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PAPVAFS11

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Everything posted by PAPVAFS11

  1. I was unsure of the right search terms to put in, so I decided to post this. I'm trying to add some effects to gas masks and eyewear in my mod to make them feel better. I've already figured out how to use imagespace modifiers to add simple tweaks, but I want to add dark edges to the screen to better simulate the constrained field of view. I can only find blurring effects and screen-tinting stuff in IMODs, so I decided to ask here. Does anyone know how to apply a texture to the player's view?
  2. I think Zorkaz may be referring to the effects that happen after a limb is crippled, such as concussion, weapon wobble, etc. I am interested in the answer to this question as well.
  3. Actually, so far as I've come to understand it, a weapon form's min/max range does actually impact its effective range. The disconnect is the comparison between vanilla's numbers, the modifiers on OMODs, and the way falloff is calculated. The understanding I've built is that, while inside a weapon's minimum range, shots fired will always do 100% damage before any other calculations. Once the shot distance passes the minimum range, it starts dropping off, until it hits its minimum damage at maximum range. At maximum range, the damage is scaled to the out-of-range damage multiplier. So, for example, 100 damage at max range on a 0.5 multiplier would be 50. My assumption has been that, in between min and max, the falloff formula compares the out-of-range multiplier to how far the shot has travelled in between the min and max bounds, but I couldn't say if it's a linear falloff, exponential, or what. Vanilla's numbers are all very small in terms of the actual game units used. The default standard of 256/256 is absolutely worthless alone. Try using "getdistance" on points of reference to see what I mean. What makes weapons have actual range are the modifiers on OMODs. The reason why is that they're absolutely silly. A long barrel on a pipe gun uses a MUL+ADD operation on MaxRange to 16.0, which, to my understanding, means 16x the base value. Working off of the base value of 256, that comes out to 4,096, which is a lot more reasonable for ordinary in-game distances. The reason why all weapons use the same 256/256 min/max range, as far as I could imagine, is that the developers just wanted to simplify everything and make weapon range primarily determined by the barrel OMOD or range offset mods. It's why you'll often see a lot of very similar numbers depending on a weapon's barrel length, even between very different weapons. One thing I'd suggest is to just completely disregard the stats reported by the weapon cards in-game. A lot of them are weird mergers of many different stats calculated in not-always-intuitive ways, like range being a mix of min, max, and the out-of-range multiplier. The only reliable information you're ever going to get is to crack open the game files and see the guts for yourself. As a disclaimer, this is all information I've only surmised, not anything I have hard data to back up. I've done a lot of in-game weapons tests, but they're muddied by my own biases and a lack of a consistent testing area. It's given me a reliable basis, but I can't say for certain that's the actual math involved. And, man, am I bad at math. Take everything I've said with a grain of salt.
  4. I can't say for certain if it does, but it doesn't seem likely. There's already an "fcriticaldamagemult" modifier in the list. I scanned through vanilla OMODs in FO4Edit and only found two instances of it being used, and both were part of plasma flamer barrels. I find this peculiar, as there's a corresponding accuracy bonus field in weapon forms, but it's used with only a thin level of consistency. It mostly seems to appear on player-usable shotguns with a value of 100. On the other hand, it shows up on the deathclaw gauntlet, but no other melee weapons. The plasma gun, too, has 75 in that field. My leading assumption is that this is a VATS accuracy bonus, but I don't have any testing data to prove that.
  5. As per the title, does anyone know what this modifier does? It's in object mods for weapons, but "accuracy" is a very broad, vague category that looks like it's already covered by the other modifiers available.
  6. As the title says, I can't get filter keywords on leveled items to work if their chance is less than 100. 100 gives me a 100% chance as expected, but anything less than 100 gives me totally random results, including 99. Am I using this wrong?
  7. I appreciate the advice, and I wasn't aware of the WornCoversBipedSlot condition before. Unfortunately, I'm struggling to figure out how that'd help me tell which part of a character has been hit. I'm aware of editing body part data. In fact, working with that was actually what gave me the idea to try this. I'd just hoped to be able to manipulate the incoming damage depending on whether the character is wearing armor where they're hit. If what I'm looking for isn't possible, I guess I'll just have to figure out something with scripts, or on-hit effects.
  8. I've been over that page before. The thing is that GetHitLocation does actually work, and the Fallout 4 sister to that page seems to back that up. It's just reporting after the hit lands. So, for example, if I shoot a raider in the arm from a cold start, I get -1 on the first shot. If I shoot him in the head after that, GetHitLocation returns the arm. If I shoot him in the arm after that, it gives me his head as the hit location. I can't get the part struck at the exact moment it's struck.
  9. I'm trying to improvise a simple armored VS unarmored check, mostly for the sake of headshots and so on. I'm using GetHitLocation in a perk to check the bodypart struck. Unfortunately, it seems that GetHitLocation is updating after the hit, so I can't adjust the damage correctly on the spot. Am I using this wrong? Is there a workaround? Or is this just not going to work?
  10. It's almost a year later, but I think I have a tentative solution to the problem. My theory so far is that this has to do with the render window's lighting getting stuck on the preview window. I was able to get the lighting to update permanently by doing the following: 1. I loaded up the Abernathy Farm (though I suspect this would work for any cell). 2. I ticked on the Toggle Sky button. 3. I shut down the Creation Kit before doing anything else. 4. I loaded the Creation Kit back up. This changed the preview window's default lighting. I don't know if this is an exact solution, as I had to get the Creation Kit Fixes mod. Without it, the CK would usually crash while trying to load NPCs or cells. If this turns out to be a dud, I'll update this post. If not, I'll leave this up for anyone else who runs into this problem.
