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Everything posted by Omny
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Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Update: well, I found out how to get around the Bloody Mess perk, and I've also made a small breakthrough in fixing the "disappearing weapons" problem! So, in the script, NPCs are given a skeleton suit via "AddItem", but the actual act of doing that makes them automatically un-equip their weapon (I noticed that their weapons vanish as soon as they die, before they skeletonize). However, I found that if I disable the "AddItem" part of the script, open up the game, add the skeleton suit to their inventory manually via console, and then killed them via lasers, their skeleton would be holding the weapon as I wanted. So that's a step in the right direction! So it seems to me like the solution here is to give all the NPCs the skeleton suits from the get-go- I'll probably have to make a script/edit one of my current scripts to add a leveled list of the skelly suits to the NPCs, or something along those lines. If there's a simpler solution, let me know! -
I'm trying to write a script that adds an item to every single NPC's inventory (that is, all the humans; none of the creatures). Can anyone offer any scripting advice? right now i've got something like this: ref rActor ref rTarget Begin GameMode If GetGameLoaded Set rTarget to rActor.GetIsCreature == 0 rTarget.additem AmmoFatMans 1 endif It saves alright in the GECK, but doesn't do anything in-game. What am I missing?
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All Lasers fire like the detonator
Omny replied to Vashon91's topic in Fallout New Vegas's Discussion
I took a look at the Laser Detonator's stats in the GECK- seems that the continuous beam is similar to the beam from the actual laser weapons, but fired automatically at a rapid pace with basically no spread, and the attack animation is set to "AttackLoop." So yeah, if you wanted to make the laser weapons a continuous beam, just copy the appropriate data from the Laser Detonator (fire rate, automatic setting, attack animation, etc) and edit the other laser weapons accordingly. -
Ooooooooh, okay that makes more sense. Thanks!
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I tried making a dummy mod with the same name as my personal mod but it won't let me have a file with the same name in the same folder.
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I have a custom mod that I've been working on, but I've hit a little snag: I've recently used the Skyrim Downgrader mod to roll back my game from the Anniversary Edition, but I discovered too late that my custom mod has a dependency on the Survival Mode ESL. I don't know how; guess I allowed it while editing something in haste. Either way, I can't do anything with my custom mod in TE5Edit or Creation Kit because it's now missing a master I no longer have. Is there any way I can get rid of it without having to get the Survival Mode ESL file?
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Look, can we just stop arguing over whether or not chainmail bikinis are "realistic" or "lore friendly" or whatever, and just admit that all we want is to look at tits and bums while we play Skyrim? All these excuses of skimpy armor being "a distraction technique" or "improving flexibility" or whatever is just a bunch of excuses as flimsy as their loincloths. We're all a bunch of horny bastards hungry for eye candy, and denying that is frankly more embarrassing than any amount of shame you'd get from other people's disapproval.
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I have a friend who wants to play Fallout 4, but he can't play for more than 10-15 minutes without feeling extremely nauseous for hours afterwards. He can't even go into base-building mode for more than two minutes without feeling sick. He's tried a few things- playing in 3rd person mode, using a mod to disable head bobbing, but it doesn't work. He tells me that he doesn't experience nearly as much motion sickness playing Fallout 3, and we're both guessing that something about how different the player/camera movement performs in Fallout 4 is part of the problem. Can anyone recommend any mods that help with motion sickness? Or perhaps some kind of console command that can change how camera movement works?
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I'm trying to figure out what makes skeletons shatter to pieces when they're killed, same with storm atronachs and dwarven automatons. Trouble is, I can't seem to find exactly what makes them do that upon death. I've looked through the Creation Kit for keywords, scripts, spells/perks, animations, etc. but can't find what makes these skeletons fall apart. Maybe I don't know what I'm supposed to be looking for? Anyone got any insight to this?
