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Darktrooper117

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Everything posted by Darktrooper117

  1. I am working on a script that requires me to access the health value (not percentage) for an equipped piece of power armor. I assume that the line in question would be [Power Armor Address].GetValue(Health), but I need to know what to use to identify the piece in question. Ideas?
  2. Damned shame. Where were the assets stolen from?
  3. I caved and switched over to the "Summer" plugin for Vivid Weathers. It's a shame that exterior structures are so bad at dynamically blocking weather effects. I had dust storms raging in my bedroom, and it's basically a hermetically sealed box.
  4. I assume the same goes for the obnoxious "randomly stops animating forever/perpetual running noises" bugs that plague Contraption's conveyor belts?
  5. Pretty self explanatory. I don't know which messed up value is causing the problem, but I for one am sick of having a monsoon inside my glass-roofed facility every time a storm occurs. I don't have Contraptions on PC or I would find the cause and fix it myself, because it's really bugging me.
  6. Sweet! That worked perfectly! Got any advice on how to get WaterWalking to work in a similar way? So far I've had no luck with it.
  7. Pretty self explanatory. Just trying to put together some super jump boots for the hell of it. I'm wanting to use the standard "OnEffectStart" setup for an Extends ActiveMagicEffect script. What functions will let me manipulate the jump multiplier? This is for console, so using the command bar is out of the question.
  8. Nice! I was wondering what would let me properly trigger Antibiotics! I'll put those to good use!
  9. It finally works! The entire thing works! Here's the whole script: https://www.dropbox.com/s/9jlxf6qhj1q6d2w/PA_AutoDocScript.psc?dl=0
  10. I just figured out what I did wrong. I forgot to start the timer for the Rad check in the OnEffectStart area, so that automatic diagnostic wasn't running at all. Going to check now in game.
  11. I'm working on an Auto-RadAway script, but I've hit a snag. I based my code on my already successful Auto-Hydration script, which is included as a component. Below is a segment of my code. Believe me when I say the rest of the code won't fit within a reasonably sized post, as this script does far more than manage radiation. (The rest of the code not shown is confirmed to function as intended) If (SuitOperator.GetValue(Rads) >= RadDanger) ;If (OperatorRadLevel >= RadDanger) If(!RadAwayCooldown && (SuitOperator.GetItemCount(RadAway) > 0)) If (SuitOperator.GetValue(HC_ThirstEffect) <= Dehydrated) SuitOperator.EquipItem(RadAway) RadAwayCooldown = true StartTimer(CooldownRadAway, RadAwayID) ImmunityDown = true StartTimer(ImmuneSystemDown, ImmunityDownID) EndIf EndIf EndIf Where Rads is an ActorValue just like HC_ThirstEffect, RadDanger is a float just like Dehydrated, and SuitOperator is the actor wearing the armor piece in question. I've already confirmed that the timers and equipitems all work and that my If statements are properly formatted (though I may have messed up and EndIf during the copy to here). When I run a Auto-Hydrate script, it works perfectly fine, so I can only assume there's something wrong with the Rads or where I am getting them from, though I took the format from conversation triggers in the Creation Kit.
  12. I've been experimenting with giving PA legs the water walking ability of Mr. Handys and Bloatflies through enchantments, but so far it hasn't worked. I would appreciate any insight as to what I'm doing wrong and how to make it function correctly.
  13. So far I've only managed to get "JumpUp" to work. I'd like to be able to activate my scripts during sprinting or when turning on a helmet lamp. I'd really appreciate any help on this. I read on the Skyrim Creation Kit wiki that using a reference alias might be a workaround, but I have no idea how to do that.
  14. I want to run a script when I turn on the headlamp, or rather I want to replace the headlamp with a script when I hold the B button/Pipboy Light Button. How can I do this?
  15. Ok, so I've now authored two mods and am working on a third. They each have entries in the dn_PowerArmor list and their own dn_HasMisc_[...] keywords, but I've now noticed that the game does not automatically merge said lists and instead just goes on a load order basis. I tried putting the keywords and names for both mods in both of their lists, but that doesn't work since the "appendix" keywords in mod A don't link to the parts in mod B and vice versa, which results in the dominant mod having its names properly generate while the other does not. What can I do to solve this problem?
  16. Is there anything wrong with this script? I cannot for the life of me get the bloody thing to work. My Psycho Pump works great! This damn thing? Not so much. I assume the problem is either entirely within the script itself or there's a conflict somewhere with the Psycho Pump. It could be that I just can't use a script to automatically equip Jet.
  17. I'd settle for having a machine that can be assigned Automatrons to "gather" resources or move items from one machine to another like automated forklifts.
  18. Yeah, I'd be perfectly happy with a mounted minigun turret. Could probably work with other weapons with similar grip animations, such as gatling lasers, flamers, harpoon guns, and even the Broadsider. Speaking of which, why don't we have a mod that adds old-school cannon traps? I'd be happy to help with this project. I'm still relatively new to creating mods, but I have been getting plenty of practice in the creation kit lately and have good organizational skills. Anybody working on this can just send me a message.
  19. Would love to see a mod that uses caged conveyor belts and specialized machines to take captured mole rats and turn them into suicide mole rats in an assembly line format. I've always wanted to have a living minefield around my base, and don't even get me started on the arena fights it would create.
  20. This is from November of last year. Read the time stamp.
  21. You know, it's one thing when somebody makes a financial gain from using your work without your permission, but say I take the Blink mod from Skyrim, pull it apart to figure out how it works, jump through all of the programming hurdles to rebuild the mechanics of the mod in Fallout 4, and put a very unique spin on it so that it only vaguely resembles the source material, but you can still see bits of the original's DNA in it. If I'm unable to contact the original author and get their express consent, am I going to find myself in the middle of a veritable shitshow when all I wanted to do was make something cool?
  22. I'm wanting to create a mod that gives the player a Blink ability to instantly change positions in the middle of combat, though only within a range of about ten meters. From what I've seen and heard, Fallout 4 always reloads the world when the player's position is changed, which would make the Blink useless for dynamic combat. Is there any way to get around this? EDIT: Nevermind, I think I figured it out!
  23. I think that it may be possible to reverse-engineer the Blink spell Skyrim mod, see how it compares to the available functions in Fallout 4, deconstruct the Jetpack and Institute Relay scripts, assemble the pieces, and then voila! Tactical Relay Power Torso Mod! http://www.nexusmods.com/skyrim/mods/55997/?
  24. Another Leg Mod idea: Sythetic Shocks. Reduces movement noise and improves sneak. A bunch of people I know avoid power armor purely for their hate of "KATHUNK KATHUNK KATHUNK KATHUNK."
  25. Works for me! (Though I'd like a more defined flight path for the bullets, and have it on console.)
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