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Everything posted by robotized
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Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
Enhance Weapon is a dead end. I think this had purpose in Skyrim, but here I couldn't get it to work. So it's back to the "Apply Combat Hit Spell". I tried looking in the conditions for something connected to bashing instead of shooting, but no luck there either. I noticed a mistake I did before and that's not giving names to the forms(not EditorIDs, but names). In CK you can't add magic effect to a spell or enchantment, if it doesn't have a name filled. I was getting a bit confused by bethesda naming, since I used their forms from FO4.esm to copy from and I removed the names in FO4Edit, silly me. So I added proper naming this time. I created combat hit spell for the incendiary critical effect to test, that works as expected. Added keyword condition for plasma infused legendary effect. And I created two magic effects for the red laser crit effects, with added conditions - one for super mutant race and one for non super mutant race. Basically it's working, but is a little buggy, as in there are times that both effects are added to the super mutant and you end up with ash pile and goo pile. You can check it out, here's the archive: https://drive.google.com/file/d/1zCrdDT6iLGysDv1jLKVOeuOYxjvSgK9D/view?usp=sharing What's left to do, if you want to cover most weapons and effects - add spells and magic effects for blue laser effect, cryo effect(am I missing something else?). While testing the red laser on super mutants, I stumbled upon a potential issue. If you have a laser weapon with cryo legendary effect. It's possible as I have such weapon in my game. I haven't tested this particular situation, because I haven't added cryo. I think one of two things may happen - 1)since OR conditions is used, none of the effects will apply; 2)both effects will apply, which will get buggy visually. Oh, almost forgot, the AND and OR combination of conditions for the red laser effect seem to work - institute laser gun is not affected, standard laser gun and laser musket have the crit effect. I leave the rest to you for now. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
There are Entry Points which change things for the perk owner's target, like their damage resistance. Maybe the "Target" tab doesn't work for Entry Points, unless they are related to the target. I tried a couple of candidate conditions for damage type, but they don't work. I keep thinking there is a condition that checks player's action, and the action was represented by numbers, but I can't remember. I could be wrong. I haven't really googled this. And I also can't find anything for the type of incoming damage. Getting back to applying the effect on certain npcs. I already mentioned in one of my previous posts: What I meant was to create new magic effect from the vanilla one(CritLaserEffect "Critical Laser Hit" [MGEF:000731B3]) and add it to the critical effect spell with condition(like the one from your example). Since the magic effect is a new form, you can edit this however you like - add/remove scripts and choose different forms for the script properties. Something else popped up in my head, regarding the bashing problem. I don't know if it will work. Things in the mod will be changed a bit. In the perk it won't be used Entry point, but rather Ability. Ability also adds spell to the perk owner, but the spell specifically has flag for ability and is constantly applied(Constant Effect to Self). The magic effect inside the spell will apply enchantment to the weapon. The Archetype of the effect is called Enhance Weapon. This enchantment will take the role of the combat hit spell. The conditions will also be changed, I think it can be checked if the equipped item has certain keywords. But this whole thing remains to be tested. I'm thinking of giving it a go since I'm curious about it, will keep you updated and if all is well, I'll even send you another plugin to check out. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
Another post, I can't help it, it's a lot of info. With the plugin at hand, I'll try to explain using it as example. The quest adds perk to the player via the script. Source of the script is included, so you can take a look at what contains. It's quite small, but enough to get the job done. Important options for the quest - "Start Game Enabled" and "Run Once". For the perk, I remove the "Playable" flag and set it to "Hidden". Not playable doesn't mean you can't use it. Playable flag is mostly for perks in the level up menu. Hidden flag is for whether the perk is visible in the pip-boy. I add new perk entry, then choose Entry Point and from the list - Apply Combat Hit Spell. Then I choose the spell. You gotta have the spell already created, but I'm trying to explain how things are connected. I go to the Weapon tab of the conditions and add what's necessary. The spell I choose for "Apply combat hit spell" for example CWMG_CritPlasmaSpell [sPEL:01000F9A]. It is added to the player's attacks. Magnitude and duration of the magic effect I got from the vanilla game. If you want to open the magic effect(or any kind of form, if referenced in another form), hold Ctrl and click on it(uuh I meant that when using FO4Edit). The magic effect runs a script called FXCastSpellOnDeath. Since it's added to player's