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Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Well, the mod has been launched on the Nexus and thus far has been working well. It's currently pretty close to my own vision of the final product. Right now there are a couple snags I want to try and overcome: 1: I found that if I use the "DismemberLimb" function, I can make their skeletons fall apart shortly after skeletonization, which looks pretty cool, but it also still makes blood sprays/puddles, which doesn't look right (especially if you use EVE's more violent and dramatic-looking blood spray effects). I've been trying to find a way to stop these gore effects, but as far as I can tell the blood spray is encoded in the BodyPartData of the NPCs themselves, and unless I disable gore effects entirely in the game, they'll still show up. Is there a way to edit the BodyPartData via scripts? the GECK wiki doesn't seem to have the answers as far as I can tell. If I can't fix it, it's not a big deal; this is just a minor aesthetic thing (plus it seems to crash the game if it happens too many times at once). 2: Currently when someone gets skeletonized (I.E. equips their skeleton suit) they un-equip their current weapon, storing it back in their inventory. I'd much rather have them keep their weapon in hand. I've tried a few things, with my latest attempt being creating a reference called "rWeapon" on the top of the Effect Script, setting "rWeapon" to the target's equipped weapon, and having them re-equip it right after equipping the skeleton suit. Here's what I got: scn OMNYLaserSpellFXScript Float Timer Short DoOnce float fFloat ref rWeapon begin ScriptEffectStart set rWeapon to GetEquippedItemRef 5 if getisid nvcrmrhouse == 0 additem OMNYLaserSkellySuit 1 PMS OMNYLaserSkellyGlow PMS OMNYLaserSkellyMelt Set Timer to 2 Set DoOnce to 0 Endif set fFloat to Rand -2.2, -1.2 End Begin ScriptEffectUpdate SetVelEx 0 0 .5 Set Timer to Timer - GetSecondsPassed If DoOnce == 0 If Timer <= 1.5 equipitem OMNYLaserSkellySuit 1 equipitem rWeapon 1 Set DoOnce to 1 Endif Endif If Timer <= 0.5 SMS OMNYLaserSkellyMelt SMS OMNYLaserSkellyGlow Set DoOnce to 1 endif if Timer <= fFloat dispel OMNYLaserSkellyFXSpell endif End Unfortunately, it doesn't seem to work- nothing dramatic happens in-game, but in the console, a block of text pops up that reads: Error in script 5203f7f3 (OMNYLaserSpellFXScript) in mod OMNYSkeletonizer02.esp Failed to execute function 'EquipItem' on line 9 of script 'OMNYLaserSpellFXScript' (5203f7f3). Decompiled Line: EquipItem rWeapon 1 I tried using "EquipItem2" and "EquipItemAlt", and neither seems to work, though they also don't produce error messages. -
I'm trying to work on a mod where the Bloody Mess perk doesn't effect energy weapons, so they don't explode into meat chunks when hit with lasers or plasma. But I can't figure out how the Bloody Mess perk works in the GECK! I've looked at its Base Effects, Actor Effects, and so on, but I can't figure out how to make it so it only effects some weapons but not others. Can anyone give me any insight? The closest I've gotten to figuring it out is that Bloody Mess is an Actor Value, and if I disable that, it disables the effect. But I tried using a script to disable that value upon death, yet it doesn't seem to work. EDIT: Nevermind; I figured it out. Turns out the Bloody Mess actor value is something that effects the player, not the NPCs I'm shooting at. So that's all taken care of.
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I had this idea for a new Necromancy-themed spell simply called "Bloody Bones". I don't really have the time to make it myself so I thought I'd throw the idea out for others to try and take a whack at it: So with Bloody Bones, it works similar to "Soul Trap" or "Marked For Death" where you hit a (humanoid) enemy with this spell and it marks them: when they get killed, instead of simply falling over dead, their whole body explodes in a burst of blood and gore, leaving behind a Bloody Bones. Bloody Bones are blood-drenched, reanimated skeletons and have glowing yellow eyes. Once they appear, the Bloody Bones will proceed to run around attacking everyone around them, swiping at them with their claws. Any humanoid enemies that get killed by the Bloody Bones will also explode into a Bloody Bones, potentially turning a whole group of attackers into gory killer skeletons. After a set amount of time (or if they go too long without killing anything) all the Bloody Bones will collapse into a pile of inert bones, if they haven't already been killed themselves. A few aspects could be played with/removed: whether the initial marking spell does any damage, how much damage Bloody Bones do to enemies, whether or not they're bound to you, etc. This was largely inspired by the spell "Part Bone From Flesh" in the Tabletop RPG Shadow of the Demon Lord, if anyone here is familiar with that.
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Is there a way to apply an effect shader to only part of an NPC's body? Like, say I wanted to add an effect shader to an NPC, but not their hat. How would I set the shader properties in GECK or NifSkope to effect everything except their hat? Would I have to add some particular kind of shader flag to the hat itself? I've tried looking up info on shader flags online, but as far as I can tell there's no tutorial or anything that tells you exactly what each flag does. Like, what is "zBuffer Test", or a "Premult Alpha"? The "Interactive Help" is completely useless. You'd think that a modding tool that's been around for like ten years would have some more info on how the hell it works!
