in" animation, then it disables the frame furniture and stores it and changes the player's race to power armor race and adds the frame skin (which is just an armor set to be the race's "naked" body). when you exit the frame, it respawns the furniture and plays the getting out animation. the frame that you got in will have the same editor id as the one you exit, so if you make a custom frame in the editor, and add a script below the battery script in the editor with something like: Event OnExitFurniture(ObjectReference akActionRef) If akActionRef != Game.GetPlayer() ;Do NPC Related Stuff Else ;Do Player Related Stuff EndIf EndEvent It will trigger. I'm not sure if it's possible to add a script with that event to furniture objects on the fly to make it work without modifying the frames already in the game, but i don't think it is. Maybe with an ActiveMagicFffect actually, haven't tried it like this before. EDIT: This might be useful to you too, this is a function I wrote to wait for the player to finish the animation for getting into a power armor before doing anything else. There may be better ways to do it but i know this way works. It's also in the frame's script: ;Wait for Player to Finish Activating Power Armor Function WaitForPowerArmorEnter() If PlayerRef.IsInPowerArmor() == False Utility.Wait(0.1) WaitForPowerArmorEnter() Else ;DoStuff EndIf EndFunction
  12. The Event you're looking for is "OnExitFurniture" believe it or not. Since power armor frames are technically a furniture, this event get's triggered once the power armor exiting animation starts. This event is called by the furniture itself though so the frame itself would have to have the script attached which may not be what you're looking for.
  13. I'm very curious about this one and i have some experience working on something similar. If you'd like to PM me some of the details concerning what you'd need from a scripter, I'd be happy to let you know if it's something I can do and would be interested in being a part of. My only concern is that it seems like you have the scripts working well already, which may mean you're looking for someone who is able to modify the .swf hud files to implement new elements, which i cannot do.
  14. I have an object that needs to be level at all times but follow an actor's movements, only changing it's x, y, z coordinates and z rotation, leaving x and y at 0. Continuous moveto or translateto commands might be an option but I was wondering if there's a way to do it be default without continuous updates. I know humanoid actor's root node is generally level but this would be attached to a vertibird and i'm not sure if its root rotates, and will require more testing.
  15. Pretty much. Translations and Rotations work on the node the collision is attached to, but scale does not. I didn't know about that workaround so that might work, worth a shot. Worst case though, making a new collision object is pretty easy with 3ds max 2013 and the BGS Fallout 4 Exporter toolset that bethesda released with the CK.
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