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ModdedMeghan

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About ModdedMeghan

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    Antarctica
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    Persona 5 Royal
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    XCOM 2: War of the Chosen

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  1. I'm curious about nothing technically being an int. I tried to find something on the wiki, but couldn't find anything about it. Which is a shame sounds interesting, would love to read up on it. Anyway I did find a way around the issue...sorta. Basically I released a mod about a year ago and as an award for completing the main quest it's possible to unlock a new ability which is activated by holding the "B" key. Of course it can also be rebound using the holotape settings menu I included at the time. Then I decided recently to add an MCM. But I also don't want to force people to use the MCM if they don't feel like it so I needed the to keep the holotape option fully functional. Anyway my original plan was to have the MCM hotkey be empty and not actually do anything, but whenever the player changed it I would grab the keycode and save that to the variable the original code was already calling. Obviously that didn't end up working. So what I've ended up doing is effectively I have two hotkeys tied to the ability. One tied to the settings holotape, and one tied to the MCM. Whenever the player rebinds the key from one menu I disable the one associated with the other menu so that the ability doesn't get called twice on the keypress. I'm not really a fan of this method. But it's the best I could think up under the circumstances.
  2. I don't think the problem is in my code tbh (For once lol) I think it's just the way the MCM handles hotkeys. Although the keycode is an int, the hotkey itself isn't actually an int (although it does have access to the keycode)...and I can't seem to get access to that keycode myself. Doesn't mean what I'm trying to do is impossible...although I suspect it might be honestly It's not the end of the world. I have an idea for another way to achieve the same end goal...it's just not as elegant, and easier to screw up That said thank you so much for your help and time!
  3. So when I ran those traces I got somewhat different results: [12/03/2022 - 08:56:03PM] Modname: HearingDamage, ID: iListeningModeKey:Main [12/03/2022 - 08:56:03PM] Values: ------------- [12/03/2022 - 08:56:03PM] Bool? False [12/03/2022 - 08:56:03PM] Int? 0 [12/03/2022 - 08:56:03PM] Float? 0.000000 And then it crashes when it tries to print the string But then I tried changing the trace on the string to a message box, and when I do that the game doesn't crash. However the message box just returns an empty string, or maybe even no string at all? No string could explain the crashing. What's kinda weird is I actually had been checking for string at some point earlier in this process and at that time it would return a string identical to the int (either -1 or 0) so I'm not sure why it's totally empty this time around.
  4. Hmm I tried this, and a few other things but it keeps returning "-1" I also tried making a settings.ini to hold the int but the MCM always sets it to "0" no matter what key I pick. I think it's cause the way MCM deals with hotkeys they're not technically an int in and of themselves. But I know the MCM itself can somehow retrieve an int for it because: 1: All the keycodes are ints 2: If I go to "Data\MCM\Settings\Keybinds.json" I can see this "{"keybinds":[{"id":"ListeningModeKey","keycode":101,"modName":"HearingDamage","modifiers":0}],"version":1}"
  5. I mean the title pretty much says it all, I'm just trying to get my script to find the actual keycode when the player rebinds the hotkey via the MCM. I currently have my script able to detect the fact that the hotkey has been rebound, but I cannot for the life of me figure out how to get it to extract the keycode and I can't seem to find any examples of this being done either. Which feels weird to me cause I can't be the only person whose ever wanted to do this right? I'm probably overlooking something really simple as usual but for now I'm at a total loss. Any help would be highly appreciated.
  6. I always use settings holotapes myself so I can understand that :) So yeah I'm already storing it with a global cause I have a couple different scripts that need to access it and that just makes my life easier The issue is when I let the player rebind I don't know how to detect the new key they want without basically registering for everything cause if you haven't actually registered for a particular key you can press it all day and f4se won't do anything If you just temporarily register your script for the keys, it will be fine. (I.e. if you have a terminal menu button "Change Perk Key" >> the user presses this button >> script registers for the keys, waits for the new key to be pressed >> the user presses a key >> the new key is now stored >> the script unregisters immediatelly). Yeah looks like that's probably what I'm gonna end up doing, I had just hoped for a simpler way. But at least DieFeM reminding me that while loops exist will save me some trouble lol