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Are there any modders resources that make it easier to test out effect shaders/particle effects? I'm trying to work on a mod and having to open the game up every single time just to test it is annoying.
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I'm working on a mod that uses Effect Shaders, and while its going alright, it's very time-consuming because any time I make a change to the effect shader, I have to save my project in the GECK and load up the actual game every single time just to test it out to make sure it looks the way I want it. The GECK wiki is somewhat helpful, but it doesn't always define terms, plus some information seems to be missing. Are there any modder's tools or plugins or whatever that can help speed this process along by allowing me to preview what the effect shader looks like?
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No, it would not. If someone creates the item entirely from scratch then there's no issues. Ah, I thought so. I was just wondering cuz I've seen plenty of mods that require Creation Club content, but no mods that re-create them (that I know of). I'm surprised its' not more common.
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I have a question regarding Creation Club items like weapons and armor: is there any legal issue with people creating their own versions of CC stuff and posting it on the Nexus, as long as it's made "from scratch"? Like, say I made a mod that added Stendarr's Hammer, but I didn't use any resources from the Creation Club files at all; I made the model and texture of the hammer myself, so it's not an exact copy of Stendarr's Hammer. Would that be against the rules? I don't have any plans to do something like this myself either way; I have neither the skill nor patience for 3D modeling. I ask because I've seen similar mods over at the Fallout 4 Nexus, namely that there's a mod that adds Hellfire Power Armor both on the Nexus and in the Creation Club, though they are both completely different.
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I like the minigun, but one thing that bugs me about it is how silly the reload animation looks. Doesn't matter if you're a power armored beefcake or a skinny little twig, anyone can apparently just hold the minigun up with one hand and pull out and replace a 500-round drum of ammo the size of a beer keg with the other hand. The simplest solution I feel is to just get rid of it entirely by having all miniguns have the "Bottomless" quality by default. The amount of ammo in the gun is the same as what's in your inventory. It would certainly fit the more Hollywood-esqe depiction of the minigun as basically an infinite bullet hose. Of course, if we want to add some kind of replacement for reloading, I'd suggest giving the minigun an overheating quality if that's possible. Similar to other games with miniguns in them, the barrel would slowly overheat over time, and sustained fire would lower the gun's accuracy, damage, or firing speed, whatever makes the most sense. Gun modifications would lessen the effect of overheating.
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Question: is there a mod that consolidates spells that are basically the same in function but at different tiers (example: the [something]Flesh Alteration spells, or the spells for raising the dead/banishing Daedra) into a single spell that levels up with your ability? Like, say you start with Oakflesh, but when you reach a certain level, or perhaps choose a certain perk or read a new spellbook, it upgrades to Ironflesh, and so on, or something similar? I ask because it always bugs me how once you get the higher-level spells, the lower-level versions are basically left to the wayside with little reason to use them again. Or, alternatively, is there a mod that retools similar spells so they're still somewhat useful?
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Okay so you know how some clothes in the game look totally different from each other between male and female versions, like the Caraveener outfit or the pre-war outfits? I was wondering if there were any mods that add female version of male clothes. I've found a couple mods that add suits for women but not much else. I'm mainly hoping for a female version of the Caraveener outfit.
