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robotized

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Everything posted by robotized

  1. Try with adding new property modifier in the object mod: Target: pkKeywordsOp: ADDForm: WeaponTypeShotgun
  2. I think it is this one: dtPoisonEffectChanceAlways "Damage Type Poison" [MGEF:000856FA]. Edit: The magic effect has a keyword. I think that for the duration of the magic effect, the keyword is applied/added to the target. Maybe you can use that in a condition check.
  3. I didn't know about this nice little trick. Thanks.
  4. Hey, good for you. You managed to pull it off. Thanks for reporting back with your findings. Not sure if I'm ever going to need such thing, but more examples are always welcome, the wiki can get you only so far. Checking out the "GetFormFromFile" thingy, I'm thinking you should never convert the plugin to .esl or .esp with ESL flag, because that could mess things up and the script may not find the form(or the Form ID). Keep it in mind if things suddenly stop working :wink: . I don't know how to solve this problem with matswap not being persistent. You'll have to test available possibilities, hopefully you strike gold again... and get rich. That's what I often do, test, make some edits and save the file, then test in the game again, rinse and repeat. Modding sure does take a lot of time, even for little things. I could be wrong, but OnLoad() may not be available for Actor script. Hmm, there's some interesting stuff on this page: https://www.creationkit.com/fallout4/index.php?title=OnPlayerLoadGame_-_Actor
  5. I'm guessing this problem has something to do with the vaultboy not working for non-PA flashlights/headlamps. Probably not going to be of much help, but I found out if you use command "sexchange" or "setrace"(for example to switch to ghoul and then back to human), the vaultboy gobo will then appear for the non-PA flashlight. Though I haven't tested how things change for the PA flashlight after that.
  6. Wait, you can use level lists in constructible objects? Cool. Of course I had to test this :smile: . This can be used to craft molotov with whatever bottle you have at hand(which is added to the LL). You have to enable the flag "Calculate for all items in count" . It's not very practical, even less if you have a lot of items in the LL. For example, you may have 10 empty beer bottles, but it will use only one and then check for the next item in the list. If you are missing a lot of bottle types, this means you'll have to back out to previous menu multiple times, until it gets to a bottle from the list that you have available. Edit: I actually didn't check the "either use glass or bottle" thing. But I know how it's going to work. Use a LL inside a LL, both with flag "Calculate for all items in count". One level list will contain glass component + other LL. The other LL will contain all empty bottles. It will be all the same though, not practical to use, for the reasons I mentioned above. Yeah, it will be tedious at one point, going back to previous menu and then back to Grenades, not to mention this time it will be checking between glass and bottle LL first.
  7. Yeah, that's what I do, look at examples from the wiki and from other scripts, and try to keep it simple. For this particular function, the problem is, there is no property for material swap - usually at the beginning at the script are defined the properties(also variables and so on), like for example: Armor Property ArmorToEquip Auto So the material swap has to be defined in a different way. And this is what gets too complicated for me. Another thing that can be done with script is, to attach object modification to an item(in this case armor). I think you don't even need attach point keyword in the object mod (or in the armor), just to set the type to Armor and from the properties to add the material swap. What gets complicated for me here( and also in the case of the script with material swap), is how to attach the object mod to the currently equipped armor. One more thing that came to my mind is the recently released RobCo Patcher. With the patcher, you can distribute attach point keyword to all armors in the game, create object mod with material swap and constructible object for it in your plugin. The problem then is, you'll have to go to the armor workbench in order to apply this mod on clothes. So maybe it's not a good solution, but I'm just throwing it out there. There just doesn't seem to be an easy way to get rid of the body meshes included with outfits. I was intrigued with this, but sadly can't do much about it. Good luck with this, hope you find a viable solution.
  8. Ok, I get it now what you are trying to do. I did some test with the Skin Overrides, since they can also change the body texture, but I couldn't get any transparency on outfits. The decal options in Texture Set doesn't seem to make a difference even if you enable Alpha Test. My next thought is about scripts. There is a function called ApplyMaterialSwap, but requires the Script Extender. Maybe the material swap could be applied to the player, or if that doesn't work, to apply it to the currently equipped outfit(occupying slot 33). I don't know, I'm not good with script stuff.
  9. I'm kinda scratching my head. I'm going to just ask. If you want to have custom character skin, why not use the mod Unique Player and Followers? Also there are other options to have a unique body texture, like LooksMenu's Skin Overrides, or even the Overlays can do the job(maybe better than overrides). Outfits don't come with full body(the part of the mesh under the clothes is removed), but usually they occupy biped slot 33 and replace the whole body. So you'll have to change slots for all outfits in the game. And you'll probably have clipping issues when you equip the clothes over the full body.
  10. Yes, my mistake, it's 255. Well, I tried Alpha Test + Alpha Test Reference @255, removed Skin Tint and Cast Shadows, seems to work fine in the game. Here's a screenshot. I also uploaded to my gdrive the test plugin and material. For the test I edited the armor addon of the summer shorts(edit: added mat swap only for the male model), in the game open console and type additem 14941a.
  11. Duplicate basehumanskin.bgsm. Give a name to the new material. Use it in the material swap to make the body transparent. For the new material, either set Alpha to 0 or combine Alpha Test + Alpha Test Reference set to 256. There's no need to touch Blend Mode or anything else. If you get errors about this material, then give it a try with disabled Skin Tint setting. The transparent body may still cast shadows, so if you want you can also disable the Cast Shadows setting. Both settings are under the second tab of the bgsm called Material.
  12. Forgot to mention, if you want to cure getting locked at the bench, you can do that, again with FO4Edit easily. You can select the Armor Addon of the yoga pants and another one, for example the vault suit. Hold CTRL while clicking on addons, to select more than one. Then rights click and choose to compare selected. You can drag the line with the male model from vault suit addon to yoga pants addon. Exit and save the plugin. And that should fix the problem.
