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Posts
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Everything posted by Kayomn
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I've fixed the paralysis effect. Just need to add the conditions to it and it should be good. Currently it casts every time regardless, do you want me to add a random chance for the effect to not happen? If so would you like the chance to dictate if the robot stun happens or if the explosion happens at all?
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While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works. Alright, thanks buddy, have you got a way to make the explosions ignore the player? Won't be fun having your legs broken everytime one of those explosions gets casted :pinch: That's very easy. You just put a condition in the effect that the person being targeted isn't the player and it will simply skip the application of the effect to you.
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Someone I know is working on a version that utilizes the Tesla effect. As it turns out the issue isn't exclusively all explosives, it's explosive types. A lot of explosives like ones attached to projectiles aren't placable via generic means. A compromise is being worked, that adds a new AOE tesla effect.
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Alright, so Fallout 4 seems to not like it if you attempt to use an explosive in any way outside of a projectile. Because of this it appears as though it is functionally impossible within the game engine to cast the chain lightning explosion via a weapon. Multiple implementations have been tried. Placing the explosion at the position of the target, casting a spell that spawns the explosion, etc. Everything executes on the effects EXCEPT the explosion. I'd like to say I was able to find away, but after over 6 hours I've had no luck.
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Thanks! I'm ready to test as soon as you have something My current implementation plan is to attach the DLC01LightningGunHazardExplosion to an Enchantment via a MagicEffect, and then work on fleshing out any further effects as needed. Of course this will cause the mod to rely in automatron, but unless you can create asset replacement for the explosion then it'll have to for now.
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In response to post #48267087. #48273222, #48274802, #48275682, #48276042, #48276792, #48277667, #48277912, #48278582 are all replies on the same post. Mikanoshi it's due to how the forum and the news comments are linked. Everytime I post in the news it creates a post in the forum in the connected thread.
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In response to post #48267087. #48273222, #48274802, #48275682, #48276042, #48276792 are all replies on the same post. Nah I didn't. Never use the forum, I've been responding via the news post. If there's a rule against this I'll be happy to move over to the thread you mentioned.
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In response to post #48267087. #48273222, #48274802, #48275682 are all replies on the same post. QT has some pretty good themeing capabilities, and it's cross-platform. I think their logic with using Electron is that it's easy to maintain and that resource management isn't all that important, which is great for throwaway software but not so good for software that's assumed to be around for years to come. Electron is not going to get any lighter, and any extensions or libraries are only going to make it heavier. Not saying they should build NMM2 in assembly in Nano but on the same chord they should ideally be optimizing.
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In response to post #48267087. Yeah, I'm still not sure what I think about it either. Personally I think there are a lot of great native system frameworks they're neglecting, but they seem pretty sure they've made the right call. If it ends up being a colossal failure there will always be alternatives that will rise from the demand, so I'm hardly putting all my eggs in the NMM2 basket. Also I think this whole themeing thing is personally dumb. From a design perspective a consistent system UI is ideally what you should be going for and I get the reason it's probably being marketed as a feature is because Electron, as of right now, cannot adapt to the system theme.