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Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Well I tried a couple things: adding a paralysis effect to the actor effect like so: and adding the paralysis base effect to the script like so: scn OMNYLaserSpellFXScript ref rActor Float Timer Short DoOnce begin ScriptEffectStart Print "Laser Time!" if getisid nvcrmrhouse == 0 PMS LaserCritGlowFXShader 2 PMS OMNYLaserSkellyEffect 1 additem OMNYLaserSkellySuit 1 setav paralysis 1 Set Timer to 2 Set DoOnce to 0 Endif End Begin ScriptEffectUpdate If DoOnce == 0 If Timer <= 2.5 Print "Skeleton Time!" equipitem OMNYLaserSkellySuit 1 Set DoOnce to 1 Else Set Timer to (Timer - GetSecondsPassed) Endif If Timer <= 0 setav paralysis 0 Endif Endif End But unfortunately the paralysis doesn't occur. I even tried using console commands to paralyze someone and then shooting them with a laser, but the paralysis stops once they die. Seems it only works when they're alive. Either way, this illustration I made is basically my ultimate end goal (excuse how crude it looks, I swear I'm a better artist than this): EDIT: I found another mod on the nexus, the Groovitron, which among other things allows you to freeze NPCs in place. I'll contact the mod owner and see if I can get insight on their scripting. -
Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Alright, I managed to narrow down the problem- the skeleton suit is fine (I fixed the skeleton head), it was the effects that was causing the issue, specifically the Magic Effect/Base Effect that I had linked to the script. I had "No Duration" unchecked. After checking that, no more freezing! But, OF COURSE, yet another problem arises. Now it seems that the ScriptEffectUpdate block doesn't want to work. The "skeleton time" message doesn't pop up, and they don't equip the skeleton suit. Ugh, it's always something every time! How anyone else has the patience to mod this damn game is beyond me. But still, I will figure this out. Maybe I have to check/uncheck some other tag in the Base Effect or something. scn OMNYLaserSpellFXScript ref rActor Float Timer Short DoOnce begin ScriptEffectStart Print "Laser Time!" if getisid nvcrmrhouse == 0 PMS LaserCritGlowFXShader 3 PMS effectLaserDisintegration 3 additem OMNYLaserSkellySuit 1 Set Timer to 2 Set DoOnce to 0 Endif End Begin ScriptEffectUpdate If DoOnce == 0 If Timer <= 1 Print "Skeleton Time!" equipitem OMNYLaserSkellySuit 1 Set DoOnce to 1 EndIf Else Set Timer to Timer -GetSecondsPassed Endif End EDIT: Okay, I finally figured it out. I had to write the last bit to "Set Time to [Timer - GetSecondsPassed]" and now it works properly! Just needs a bit more polish and I think I can make this work. Actually, now that this hurdle is passed, I do have one more question: would it be possible to have an NPC "freeze" in place for a couple seconds before collapsing into a ragdoll? It's not a dealbreaker for me if it's not possible, but I think it would be funny. Some kind of paralysis spell perhaps? -
Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Well, two steps forward and one step back. Good news is that I took your advice and made my own spell. Here's the new skeletonizer Object script: scn OMNYLaserSkeletonizerScript Float Timer ref rActor ref rKiller Begin Function {rActor} Print "The event fired" set rKiller to rActor.GetKiller if rKiller.IsWeaponInList OMNYListOfLasers Print "the killer's weapon is eligible" if (rActor.GetIsCreature == 0) && (rActor != PlayerRef) Print "the victim is eligible" rActor.CIOS OMNYLaserSkellyFXSpell EndIf endif Print "welcome to the bone zone" end And here's the disintegration Effect Script: scn OMNYLaserSpellFXScript ref rActor Float Timer Short DoOnce begin ScriptEffectStart Print "Laser Time!" if getisid nvcrmrhouse == 0 additem OMNYLaserSkellySuit 1 PMS LaserCritGlowFXShader 3 PMS effectLaserDisintegration 2 Set Timer to 3 Set DoOnce to 0 Endif End Begin ScriptEffectUpdate If Timer <= 1 If DoOnce == 0 Print "Skeleton Time!" equipitem OMNYLaserSkellySuit 1 Set DoOnce to 1 Endif Else Set Timer to Timer -GetSecondsPassed Endif End I tried it in-game and it aaaaalmost works the way I want it. Still trying to work out the timing. It used to have a "SMS" function for the effects but I found that was the cause of the weird transparency flicker. But there's one major snag that's popped up recently- it's happened a few times in my previous tests, but now it's happening much more frequently. When I shoot someone and they get skeletonized, seconds later the game will freeze and/or CTD half the time. I thought maybe it was because I had a bunch of other mods running (yeah I know, I realize now that was probably a bad idea to start with), but after deactivating all my mods in Mod Organizer and starting over with a fresh save, now if I shoot someone, the game CTDs as soon as I shoot someone. Re-activating them makes it go back to the 50% freeze-or-crash state. I tried a few things- looked through Mod Organizer to clean up any conflicts, re-arrange files properly, and other stuff. I'll try turning different mods on and off to pinpoint the issue, But I feel like maybe I broke something somewhere and may have to just start over. Wouldn't be a