attack, the casting type is "Fire and forget" and the Delivery type is "Contact(Touch)". In the properties of the script choose the spell for the effect on death. When the target is hit, the spell is added to it. The spell for the critical effect(CWMG_CritPlasmaHitSpell [sPEL:01000F9C]) is added to the target upon death. The casting type is "Fire and Forget" and the delivery type is "Self". I could've probably used vanilla critical effect spell, but I created new ones. The magic effect in the spell is actually from the vanilla game, and so are the settings for magnitude and duration. The magic effect runs scripts for adding various effects and replacing the body with goo/ash piles. If you want a custom effect with goo/ash pile, then you have to duplicate on of the vanilla crit magic effects and fill in the properties of the script with your own. Basically: quest adds perk to the player with a scriptperk applies combat hit spell to player attacksthe combat hit spell adds(through script) critical effect spell to the target triggered on deathThis method is based of the enchantment of the Mirelurk Queen's weapon: MirelurkQueenSpitAttackSpell "Acid" [ENCH:001B9A3A]. You can check it out and see that things are very similar. Instead of enchantment, we have a spell chosen as Combat Hit Spell in a perk. This is because enchantments aka object effects are only for armor and weapons. For npcs are used spells. The enchantment has two magic effects - one is for the acid damage and the other is for the critical effect. Btw, effect spell, effect hit spell, not the best naming. I tried to follow some Bethesda naming when creating from existing forms. So let's say in the example: CWMG_CritPlasmaSpell [sPEL:01000F9A] -> combat hit spell CWMG_CritPlasmaHitSpell [sPEL:01000F9C] -> critical effect spell About my ideas for keywords and conditions. For red laser: Subject.HasKeyword(ma_InstituteLaserGun [KYWD:001289BB]) = 0 AND Subject.HasKeyword(WeaponTypeLaser [KYWD:00092A84]) = 1 OR Subject.HasKeyword(WeaponTypeGatlingLaser [KYWD:0022575E]) = 1 OR This will cover Laser Gun, Musket and Gatling laser, but will exclude the institute laser. hopefully this combination of AND and OR works. Could be compatible with mod added weapons even. For blue laser: Subject.HasKeyword(ma_InstituteLaserGun [KYWD:001289BB]) = 1 OR Subject.HasKeyword(WeaponTypeAlienBlaster [KYWD:0016968B]) = 1 OR Subject.HasKeyword(DLC01ma_LightningGun [KYWD:01002471]) = 1 OR For Institute Laser, Alien Blaster and Tesla Rifle. Since using mod association keywords, it depends what keywords modded weapons use, but probably they are not compatible. For plasma: Subject.HasKeyword(WeaponTypePlasma [KYWD:00092A85]) = 1.000000 OR Subject.HasKeyword(HasLegendary_Weapon_PlasmaBullets [KYWD:001F9B4C]) = 1.000000 OR This will cover plasma gun and weapons with Plasma Infuse legendary effect. For Cryo: Subject.HasKeyword(WeaponTypeCryolater [KYWD:0022575F]) = 1.000000 OR Subject.HasKeyword(HasLegendary_Weapon_Cryo [KYWD:001F547A]) = 1.000000 OR Covers the Cryolator and weapons with Freezing legendary effect. For Fire: Subject.HasKeyword(HasLegendary_Weapon_IncendiaryBullets [KYWD:001E7175]) = 1.000000 OR Weapons with Incendiary legendary effect. I haven't checked if bash really triggers the effect, because I don't use it as much. I still don't have ideas about conditions to filter out the player's actions(bashing/shooting). Edit: Yep, if you happen to finish a target with bash, the effect still applies. Needs a solution if possible. Note: When I talk about Casting/Delivery Type, I mean for the magic effect. The spell inherits those settings from the magic effect used in it. In FO4Edit these settings for the spell can be manually edited, but only to match same settings for the magic effect within it, if necessary. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
In the current state(while this perk is for the player only), you can add additional magic effect with condition to work on super mutants only. I don't know if there are vanilla effects to make this combination happen - set them on fire first and turn them to acid goo pile. To make any npc, capable of holding laser gun, do this to super mutants, you'd have to add the perk to these npcs. A lot of npc factions or types to cover, perhaps could be narrowed down to race. I haven't done anything like that though. Applying the perk or spell rather on the target, I can't say. I'm guessing it's possible, I'm not sure how. Also I don't know if there is a way to tell/detect who's the one shooting. I think there are condition checks for the damage type, I've never used them, so another thing I don't know about. Sorry, I don't have a lot of answers, I'm not that advanced at modding. I've been thinking about any problems with the mod. Two things bother me. First is if you kill a target with bashing, the effect will probably trigger. Because I think the "Apply Combat Hit Spell" goes for all attacks. Maybe there is condition to check if the player is shooting or something similar. The second problem is about the weapons, which do have Critical Effect enabled in the weapon's form in the plugin. If both effects are triggered at the same time(from the weapon and from the perk), could lead to awkwardness. Maybe that's why I noticed that the effects sometimes don't work or the bodies just disappear. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
