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Glacknarf

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Everything posted by Glacknarf

  1. Yeh I'm getting real sick of Bethesda's lazy-ass programming. I b&@*$ about it all the time. Everything is just SO 'hardcoded', y'know? They were really narrow-minded when programming.
  2. Yeh when I made my first mod with the CK (elemental rocket launchers) I found that you have to repeat your settings like 3 or 4 times. The default ammo used, the ammo itself, the projectile, the projectile effect etc. lol
  3. Inside of your Event: 343Quest_101 .SetStage(5)Outside of the Event: Quest Property 343Quest_101 Auto Consthttp://www.creationkit.com/fallout4/index.php?title=SetCurrentStageID_-_Quest
  4. Yes. Just like presets for humanoid NPCs. I'd personally look at a bogstandard synth (NPC) and then skip to the final tab with the presets and learn from that.
  5. The info is appreciated. Thanks. Here's the thing that I want to know now; how is the health for fusion cores handled by the game? I'm trying to find out if there's any way to "refresh" or "reset" a fusion core's health/charge, but so far I'm drawing a blank. The creation kit wiki isn't any help either. More specifically if OP is looking to have a fusion cores that 'do not run out', then take a look at the perk which already does that. I surprise myself everyday when I look at the vanilla assets and find my answer is in them in some shape or form -- especially true for quest related scripts!!
  6. Eyyyy great job. It was pretty cringe having to use bethesda's.. 'website'.. to look for creation kit specific threads. :)
  7. Just wondering how the community (if) has progressed on creating a platform for custom races and making synths and ghouls playable (glitch free) etc.
  8. Forgive me.. I was absorbed in thought....
  9. Mmm…mmm… Mm! Oh-hoh!
  10. Mmm… Hrmmmmm…
  11. Mod Uploaded: http://www.nexusmods.com/fallout4/mods/12334?
  12. The Heavy Ordnance ability confers said bonus.
  13. Luckily, this is actually an easy one to do. Edit XcomClassData ini and inside you will see what each ability is bound to (in terms of weapons). So for instance, you could bind a typically sniper ability to your secondary weapon (a pistol, say). ; corporal SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\ (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
  14. *edit* wrong post lol Your post: so kinda like Commander's Choice from EU? I believe someone is working on that at the moment iirc. Cannot find source, however.
  15. Hi Amineri, Have you any idea as to where I can find the default pose of an xcom soldier? It's kind of annoying that even if I change a pistol to be in the right hand socket, he still holds it like Ivan. Thanks.
  16. So as many of us are trying to find out, I was wondering if anyone had stumbled upon it by accident. It is easy to change, say, a pistol to a primary weapon and then change the socket that it is in to always be in the right hand.. however there seems to be one base pose that is essentially holding some form of two-handed rifle. I really dislike the way weapons were made for x2 compared to EU/EW... Anyone figured where this default animation is defined? I've checked most of the UPK in the editor and gone through a handful of unreal scripts in mod buddy to the extent where I now have more sdk playtime than x2 itself lol. Thanks
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