total loss; I have all the resources I need. EDIT: Fixed the problem; edited the effect script above to reflect the current version. The CTDs have stopped, but the game still doesn't seem to like it when I linger on the skeletons? Like, sometimes it'll freeze just before the skeleton appears, or after it appears, the game will freeze if I look at the skeleton for too long. I even tried shooting someone and then quickly looking away- once I looked back at their skeleton, the game froze seconds later. So I think there's still some kind of issue happening between the effect shaders and the skeleton suit being equipped. I might have to look at the skeleton models themselves again- they look a little different from last time (they're missing their neck bones, which were part of the head/armor addon). I might have accidentally saved them over with an older model. So the issue may be that. Is there some kind of helpful modder's tool that I can use that can give me a better hint at what the problem is? Some kind of game crash/freeze diagnostic thingy? I'll try looking for one myself but if you know of one please point me towards it. -
Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
I tried looking into the Imagespace Modifiers to see how they work, testing them in the Render Window and seeing which ones are closest to what I'm trying to go for, but thus far if I try to open more than about three or four of them, the window opens up blank and I can't press any buttons anymore, and I have to use Task Manager to close the GECK. So until I can fix that problem it's pretty much useless to me. I haven't found anything that really look like what I'm going for anyway; there doesn't seem to be any modifiers that only overlay NPCs, they just apply an effect across the entire camera view like blurring and recoloring. Unless there's one I missed? Something like how the VATS system can highlight bodies? Ultimately, my goal is to make it so that once an NPC gets killed via an energy weapon, they: 1- get covered with the glowing/sparking disintegration effect 2- turn into a skeleton about 1 second later while still glowing 3- have the glowing fade away to reveal the skeleton. Right now they turn into skeletons instantly upon death. I'm trying to use the timer to delay them equipping the skeleton suit, to make the disintegration look a bit more "realistic". But thus far all my attempts are fruitless. Here's a video recording I made of what I got so far. Here's what my custom Effect Shader looks like in GECK: And here's what my script looks like thus far: scn OMNYLaserSkeletonizerScript Float Timer ref rActor ref rKiller begin Function {rActor} Print "The event fired" set rKiller to rActor.GetKiller if Timer < 4 Set Timer to Timer + GetSecondsPassed else set Timer to 0 Endif if rKiller.IsWeaponInList OMNYListOfLasers Print "the killer's weapon is eligible" if (rActor.GetIsCreature == 0) && (rActor != PlayerRef) Print "the victim is eligible" Set Timer to 4 rActor.PMS LaserCritGlowFXShader 2 rActor.PMS OMNYLaserSkellyEffect 1 rActor.additem OMNYLaserSkellySuit 1 if (GetSecondsPassed <= 2) && (rActor.GetDead == 1) rActor.equipitem OMNYLaserSkellySuit 1 Endif EndIf endif Print "welcome to the bone zone" end -
Need Help With Scripting a Mod I'm Making
Omny replied to Omny's topic in Fallout New Vegas's Mod Troubleshooting
Well, I've taken a few days to step back from this. progress has been... lackluster. I've looked into IMODs and I don't know if that will work? I've looked at several of them and they seem to only effect the camera view, like adding blur and bloom and color overlays. Can it be applied to individual NPCs? I also tried a different approach suggested by someone on the LoversLab forums where I'd make my own Actor/Base effects like the vanilla laser disintegration effects and attach them to my script. But I can't seem to get it to play right? Like, I made my own Actor/Base effects (OMNYLaserSkellyFXSpell, and OMNYLaserSkellyBaseEffect respectively) and I've connected the two together like the vanilla laser effects, but I can't seem to get them to play with my script. Here's what I got: Actor effect: OMNYLaserSkellyFXSpell (exactly like the LaserDisintegrationFXSpell, but with my custom base effect below) Base Effect: OMNYLaserSkellyBaseEffect (exactly like the LaserDisintegrationEffect, but attached to my laser skeletonizer script) And here's my latest script: scn OMNYLaserSkeletonizerScript Float Timer ref rActor ref rKiller begin Function {rActor} Print "The event fired" set rKiller to rActor.GetKiller if rKiller.IsWeaponInList OMNYListOfLasers Print "the killer's weapon is eligible" if (rActor.GetIsCreature == 0) && (rActor != PlayerRef) Print "the victim is eligible" rActor.PMS LaserCritGlowFXShader rActor.CIOS OMNYLaserSkellyFXSpell rActor.additem OMNYLaserSkellySuit 1 Set Timer to 1.8 If Timer <= 0.5 rActor.equipitem OMNYLaserSkellySuit 1 Endif EndIf endif Print "welcome to the bone zone" end But in-game, all that happens is the laser crit glow and the sizzling noise (which is new and exactly what I wanted, granted), but no disintegration effects, no sparks, and no skeletons! I am so goddamn frustrated by all this I'm on the verge of just giving up.