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Starwaster

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  1. ah crap I gotcha. Re-reading your post I see what you're talking about now. Maybe someday, later down the road I might be able to take a stab at the armor, after I finish the robots, but I'm not even sure when THAT will be finished because I'm also working on Kerbal mods that I'm behind on updating :ermm:
  2. I'm making a mod that adds extra paints to robots in the robot crafting workbench, especially chrome and gold. Gold has been especially problematic: I've got a nice gold environment map that I'm happy with but when it gets wet, the environment map gets desaturated. Does anyone know how to stop that from happening?
  3. If you download the Catmeat mod and combine it with the Dogmeat petting mod then maybe you'll be able to pet your cat. Of course it'll be a huge dog sized cat but that's cool right?
  4. Something like this? I'm working on it but it's slow and laborious, especially as there are higher priority mods I'm responsible for in other game communities. But eventually I should have all the bot parts done in various finishes (polished metal, chrome, gold and maybe some camo. Maybe)
  5. I'm having the exact opposite problem where I'm trying to make Codsworth look chrome and he looks ok in normal weather but turns dull gray in rainy weather. He also doesn't look as shiny at night as even his normal stock chrome parts but that's secondary to me right now. I'm exploring the possibility that the lack of a _m texture file could be at fault; it apparently has something to do with masking environmental effects?
  6. One thing to be aware of with PC Level Mult, is that if the leveled list consists of other leveled lists then the NPC's health won't be recalculated as level changes. (i.e. the NPC level will continue to change as the player levels but the health will remain the same as the level it was at when first calculated)
  7. That's totally possible. Look at the Survival potions, effects, quests and scripts. (all of them start with HC_ for HardCore) That's where the hunger and thirst effects are handled. The actual logic is in the scripts (especially HC_ManagerScript.psc, which is the source file. You should have it if you've installed the CK). There are separate effects (administered as 'potions' for different levels of severity) Things like thirst are added to a pool, which as it exceeds increasingly higher thresholds changes the level of severity, which in turn causes the actual effects to be applied. (also handled in HC_ManagerScript)
  8. In the event that someone else has the same need, this is what I ended up doing: Event OnInit() trace(self, "Script initializing. Registering for events...") RegisterForMenuOpenCloseEvent("LevelUpMenu") EndEvent Event OnStoryIncreaseLevel(int aiNewLevel) trace(self, "Player leveled up! Checking crafting perks for eligibility...") CheckForAutoPerks(aiNewLevel) EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) trace(self, "Menu event detected!") if (asMenuName== "LevelUpMenu") if (!abOpening) trace(self, "Perk menu closing, re-checking requirements for auto-perk eligibility") CheckForAutoPerks() endif endif EndEvent Hope someone finds that useful
  9. Is there an event to detect that a perk or attribute has been selected chosen level up? I'm currently binding to OnStoryIncreaseLevel() which is fine for the actual level up event but I can't find an event that tells me when a perk or attribute has been trained up...
  10. One way of doing it is by adding it to the SM Event Node, but I can only ever get that to work by setting the node type to a single event (i.e. OnStoryIncreaseLevel) that the script contains but other events in the script never seem to fire for which is what it looks like what you need to have happen... I'm having the same problem and I've looked at existing scripts (such as HC_ManagerScript which FO4 uses for Survival mode and basically just sits there handling events) but I can't figure it out either. I bet it's something really basic though :(
  11. Some other information... looking at her in-game, her level keeps pace with the player's level, it's just the health isn't auto-updated unless I reset / recycle which trashes affinity and inventory. Nobody has any idea what's happening here? I've tried various things with the Creation Kit/ FO4Edit, namely editing her templates, changing her class to match the class of other NPCs who work properly or changing her templates but I can't seem to make this work.
  12. Curie's health doesn't auto-level as the player levels like other NPC companions do. The wiki article indicates that this is because she has static health or levels assigned for each of her two forms. but I don't think the article is correct; The numbers definitely depend on the player's level when her robot form is initialized and then later when she is turned into a synth. So it's determined exactly twice and never updates even though Auto-Calc and PC Mult are set. I've seen it insinuated that it is because of the way Curie's leveled list templates are laid out. But both templates also have Auto-Calc and PC Mult the same as other companions who auto-level. Question then is: Is there something else that has to be done when configuring companions so that their level is updated when the player levels? edit: Another question: Is NPC autoleveling hard coded or is it in the scripts somewhere?
  13. Did you also have the cannibalism perk? Because I also have Take Cover and it never messes with my Sneak and I never go into Sneak when I don't want to. Until.... UNTIL! I took the cannibal perk. Shortly after I cannibalized my first corpse, I kept dropping into an extreme sneak crouch where I couldn't move at all. I reloaded to before I took cannibalism and problem solved. I never looked into whether it was somehow also linked to Take Cover...
  14. You should probably have posted directly in the ENB thread. That's definitely the cause of the problem. I'm having it myself but as I understand the settings I've chosen it shouldn't be since I'm only using it for its fixes and boosts. This is what I'm doing so far to correct it: enblocal.ini enbseries.ini Note that I enabled all stock settings under Effects and disabled the ENB ones. Alternatively you could do the reverse of that. Also note that this isn't going to get you that dark effect in your second image. That darkness isn't realistic. I'm sitting in a room right now where all light is from outside through a single small window and I can see just fine. The light bounces off of the walls and is evenly diffuse. The first image is closer to reality. The second one is 'monkey trash' as you so eloquently put it ;)
  15. What you're trying to do is entirely possible - to the extent of existing animations. You're right about the state machine, it is missing the attack routines and doesn't seem to allow a cat to attack at all. You can try to poke around and add that (you'll basically need to copy the HKX behavior files parts of the Dogmeat attack behavior into the cat behavior) or, alternatively, there's a menu in the Creation Kit that would allow you to do that too (it's under one of the last submenus - I can't check right now as I don't have access to the CK). However, the big problem will be to add the actual animations to the cat model, because even if you add behavior to the cat it would attack but stay stiff, as in the CatMeat mod. The person you might get help from is the creator of the Godzilla mod, who has done somewhat similar work when creating it. Also, about my progress : you might have seen the thread by ShadeAnimator, who has basically solved creating animations for Fallout 4. I also didn't check if there was a thread, but it is possible to edit behavior files from the Creation Kit directly. So, I will finish the tool, but both later and without rush (as it isn't a priority - sorry blender users, you'll have to ask 3DsMax people fro conversions for a while still). It's been slow and tedious but I've got the behavior files to the point that custom attack data shows up for CatRace in the attack data tab but I'm still trying to figure out how to route that through the state machines and into animations. (plan is to use existing animations) As for editing behavior files from the CK, I thought that strictly required the havok content tools? (which, I have, but they crash when trying to load the FO4 hkx files...) How would that be done from the CK?
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