Jump to content

Hyomoto

Premium Member
  • Posts

    6
  • Joined

  • Last visited

Nexus Mods Profile

About Hyomoto

Profile Fields

  • Country
    United States

Hyomoto's Achievements

Rookie

Rookie (2/14)

  • Conversation Starter
  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm hoping someone here will have had some success or use in this kind of situation. I want to 'hijack' the game's hotkeys for various functions but unfortunately it isn't as straightforwards as I'd hoped. Essentially I have a script which checks if the player presses a key, done and done, easy day. However, I want it to ONLY perform my scripted function and ignore it's own BUT be linked to the keys the player has set up. Tough one, right? If I use DisableControl, it also disables the key so that's a no go. I can DisablePlayerControls for the PipBoy which will cancel PipBoy and Hotkeys, but it has the same issue. The last idea I came up with was simply to disable the Hotkeys when the player goes into MenuMode so essentially, they can't be set up for anything (but that idea is slightly retarded in its own right). Here's the basic premise: I set up 3 and 4 as primary/secondary weapons. When the player equips a weapon it will equip it into one of these slots. By doing so I can add models to the player so that these weapons so when you 'unequip' an item but its still in one of these slots it will show up on your character. However, two issues, 3 and 4 are hotkeys so I don't want the player to be able to assign them, it needs to be taken care of in code. Additionally, when in combat you won't be able to PipBoy, thus when picking up a weapon (in FPS style) it will equip it into one of these slots (one one hand and one two hand). On top of that I want these to be the ONLY weapons the player can access in combat. However, the most important part is the ability to hijack these keys. Otherwise I have to disable them and be like 'Q is for swapping!' which feels artifical. I hope this gives an idea of what I'm trying to accomplish, I hope someone will have some ideas on how to handle the issue with the keys. If I could simply assign hotkeys myself there wouldn't be any problems, if anyone knows how to do that it would be a big help but I haven't seen anything besides the NVSE GetHotkey which obviously isn't useful. Anyone have any success hijacking game controls? And if so, how did you go about doing it? Thanks in advance, Hyomoto
  2. Anyone know what vars or scripts affect how long you can go without a drug before suffering from withdraw? I wanted to reduce times for some and perhaps increase for others but it doesn't seem clear cut. At first I thought it might be UMON but the wikia says differently and alcohol doesn't have it, so unless it is treated differently I've hit a dead end.
  3. Well I solved the first portion of this, apparently you just need to double-click to bring up a vast increase in variables. I had thought the spreadsheet was all the variables. However, my second piece still stands if anyone would like to share their information about various other variables that affect Hardcore mode.
  4. I'm new to modding Fallout in general but I have some experience with programming. basically I was hoping someone could point me in the relevant direction for dealing with settings specifically tailored to Hardcore mode. Basically, I found the Thirst, Hunger, Sleep. That was quite obvious so I was hoping that the rest would follow suit. Unfortunately that doesn't seem to be the case, or I've just drank more than I think I have. I noticed that the ammo objects don't specifically have weights attached to them, and I noticed in game that several 'weights' are prevalent (ie: 0.03, 0.06, etc), which I assumed was just developer laziness but now I get the feeling Hardcore mode assigns weights to additional items based upon something else, probably a fraction of the cost or something. So basically that is my question is what settings affect the weights of ammo in hardcore mode, and secondary if and what other settings are possible? I thank you ahead of time and understand that this is still a fairly new world for most people (being that the game is still quite new) so I understand if there aren't clear cut answers. Hyomoto
  5. I cannot seem to choose to not endorse a file. I think that function may be broken or not working. Funny part is, I see lots of files I imagine would have a few non-endorsements but I don't think I've seen any which would give creedence to it not working. To add to the conversation however, I think endorsements should be taken lightly. A mod comes out and some are quick to endorse it regardless of huge implementation/bug issues. Also since we can now choose to change our non-endorsement to an endorsement later on, giving a non-endorsement should be seen as a 'this file doesn't have the quality we should expect'. Honestly, I'd hate to hear what marriage/tax/buying a car advice these people might give. Personally I don't really try mods that begin with 'this is my first mod so be gentle'. You know what quality your mod is, now you want people to sugar coat thier responses and be constructive? Your defense should never be, I know it's buggy but I'm gonna fix those. I already knew about them but released the mod anyways XD. It should always be, wow, I didn't know that issue existed, thanks for the information.
  6. I apologize but I want to throw this out here, I love the idea behind your mod. I came from a time when level 5 was the top level and getting to level 2 took months, a time when your 'trusty lucky longsword' was something you had for years. When going to the shop ment getting more rations and rope, not sthe next better piece of armor. Those were the days when a helmet was a helmet and a shield was a shield. Was it better? Not neccessarily, but it made a hell of a lot more sense. Stat tracking, that pretty much killed RPG's. Oblivion is just another in a long line of diablo-style replace your equipment and level up gameplay games. Last time I checked a sword made out of steel was ALWAYS better than one made out of glass. But, enough rambling, and about that apology. I personaly use Abo's Realistic Fatigue system and I must say it truly changes the experience. Daedric? F that, you know how much that it weighs? I haven't farmed a dungeon once with that mod, but then again I also have fast travel disabled. Basically I'm just saying you should probably cater to those types of mods, Vanilla oblivion simply isn't a RPG for hardened RPG vets. And to reiterate, glass beats steel? WTF?
×
×
  • Create New...