  11. I'd like to implement electric damage into my mod, but - so far as I've seen - the game automatically combines electric and energy damage values together in the UI. This happens for both resistances on armor and damage on weapons. This makes it very hard to tell what kind of damage a weapon is actually doing if it uses both. Has anyone made a mod that separates the two?
  12. This is a pretty simple question, so I'll cut right to it. Is it possible to make sound descriptors pull at random from folders? Without specifying every individual file in those folders? I could swear I remember this kind of functionality being available in New Vegas, but I can't seem to find it - or any examples of it - in FO4's Creation Kit.
  13. As mentioned in my own thread, it's possible to modify a short list of weapon attributes. Off the top of my head, reload speed and aim stability are affected by actor values, and general weapon spread can be modified through the use of perks. I'm still looking for a way to change sighting speed and recoil characteristics, though. I've found nothing so far.
  14. It's been over a year, and I still don't have any leads on this subject. Has anyone else dug up anything related to this?
  15. It's been four years, and this topic still doesn't have an answer. Now, I'm bringing it back. What the Hell does this thing even do?
  16. I've tried that, and, while it does work, it doesn't stick. Any preview I open after that reverts to the dimmed lighting. I do appreciate the help, but I'd like to fix this issue for good. Much as I know it might be nitpicking, it's a nuisance to have to tap that button every time, and I just know the workaround is going to dribble out of my brain at some point in the future.
  17. I've run into a problem with the preview window for the Creation Kit. Recently, everything started showing up with nothing but dim orange and blue lights illuminating it. I don't know what caused this, and I've been stumped for a solution. As far as I can tell, these are the "warm" and "cold" lights in the preview window, but modifying them doesn't restore the brightness of the default lighting. Deleting the INI files - for anything and everything related to Fallout 4 - has not resolved the issue. I know I've had this issue in the past, and I still don't know what solved it. This makes it very difficult to assess the details of a mesh, so I'd really like to find a reliable solution for this.
  18. As far as I'm aware - and a more senior modder could probably prove me wrong - it's not possible. From what I've seen of the service rifle, the SMG and 7.62mm lower receivers have the magazine mesh integrated into the lower receiver mesh itself. The 5mm lower, meanwhile, just uses the same model as the 5.56mm lower. I would guess that this could probably be done with custom animations, or maybe some tricky NIF editing, but I don't think this can be done with OMODs alone.
  19. I think a week's long enough for a bump on this. I still have no idea how to use PlaceAtNode, or if it's even usable in the way I want to use it. I've tried setting the weapon's projectile to one that instantly explodes, but that makes the AI evaluate the weapon accordingly, which makes them try to use it at point blank range. This isn't ideal behavior, as I'd like the weapon to be as equally dangerous to NPCs as it is to unwary players. Just using PlaceAtMe with a projectile spawned by the script doesn't work the way I want it, either, as that means it's not usually centered on the gun. How can I accomplish what I'm trying to do?
  20. Believe me, that was the first thing I checked. I've let the launcher set my resolution, triple-checked the INI files to make sure it was correct, and done everything I can think of. None of it's worked. I can post my INI files, if that would help, but given that this kept happening even on launcher-generated INIs, I couldn't even imagine what's going wrong.
  21. I recently picked up a new monitor at 1920x1080. This is my first monitor in this range, and everything is working out so far. My one problem is with Fallout 4. It's not severe, but it's a little alarming. Whenever I start Fallout 4 up, my monitor goes black for a short period as if it's changing resolution. This also happens when I tab back into the game. What's confusing is that it doesn't actually change the resolution; when I shut the game down, or tab out, there's no black screen. It switches to my desktop like any other fullscreen game. So far, Fallout 4 is the only game I've experienced this with, and only on my new monitor. I've tried to fix it by clearing all of my settings, but it keeps coming back no matter what I change, wipe, or set to default. There's no trouble when the game is running in windowed mode, borderless or not, but I really don't like the performance hit associated with windowed mode. Fallout 4 is already a major hog for my rig, and I don't want to make it any worse. This isn't the worst of issues. All it really costs me is a little bit of time and a little bit of momentary performance. But, as I said, it definitely doesn't look like intended behavior, and it's making me nervous that this is putting unnecessary stress on my monitor or my machine.
  22. Unfortunately, so far as I can see, stability doesn't seem to have an effect on the ironsights sway. Modifications to the player's AimStability actor value have no effect, and neither do changes to the weapon's aim model. It definitely has a significant impact on the sway of scopes, but not raw ironsights. If my caveman-quality tests are accurate, it's governed entirely by the weapon's ironsights animation. I would be very, very happy to be proven wrong, as I otherwise have no ability to change this.
  23. As much as I appreciate the help, I'm afraid that's not what I'm looking for. The wiggle I'm talking about happens while the weapon's idle, not when it's recoiling. This seems to be most noticeable on the AK from Nuka-World. Here are some side-by-side screenshots to show what I mean. Each one was taken while stationary, without moving, shooting, or even looking around all that much. It makes long-distance shooting on ironsights more annoying than it needs to be, especially on AKs. I know I'm pinching pixels and splitting hairs here (literally speaking), but the sheer fact that the sights are moving is enough to throw off my aim more than the visual shift alone would ordinarily do. I'm conscious of the fact that I'm never going to get an animation replacer for every single animation pack out there, so I was hoping there was some animation speed multiplier I could fiddle with, or something else that could help.
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