No problem. Maybe I should try to write something down, as tutorial/explanation, to help you get better understanding. Then you can try to create more spells to cover cryo effects and the legendary cryo/fire/plasma. At least for vanilla weapons, modded ones could require adding dependencies to the plugin. I have more ideas about keywords for the condition checks. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
Myth busted. No, it's not required for Crit Effect to be added to the weapon. I tested with 10mm pistol and plasma effect, it worked like a charm. The problem is in the conditions and it is my fault. Sorry about that. The last thing I did was to add second condition to the red laser effect and I got it wrong. Currently the conditions are: Subject.HasKeyword(ma_LaserGun [KYWD:000D1052]) = 1.000000 AND Subject.HasKeyword(ma_LaserMusket [KYWD:0004BAF1]) = 1.000000 AND Since there is no weapon(at least not vanilla), which has both these keywords, then the effect will not work. The right way to do it is: Subject.HasKeyword(ma_LaserGun [KYWD:000D1052]) = 1.000000 OR Subject.HasKeyword(ma_LaserMusket [KYWD:0004BAF1]) = 1.000000 OR Why did I use mod association keywords instead of WeaponTypeLaser? Because the institute rifle also has the keyword WeaponTypeLaser, and it has blue beam. You have to get creative with the keywords to include one weapon, but exclude other. You can check if the weapon has/doesn't have certain keyword(s). I believe you can mix AND and OR conditions, but I haven't done much tests with that, I don't know if it matters how these conditions are arranged. Edit: Do check what keywords the Laser RCW has. You can duplicate the red laser spell, which is added by the perk, then add the duplicated spell as new entry point to the perk, and use different conditions to make the Laser RCW or other laser weapons compatible(if they have any kind of vanilla keywords that is). Currently the keywords for the red laser effect don't cover the Gatling Laser. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
My experiments a while ago were done with the JunkJet. I was making it shoot grenades and used the same method, just applied as enchantment to the barrel or receiver. The JunkJet doesn't have crit effects enabled, so this shouldn't be an issue. Maybe I did something differently, or maybe the condition needs more keywords. I'll take a look later after work. Still it's likely that modded weapons have their own custom keywords, so extending compatibility will require adding a lot of masters to the plugin with the critical effects. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
Ok, I had to do some tests first. I couldn't manage adding the perk with using Aliases inside a Quest. But I did a quick search and found a simple script solution, which is attached to the quest and used to add the perk to the player. Here is an example plugin with the script included: https://drive.google.com/file/d/1zCrdDT6iLGysDv1jLKVOeuOYxjvSgK9D/view?usp=sharing This method is basically the same as the enchantment(object effect) of the Mirelurk Queen weapon, which adds the critical spell to the target. I hope you will understand it better when you look at the plugin and see how the forms are connected. In the perk are added Entry Points - Apply Combat Hit Spell. Currently there are two - for plasma and red laser. The perk is best edited in CK. When you add new entry point with combat spell, you have to add condition, choose to add it to Weapon, not the Perk Owner. Edit: The method is a bit buggy sometimes. As I mentioned it's also possible for fresh corpses(I mean killed npcs, not spawned dead) to be turned to ash/goo. The effects seem to not be applied when you score a headshot and detach the head. On some occasions they are not applied at all or the body just disappears. -
Pondering if this is even possible (Creation Kit)
robotized replied to CatsWithMachineGuns's topic in Fallout 4's Discussion
Changing a ton of things - no, no overrides necessary. But does require creating a decent amount of forms(if that's the right word). I have experimented with this before, on weapons though. I have a theory how to add it via perk and how to add the perk to the player. So I think it's possible. The critical effects will always be applied upon death, I think even to the point of making dead bodies into ash/goo. I'm not sure how to explain it all in detail :sad: . Are you good with CK and FO4Edit? -
Another way could be with FO4Edit. Things look different there, I mean the idles are not sorted under a Behavior Graph. You can load Fallout4.esm, go to and expand the Idle Animation category, sort all forms by EditorID and then scroll down to find the ones starting with Dogmeat. From there it's again a matter of taking a note of the idles and testing which work with playidle command.
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No idea if there is a list somewhere, but you can check Dogmeat's idles in the Creation Kit. When you load Fallout4.esm in CK, go to Gameplay->Animations. For Behavior Graph find and choose Actors\Dogmeat\Behaviors\DogmeatDefault.hkx. Expand the list, select an action and expand it as well and see what's the idle's name. For example for the ActionIdlePlayful, the idle is DogmeatIdlePlayful. Open the console, select Dogmeat and type playidle DogmeatIdlePlayful. There are two more Behavior Graphs, so there are a lot of idles, but I don't know if all of them work with the playidle command.
