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Ekayne

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Posts posted by Ekayne

  1. So, I'm currently playing with an old throwing knife mod, and I'm trying to make it so that the weapon when it hits an enemy, will drop ammo, (Or in this case a cleverly disguised grenade) into the enemy's inventory, so that I can kill with the knife then loot that back, and not need to keep building more throwing knives.

    the railway rifle is a clear indication of the behavior I expect, wherein when the target is hit with a railway rifle, railway spikes appear in their inventory. the problem I have is that I'm not sure what property, keyword, checkbox or what I need to push in order to have my throwing weapons leave knives on the corpse. especially given that there may be a difference between having it drop ammo or a weapon.

    So... what am I missing? what property does that thing, and how can I make the knives drop properly?

  2. This is a MASSIVE undertaking. I understand this. I'm not requesting this lightly, I'm more just throwing an idea out here to see what sticks.
    --> insert other obligatory groveling, and apology for the impending blog post.

    when I was playing the other day, I set up a series of .Bat Files with the intent of playing multiple characters. I then used a "Custom bodyguard" Mod, and the Facemenu, with the intent of essentially populating my settlement with companions which were like loadouts, able to be switched into.

    E.G.I was running around as a sneaky assassin type, Clearing out a dungeon, then would go back to the nearby settlement and Tag team out for the higher strength builder dude who could actually carry the scrap, better determine what was needed for the settlement (Because he had points in scrapper) and then proceed to build better gear for the assassin, and infrastructure in the settlement.

    This process involved me shuffling around inventory manually, calling a bat file to clear all perks, putting on a ring to change my features, calling a second bat file to set my special and perks (which I had to spell out in the file, with a Player.Addperk), entering the character's name in the special menu that popped up as part of the bat file, Calling a third .BAT to return "Bonuses" like the I'm Special book, or the bobbleheads I'd collected, and adding any perk points equal to the number I hadn't spent with that character. Needless to say, it worked, but I came loathe having to do that switch.

    Oh, and PS: the game doesn't seem to support down leveling your characters, at least with the "Player.Setlevel"

    --> now onto the wishful thinking portion of the program. since this request is... Big?

    The number one thing I'm looking to do, is setup a way to store a character, and change between them. that could be as simple as a Holotape, that swaps between SPECIAL/perk load outs, and opens the face menu for you, so you can change the face to a preset, piggybacking off that, or it can be like point 2...

    1A: AND If possible, make the time and date in game back up when you swap characters, to give a sense of Simultaneous events.

    1B: If possible, make it so new characters start at level 1, even if that breaks leveling, and makes them under-leveled. IMO a second character can end up

    getting them good gear to mitigate the level differences.

    1C: Manage affinity with companions via this system too? allowing for further role-playing capability. as piper or cait or codsworth never have met Joe shmoe, fresh from

    the vault.

    Second in the hierarchy of desires is (potentially) Seeing the characters that you are not currently playing as, as settlers, or companions, allowing a

    "Press X to become this character" type deal. managing Special, perks, Inventory and appearance in a hassle free way.

    2A: Potentially Change dialogue so that Sole survivor specific dialogue doesn't happen? IE: No "hello General" or "where's my son" for these not Sole

    survivor characters.

    2B: Potentially create a way to dynamically assign an affinity system for these companions? IE if the character is a raging Psycho doped Lunatic, using

    drugs around him boosts affinity? boosting to max affinity, boosts your SPECIAL by one point, when they're following you, of the attribute that they have

    as their highest? (EG, max affinity with high perception sniper means a +1 to perception when the sniper following you)

    The Third part would be forcing a swap to a different survivor on death. with the intention of leaving a corpse that you have to go retrieve loot from, or leaving a downed, NPC, that you have to go stimpack (In the case of the sole survivor? Or allow customization of who perma-dies). IF all other survivors are dead, It's my consideration that either a typical death happens, a new character is spawned at vault 111, or one of the "Downed" survivors wakes up at a random settlement with some of their gear missing...

    I think that describes what I'm hoping for. anyone reading, please understand that I recognize and fully admit this is wishlist level request. I'm describing every last feature and detail, and keeping only point 1 I'd still be smitten... so yeah... (I feel like this is necessary to be re-iterated, as some people give a bit of Feist when you request a large project such as this)


  3. I don't know. that's part of the problem.

    However this is done it's managed through some magic effect that is a modification to the robot. and I never figured out how the quest which manages the dialogue chose what voice type to use or really anything (Because I'm a super noob modder) All I was able to recognize was that the toutorial that I was given may not be applicable because of the quest that changes voices.

    Basically I don't know how it works, and never did, because it's weird and new and there's no documentation on it.

    one mod I've seen that worked was a replacer, which may have been the substitution of voice lines, without ever using the editor.

  4.  

     

    Sorry it took me a while to post this but I had to get confirmation on how to do it first.

     

    So you create your custom voice type with all of the lines you recorded for the voice but instead of linking it to one specific character like the above video will tell you, this is what you do.

     

    1. Go into the Geck and load both Fallout4.esm and DLCRobot.esm.

    2. Find the Recipes list under Items>Constructible Object.

    3. Scroll down, it'll be close to the bottom, until you find the voice recipes, i.e. co_DLC01Bot_Voice_Assaultron, and duplicate one of them, it really doesn't matter which as long as you don't overwrite the original.

    4. Double Click the duplicate to get to it's properties window and immediately name it something else relevant to what you're going for.

    5. Next, find where it says "Created Object" with a drop down menu right next to it on the top right. You'll want to open up that drop down menu and find your custom voice type and select it.

    6. Click "Ok". You will be asked if you want to create a new form since you have changed some of the options. This is important. If you *DID NOT* create the duplicate at first then say *YES*. If you did create the duplicate then you should say no, otherwise you'll have a duplicate voice showing up in your Robot Workbench Voice Category.

     

    Viola, you've just added a custom robot voice.

     

    I don't think that's the case. Because that still uses the same magic effect as before, and tells the quest script that makes the dialouge to use whatever the original voice type is. with that setup, where do you go to imput new voice files?

     

    If you watch the video that I posted on the first page that will explain to you how to add custom voices, complete with recorded lines, to the game.

     

     

    After discussing this with him in private, this method seems to be different than the way it actually works. additional help is required.

  5. https://forums.nexusmods.com/index.php?/topic/4514535-more-automatron-voices-templatemodders-resourcetoutorial/

     

    this has been requested time and time again, and until I get a toutorial, and or the modding community figures out how to implement the necessary voices. I can do nothing toward making this request a reality. It's on my mind, and other mod author's mind. but me, with my limited skill can't do it.

     

    so... that's where I'm and we're at.

  6. I can do this. PM me to follow up. but It's gonna be a few days before I can mod again. but it might be a few days before you see this. one small hiccup that I'm not sure that passive power actually uses the power it says it does. and I lack the skills to fix that.

  7.  

    and, to be blunt, the people who are requesting mods vastly outnumber the people who know how to make mods. I can do some simple stuff. And I pick up any request I think that I can do. but that's not much. a lot of what people ask for is WAAY WAAY more complicated than entrance level joes like me can do.

     

    Most of my mods use no scripts. I can't script my way out of a paper bag. but whenever I make a mod I try to make a video explaining how I made it. but it seems like an exercise in futility, because when I direct people to the toutorials, they don't try to make things themselves. that's the #1 way you make a mod is building it yourself. So make DIY'rs not whiners.

    You expect too much :tongue:

     

    Yeah. I know. But A guy can dream can't he :P

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