  7. So yeah I'm already storing it with a global cause I have a couple different scripts that need to access it and that just makes my life easier The issue is when I let the player rebind I don't know how to detect the new key they want without basically registering for everything cause if you haven't actually registered for a particular key you can press it all day and f4se won't do anything
  8. I feel kinda silly for not thinking of a while loop lol And as for mcm I'm gonna be honest and say I ain't the sharpest tool in the shed and mcm has given me trouble as a result About a month ago I was trying to make an mcm menu for a couple of settings but I couldn't even get a basic on off switch working. The documentation I had found I didn't find very helpful either. So I just got too frustrated with the whole thing and just gave up and started making a settings holotape instead
  9. The biggest thing that I expect will cause compatibility issues is helmets tbh So kinda depends on how big you are on armor mods. That said I might be able to make some sort of auto patcher for that (although that defiantly will not be coming in the initial release.) Explosives are also gonna be a sticking point but there's not nearly as many grenade mods as compared to armor mods thankfully I do plan on having patches for some of the larger armor mods included in the installer though. Most guns will be compatible without too much trouble however which is definitely the biggest category. Guns that use vanilla ammo won't need any patches at all. And since lucky for me most guns that use non vanilla ammo use New Calibers or Caliber Complex as a frame work I can make patches for those 2 mods and cover probably like 90% or more of gun mods.
  10. You mentioned new scripted functionality, so maybe I can give you a little hope. I don't wanna reveal what it actually is till release cause I've learned generally the less you say before release the better, but I'm currently working on a mod that basically adds a new game mechanic. I have 3000+ lines of papyrus written at the moment with the single longest script being 710 lines. (Not including fragments which balloon it to like 5000 lines.) It's something I know won't be everyone's cup of tea in all honesty but I hope some people get enjoyment out of it none the less. And if not at least I had fun making it. At the moment giving a release date is hard but I feel confident in at least saying "Before February 2022" lol
  11. So I'm working on a mod and it's possible to get a perk at the end that basically lets the player cast the detect life spell whenever. By default you do this by holding the 'B' key. However I'd like to let the player rebind it to whatever key they want but I'm having a hell of a time figuring out how, and searching on google and the forums for the last hour or so has gotten me nowhere. I know of course I could write a mile long script that says something like And then have an even longer slew of if statements but I'd really really like to avoid doing that if it's possible I thought maybe I could use an array but they top out at 128 and the key codes go up to 260 so that's out. So is there an easier way to achieve this? Or am I gonna be typing an if block from 8 to 260 for a few hours? Thanks in advance to anyone who can help!
  12. So I was wanting to make a mod to replace all the loading screens in fallout 3 with 21:9 images, but I've run into a problem. Although the actual game runs perfectly fine at 21:9 apparently the loading screens dont? All of the images I'm trying to use are forced down to a 16:9 aspect ratio. This is made even stranger by the fact that the loading screens do actually use the entire screen space. The text for tips, current level, ect appear off to the side; but the actual loading images are forced down to the smaller size. I'm really at loss for what to do here. At first I thought maybe the conversion to .dds was somehow forcing the new aspect ratio but that's not happening I've tried every .ini tweak I can think of, I even went to the trouble of checking a list of every known possible variable. Nothing. The only things left that I can think of are FOSE or maybe some sort of weird hack with DarnUI (though I really doubt DUI can do something like that) But maybe I missed something If anyone has any possible idea of something that could work I'd be more than happy to hear it. Thanks for your time!
  13. Oh so this is how people do this!
  14. I did just that and after a lot of testing I got to work for automatic weapons...but only the minigun and not any other automatic weapons for some reason unknown to me. At any rate it seems I'll have to find a different way to get this working and it will most likely invovle F4SE. Thank you for the input!
  15. Is your material file using the right textures? It should look something like this in the material editor
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