  13. I think that it's not possible to use conditions in batch files. On other hand, I managed to solve my problem. The line if GetGlobalValue X == 0; set X to 1; else; set X to 0; endifcan be used exactly as it is with MCM. That's how I toggle the lights for the Excavator PA pauldron lamps. I created MCM menu for my patch and added hotkey option to run console command. For more information, visit the MCM wiki and look at other mods for examples. Edit: The best thing about using Global value is, you can type the Editor ID and it works. For example if I name the Global value TogglePauldronLights, I can use that in place of the X in the example above. While if you want to use commands like AddItem, EquipItem, AddSpell and so on, you'll have to type the Form ID, which makes it impractical to use with hotkey, because the command will then be tied to the load order.
  14. I'm assuming you are able to use FO4Edit. So, start from scratch: I don't know what you mean by "set" the FormID values, I recommend to renumber the FormIDs by starting from 800.Change header version.I don't have VR, but I have been on older version of FO4, so this method has made some newer mods run properly. Also trying to edit the yoga pants on the armor workbench as a male character, will get you locked at the bench menu, because the Armor Addon does not have a model for males.
  15. Maybe you can use SKK Combat Stalkers. Make a patch for the mod to remove all hostile actors, then create new formlists and populate them with actors of your choice(in this case - courser). The process of adding and removing hostile actors is described in this article.
  16. I was trying to switch a global value between 0 and 1 with the mod Configurable Hotkeys. When I type the following in the console if GetGlobalValue X == 0; set X to 1; else; set X to 0; endifit works. Note: X is the Editor ID of the global value, just for this example. When I put the same line in a batch file, it doesn't work, in the console returns error message: Mismatched if/else/endif block starting on line 1. Mismatched if/then/else block.I'm curious, am I doing it the wrong way? Or is it not possible to use conditions in the batch file? Also would like to use this opportunity to ask about one more thing. Is there a condition, which checks if the pipboy light is turned on/off?
  17. If you are asking about the outfit, then search for TheKite's DC ScoopDigger.
  18. I have helped on automatron parts mod, mostly on edits and additions in the plugin. But I haven't done anything from scratch, so I can barely give you any pointers. I suggest you look at Ada again. You are right about one thing, the parts are not armor addons, they are object modifications. Open the Object Template of the NPC and you'll find them inside. Check what keywords the NPC has, I'm guessing they are important(attach parent slots for sure). Adding new races and parts to automatrons, as far as I know, are done by adding them in FormID lists. I think you need scripts to "inject" you own parts in the lists of the DLC. Also take look at other mods for examples. This mod author here: https://www.nexusmods.com/fallout4/users/8720933?tab=user+files He has some mods for automatrons and in the descriptions he says you can use his scripts, so this could be of help to you.
  19. https://www.nexusmods.com/fallout4/mods/45956 https://www.nexusmods.com/fallout4/mods/56981 https://www.nexusmods.com/fallout4/mods/30754 https://www.nexusmods.com/fallout4/mods/32665
  20. Just an idea, why not use same keyword, but create a new Object Modification. In this Object Mod you add properties from both linings, kind of combining them. You'll also have to create new Misc item(mod) and new Constructible Object. My only concern is the dn_ keywords, since one of their functions is for the INNR(instance naming rules). So I don't know if it is ok to add both, how will that affect the naming of the armor. But at least add dn_HasLining_FlameResistance, because the other function of this keyword is inside condition checks in Magic Effects for fire damage. These magic effects will not damage the target if he/she has apparel with this keyword.
  21. If you haven't touched the ingame body sliders and saved the preset afterwards, then the body morphs shouldn't be included. If you want to know for sure, open the json file of the preset. The part with the sliders will be in the very beginning of the file and it is called "BodyMorphs". BodyMoprhs can be manually removed from the file, you just have to be careful not to delete any important brackets and comas.
  22. Ok, I'm glad you managed to make it work as you wanted. Are you using the condition for power attacking? I'm curious if this condition works.
  23. A few months ago I did a patch for the Ballistic Fist. Only way I know of, to attach explosion to melee weapon, is with a script. Add Enchantment to the weapon, add script to the magic effect. Since this is weapon enchantment, the explosion will spawn on every hit. Set a condition for the magic effect inside the Enchantment, I think there's one which detects power attacking, but have not tried it personally. The problem with the explosion is, it will damage the user as well. Maybe make the explosion with small radius. Or the other option is make the explosion do zero damage, instead add Enchantment to the explosion. The Enchantment will have a damaging magic effect with condition to work only for hostiles. Regarding the script, I have one in the Ballistic Fist Patch - No Ammo Requirements. The script spawns invisible marker at the target actor, spawns the explosion at this marker and then deletes the marker. The reason for using a marker - there is also variable in the script, which can change the vertical position of the marker. This way I elevate the explosion so it doesn't spawn where the target's feet touch the ground. But don't set it too high as it will look weird for creatures like the bloatflies(much higher than their bodies).
  24. If you know how to add object mods, one way is to copy what they did for Sprinter's Legendary Effect - mod_Legendary_Armor_Speed "Sprinter's" [OMOD:001F1C2F]. It's not necessary to use the same attach point keyword and all the properties, because they are specific for the legendary effect. I guess you could directly use it - add the ap_legendary keyword and then include the omod in the object templates. This will make the armor piece legendary and unscrappable. I think another way could be by adding Enchantment to the clothing with magic effect. The magic effect will change the actor value SpeedMult [AVIF:000002DA]. I'm not sure what flags need to be enabled in the magic effect, maybe Recover. In the enchantment try with setting magnitude to 10.
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