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[Script] Need help with explosion/Magic Effect
robotized replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
If you are using Archetype->Script, try Archetype->Value Modifier and Assoc. Item->Health. Set magnitude to 0 and without any damage/recover flags, the magic effect shouldn't tamper with the target's health, but maybe it will be able to run the script. Also try a few values for the duration to see if this can change things(0, 1, 10). -
Use Face Ripper to convert the preset from the replacer's plugin to a json.
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I know of one mod: https://www.nexusmods.com/fallout4/mods/41511
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Trouble Making CROSS IEX Hood Underhelmet
robotized replied to TheRealPinkoScum's topic in Fallout 4's Discussion
What about the gas mask from CROSS IEX Suit? From the screenshots I see it's equipped over the hood. Try to set the helmets to the same biped slot as the mask, see if that will make a change. -
Stand Alone Mod That Removes +SPECIAL From Apparel?
robotized replied to Pseudofate's topic in Fallout 4's Discussion
I have a mod that may be what you're looking for: No S.P.E.C.I.A.L. on armor and clothing -
Fall damage even when using jetpack to slow you down
robotized replied to hucker75's topic in Fallout 4's Mod Ideas
Instead of holding the button, try pushing it several times. I think it makes some difference. Otherwise I'm not sure there's a way to fix what you ask. Unless you choose completely negating the fall damage. -
You can try deleting Fallout4 - Textures1.ba2, then validate the files and Steam will download it (the tire textures are in this archive). If nothing changes, as HeyYou said, check for any loose files: Data/Textures/SetDressing/Tires/Tire01_d.dds Data/Textures/SetDressing/Tires/Tire01_n.dds Data/Textures/SetDressing/Tires/Tire01_s.dds Deactivate your mods in the manager and if you find the loose textures, remove them to see if they were the culprit.
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Is there still no 60+ FPS fix for this game?
robotized replied to LucyTheSuccubus's topic in Fallout 4's Discussion
High FPS Physics Fix Requires latest game version and the FO4 Script Extender. -
FO4Edit Changing Turret Hit Points
robotized replied to Warchilde30's topic in Fallout 4's Discussion
I think he is looking to change how much damage the turret can TAKE, not how much it puts out. :smile: Whoops, my bad. I guess you have to increase the health or resistance, or both maybe. Turrets are actors, search under Non-Player Character(Actor) category. You will find the health and resistances of the turret in the PRPS-Properties(sorted), just after Perks. Increase the values you want and test in the game, how much hits the turret can take. -
How to change clothing to hide hair?
robotized replied to undedavenger's topic in Fallout 4's Discussion
Add biped(body) slots to the armor form - slot 30(hair top) and 31(hair long). -
FO4Edit Changing Turret Hit Points
robotized replied to Warchilde30's topic in Fallout 4's Discussion
You need to edit the turret's weapon. Check the Damage section of the weapon form. You have to increase the value of the Base. If Base is 0, look below at the Damage Types. Like for example the laser turrets' Damage Type is dtEnergy, and the Value is the base damage, which you have to increase in this case. -
Custom Weapon not appearing in the Weapon Workbench
robotized replied to ZeroCore's topic in Fallout 4's Discussion
That's only true if you added the Mod Association keyword to the object mod, but forgot to add it to the weapon. MA keyword won't do anything, if the weapon and object mods don't have the Attach Parent Slot keyword. If you have custom AP keyword, specifically created for your armor, it's not necessary to use MA keyword. The perfect examples for MA keyword use are in the vanilla files. Bethesda used same AP for all Misc mods, then added MA keywords to separate the mods for arm, leg and torso armor. -
If this is for CBBE, File->Load Project->CBBE Vanilla.osp, then choose "CBBE Vanilla - Raider Underarmor" from the list. Make whatever edits you want. Delete the BodyZap slider. Create new zap slider for the reference body, according to the edits you did to the outfit(skin that's not visible should be zapped). Change zap slider setting to be on by default. When ready to save, go to File->Save Project As... Change the Display Name to a custom one and press the button [To Project] Output File Name stays the same - RaiderUnderArmorF Output Data Path also stays the same - Meshes\Armor\RaiderUnderarmor All the file names and paths in the "Project" section below are already filled, because you press the button [To Project] Leave enabled the option - Copy reference shape into output Extracting as nif is not viable for bodies like CBBE, because you loose all slider data and without a slider set you can't conform the outfit to a body shape. To see your work in the game, first you have to open BodySlide, choose the slider set for the outfit, choose a body preset and press Build.
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Help making broadsider projectile
robotized replied to bigyeetman's topic in Fallout 4's Creation Kit and Modders
It shouldn't randomly decide to work. I tested what I described, it worked right off the bat, that's why I replied with a solution. Hm... well, hopefully it keeps working.- 4 replies
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